A game of survival, trade and exploration in the universe of Fallen London
Fuel Glut
 Mortmaer Posts: 6
1/26/2015
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Is the latest change to port report rewards seen as a positive thing? Because at the moment, fuel is hardly ever scarce once you start bringing them in. Admittedly my games currently tend towards no-lights/high-terror, largely due to a lack of terror critical events.
Mildly related, the admiralty page needs serious love. It's currently a nightmare navigating through it and I have to double/triple check to make sure I handed in all my reports.
Also mildly related, I really like the focus that has been put on fuel/food/crew and away from echoes. I never got to play the game while the tomb-colonist run was viable, but it feels like the starting game should be more about Faustian deals and all-or-nothing attempts rather than extracting drudgery from the sunless sea. edited by Mortmaer on 1/26/2015 edited by Mortmaer on 1/26/2015
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 Brackenfish Posts: 18
1/27/2015
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Once upon an alpha build, terror was nearly unavoidable during any real exploration. It was the video game realization of a grim, inexorable toll exacted by reality upon sentient consciousness. Which was...interesting? At that point it would've been overly harsh to hit you with random horrors at terror 25, considering you could reach that after a quick walk around the block.
Now terror has evolved into a risk for running with the lights off, which makes a whole lot more sense and meshes well with the improvements to combat. Problem is, people have figured out it's no big deal until it hits 50; I'd go as far as to say it's meaningless at values below 100. Terror could probably use some more teeth again.
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+3
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 Mortmaer Posts: 6
1/27/2015
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I agree completely.There is little to fear about terror, and that's terrible.
That's part of the reason for my issues with fuel. Running the lights doubles your consumption,but it's rarely necessary, especially when your apparently naive captain starts off with no terror and you know the right events. And this impacts other areas, including how nonchalant I've become about light-negating fog, the initial blitz exploration and repeatable terror events.
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+2
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 Avian Overlord Posts: 62
1/27/2015
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One of the most disappointing moments of SS is when you realize terror is so... impotent. It doesn't do anything until fifty, and London stops it from getting any higher. Especially as London becomes more effective with a sweetheart and child. And nightmares are a complete joke. Just resting in lodgings will fix them the first time they show up, and by the time they show up the echoes aren't that much of an issue.
-- The Principled Dectective-http://fallenlondon.storynexus.com/Profile/Corvidae Open for social actions of all sorts.
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+1
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 Mortmaer Posts: 6
1/26/2015
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Fretling wrote:
Also, there are still people complaining about running out of fuel, although I'm not sure if they're actually new players experiencing the current build or if they're people who started games some time ago and are unhappy about it.
I've been there. At the beginning, when you're trying desperately to keep terror down to 0, and you're often hugging the western coast with lights on all the time, it can seem like you're consuming vast amount of fuel for nothing.
The first major obstacle is adjusting your expectations with how best to get on with things, especially when to turn the lights off. The second is learning about various fuel shops away from Fallen London. There's a lot of ambiguity in the starting game about how to approach it, since it's rather freeform right now.
edit: Also, people might not realize you can turn supplies into fuel, people into supplies, and terror into more terror. I went ahead and died several times to learn all that. edited by Mortmaer on 1/26/2015
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+1
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