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Quirks Polishers Messages in this topic - RSS

Hannah Flynn
Hannah Flynn
Administrator
Posts: 491

7/17/2015
Are you a late-game player with a strong idea of your character's personality? Have you made an impulsive decision that's reduced a key Quirk? All is well!


We have provided costly but intriguing options that allow you to act potently in-character, adjusting high-level quirks... while glimpsing fragments of a larger narrative. Find them on the Connected items that can be purchased at the Bazaar.

These are only available to very late-game players (250+ in a stat).


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Alexis Kennedy
Alexis Kennedy
Posts: 1374

7/23/2015
A couple of meta points.


On wipes: one of the reasons we are conservative about wipes is that they annoy players. Another is that they are hard to roll back. A third is that when we remove a system, then all the decisions which were made in the context of that system still remain, and some of them look weird or become malignant. A fourth, related point is that when we remove a system, we also remove all the good features of that system, which tend to be disproportionately overlooked when the system is making itself troublesome. In this respect, long-running game systems are very like (a) legacy code-bases (b) legal systems. 'Burn it to the ground and start over' is always seductive and often unwise.


On the increased amount of green text on the forums: this is a direct result of my attending Rami Ismail's talk at Develop. Rami made the very good point that giving careful explanations to your community educates the community and lets them give those explanations to newcomers (even if it's in the form of 'I don't agree with the devs, but what they say is...')


I'd tended to back off giving long explanations after a series of draining experiences where I'd post something long about FL or SS, and someone would show up further down the thread and ask the same questions all over. But I've noticed that people have remembered and repeated our explanations - even when they don't agree, or put their own spin on it - and I think it's more valuable than I realised. I also think it's a useful exercise for me to talk about my decisions outside the team, to minimise groupthink. The amount of time I can put into this will always be limited, but expect to see a bit more tigerhat, at least for a while.
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

7/17/2015
The mechanics of the Quirk Polisher are there for a very specific strategic reason. As we continue to adjust Quirks, they'll function more effectively to track your character's actions, and it'll be harder to manipulate them. So we wanted a method of last resort already in place to help out late-game players who lose a treasured Quirk point. They have a very aggressive stat / Notability requirement to prevent them from being used carelessly by players who won't benefit.



The fiction's there because I had a long plane trip and I rarely get to write anything these days. Enjoy!
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NiteBrite
NiteBrite
Posts: 1019

7/22/2015
I feel the words "plot" and "grind" get thrown around too loosely around here without a lot of care as to what each word means. There are many ways to express oneself and their strongest traits and choices. “Plot”, or one-offs, are important single choices that happen once then go away. “Grind” is the day to day circumstances and choices which require constant reaffirmation.

If you think of story as a marriage, then plot is the ceremony and grind is everything afterwards. Is the only criteria of a good marriage that its ceremony was spectacular, with no thought given to anything that happens afterwards? Or is it the constant reaffirmation of one’s love through day to day choices?

I feel, that the move to one-off only based quirk advancement is much like saying “only the ceremony matters”. It makes me feel like the day-to-day lives of our characters don't matter. That they could go on zee trips every day for months on end and shove thousands of stowaways into the zee, but never be seen as -that heartless-. "I mean, it's not like you wore that incredibly heartless 'go team snake' t-shirt in last month's fate content, quit cheapening my shirt wearing choice with your piracy."

Is that really what you think about grinding? That a person could pour their heart and soul into living every moment of every real life day reaffirming their quirk of choice, and yet, it doesn't matter because it doesn't come with the 'plot seal of approval'? Are these lived choices really intrinsically inferior to spur of the moment clicks and plot twists that take maybe an afternoon to complete at best (people finished the HD update in less than a day for example). That's the message I am getting here from these changes. That the long-term doesn't matter, that it should be shunned, and anyone who enjoys it -erased-. There is only plot and the spur of the moment decisions.

[Edit: deleted offending content - NiteBrite]
edited by NiteBrite on 7/22/2015

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thedeadlymoose
thedeadlymoose
Posts: 214

7/18/2015
These are unusable to most "new" players (including someone like me, who's played for a year, and has multiple POSI characters with capped stats) for most quirks, because we have no real way of getting most quirks above 10.

Kind of a shame, that. Because this seems very cool.

It's also funny; it hammers in how I don't feel quirks are really relevant to me as a player in a positive way, despite thinking they are very cool, because they largely function to prevent me from taking actions if I want to keep them up. There are very few actions that increase quirks past low levels, and an incredible number that nuke quirks no matter how high their level.

[EDIT: For clarity, the above complaining was because the high excitement I had reading this topic followed by almost comedic disappointment reminded me of my ongoing frustration on the situation. Sorry for all the extra text! :P]

But hopefully this is merely an oversight and all will be well, especially given the mention of ongoing quirk tweaking (and the oddity of announcing it to the player base without mentioning that only veterans and those with access to certain fate-locked content will be able to use portions of it for now).

This seems conceptually very, very cool, and I am excited to hopefully make use of these new options at some point. (Hell, I'm actually tempted to make use of them on purpose -- because delicious text. I do have *some* quirks that I could play with...)
edited by thedeadlymoose on 7/18/2015

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NiteBrite
NiteBrite
Posts: 1019

7/19/2015
So does this change mean that we are now 100% committed to the concept of "opposing quirks"? That is to say that having one quirk high level excludes you from having another because it would demonstrate "inconsistency"?

Because that does seem a little weird to me to be honest. Especially since a lot of the early mentions of quirks were like "how can an individual be both magnanimous -and- heartless, or daring and subtle? Simple people are complex beings with many facets and attributes. A person who is generous in some situations may be heartless in others, and your quirks reflect this." It's a bit of a drastic change in message and direction.
edited by NiteBrite on 7/19/2015

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Theus
Theus
Posts: 311

7/22/2015
Re: Paving it over.

It sounds like we could benefit from a "shim" system here, in which we deprecate yet retain support for the old system, while encouraging adoption and use of the new system.

This could start with a translation of quirks above a certain level (8, 10, 15?) to x item/quality like "historical acts of hedonism" (people have written about what you have done, so you may still have currency via reputation even if not reflective of your current personality.)

How I could see this work: some person has 200 Hedonist, 18 Heartless, and 4 Daring. The system provides him with 200 Historical acts of Hedonism and 18 Historical accounts of Heartlessness and his qualities are 15 Hedonist, 15 Heartless, and 4 Daring.

The historical marks can still be used in times like the fishing trips, or as entry fees to other storylets (or heck even sold, if players would prefer an economic advantage). The devil's in the details, obviously. The idea is that everyone who was allowed to invest that time gets something to show for it, without breaking the new system. If the historical marks were not spendable or sellable, they were serve as lasting tribute and even allow for a full rollback to previous state if it goes over horribly.

To sweeten it further for new players, as old content gets updated to introduce these "character defining moments", players who are past that point could be dripped out a message with a quality increase based on the choice they made. "You committed a shocking act of debauchery on the Empress's throne. Someone has remembered and been talking. (You've gained 3 Hedonist)." This approach would support players feeling equally rewarded for the choices they made previously, rather than have players feel like they missed out on the new changes to the old stuff.

It's likely that this sort of approach has already been batted around internally, but it seems like Alexis's top concern was treating the embedded player base with respect for what they've accomplished, and I think this system does that.
edited by Theus on 7/22/2015

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NiteBrite
NiteBrite
Posts: 1019

7/28/2015
I see the core divide here as being between Trophiers and Completionists. Trophiers are the players who collect one specific thing and boost it as high as they can, as a mark of accomplishment and personal story, a trophy. Completionists are the players who bend and flow like water and want to fill every possible gap without regard to specific trophy qualities.

Trophiers favor a rigid system, slow difficult gains coupled with highly voluntary losses. Basically change and error are not an option and should be punished harshly once set upon a specific path towards a specific trophy because that makes it more difficult to obtain. The meaning is in that difficulty.

Complitionists want a flexible system, fast rapid gains coupled with volatile and near unavoidable losses. It's not about "gotta catch them all and pump all numbers up at the same time" so much as it is the ability to bend and flow and fill gaps in story and lore as they form. A flexible system accommodates error and favors change. There will always be that one option which no one can get to and it is up to them to burn everything to the ground and go for it.

The needs of the two groups are near opposites. Normally they don't butt heads like this as the content for trophies is often very clearly separated from the content for completions. The issue here is that the old old system very strongly favored trophy-ism. It allowed numbers to skyrocket but generally had no useful purpose (no story locks). The new system is using the quirks as story locks in an ever increasingly prominent way. As the mechanical role grows, so does the amount of lore locked due to funneling of folks into a few popular quirks rather than having a broad spectrum of people spread out everywhere.

As the gaps and cracks form and the mechanics and lore lost grows more and more and becomes more important, the competitionists become increasingly at odds with the trophy mentality. Why should these gaps go unfilled for the sake of a trophy? Why should this trophy be lost for the sake of some gaps? Both sides have merit and story is just as important as a good trophy. It's just sort of a shame the way this all shook out to put us so at odds with one another.
edited by NiteBrite on 7/28/2015

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NiteBrite
NiteBrite
Posts: 1019

7/23/2015
This is probably the last thing I will say on the subject of quirks (and it's okay to not read it, I don't expect a reply). But when I think of what my ideal implementation of a reputation system, which is what quirks are, would be in Fallen London I think of Notability. Notability works exactly as it should. It caps at 15, you build it little by little, cp by cp, it can be given by both grinding and by story choices and both feel significant. And no one has ever called notability grinding too easy. Plus it only bleeds down if you don't actively maintain it. It's a good balance between story and grind.

That would have been my suggestion for quirks, to move in a more Notable direction. The two are almost identical already except one is balanced and the other is not. The key difference? Notability keeps grinds in check with a weekly bleed and quirks don't. That's my suggestion, bleed the quirks with TTH and make it more in line with your more successful already established reputation system. Everything else can remain more or less as is and it'd bring story into balance with grinding. It's a much more consistent build that way, rather than having two disparate reputation systems.
edited by NiteBrite on 7/23/2015

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Fhoenix
Fhoenix
Posts: 602

7/18/2015
All my quirks are either too high (Subtle), too low (Damn you, Direful Reflections grind), or I am missing some stats (6 points in persuasive...). So I can't play any of the options myself. It would be nice if people who journaled the results mentioned it here. ^^ I am especially interested in the Amber one.

As my own contribution I went and made this master list of all the options so it's easier to see what quirks are mutually exclusive.
Please correct me if there are any mistakes.


Antique Constable's Badge
Needs: Dangerous
Steadfast+ Hedonist-

Entry in Slowcake's Exceptionals
Needs: Notability 3, 20 Echoes
Hedonist+ Austere-

Copper Cipher Ring
Needs: Watchful
Subtle+ Forceful-

Red-Feathered Pin
Needs: Shadowy
Ruthless+ Magnanimous-

Tiny Jewelled Reliquary
Needs: Shadowy
Magnanimous+ Hedonist-

Engraved Pewter Tankard
Needs: Dangerous
Forceful+ Subtle-

Ornate Typewriter
Needs: Shadowy
Hedonist+ Austere-

Old Bone Skeleton Key
Needs: Dangerous
Forceful+ Subtle-

Endowment of a University Fellowship
Needs: Watchful
Austere+ Hedonist-

Bright Brass Skull
Needs: Persuasive
Heartless + Magnanimous-

Nodule of Pulsating Amber
Needs: Watchful
Austere+ Hedonist-

O'Boyle's Practical Primer in the Various Languages of Nippon, Tartary, Cathay and the Princedoms of the Raj
No option (why this hate on the Widow?!)

Diary of the Dead
Needs: Watchful
Melancholy+ Daring-

Rookery Password
Needs: Shadowy
Daring+ Melancholy-


The problem with gaining super high quirks from story naturally is that there are a lot of places that drain quirks (and don't mention it in the description of the action, so you don't expect that quirk drain) and very few that increase them past a certain point. Unless you play in a very paranoid way and check all actions beforehand on wiki losing high level quirk seems almost inevitable. I've being active for the past week, trying out some cards I don't play usually and I've lost a couple CP of Hedonist already. In my opinion FB would have to do something about this quirk entropy, or having high quirks would be less about role-playing and more about planning and research.

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Alexis Kennedy
Alexis Kennedy
Posts: 1374

7/22/2015
Sir Frederick Tanah-Chook wrote:

You'd have my support if you did it. If the system's not working, why hesitate from fixing it just 'cause some people have made entertainingly tall piles of the broken pieces?



That's a very good question for which I have several heartfelt answers.


Firstly, because we made it possible for people to spend a chunk of their lives doing that, and telling them it was meaningful. That imposes a moral obligation on us not to kick over their sandcastles without cause There are many many many limits to that moral obligation - as I said above, it's all compromises and hard decisions - but it exists.


Secondly, moral obligation aligns with good customer service practice, and we never enjoy ragequits.


But thirdly, and most importantly, it is very hard to see the long-term consequences of our actions. Fallen London and its many communities and the layered history of previous changes are a very complex system. I was much more gung-ho about making changes in the beginning. But although game designers are just not humble people, running a long big persistent game imposes some humility on you. We move slowly and cautiously and we try not to do irrevocable things, because we always know that tomorrow we might realise there was a better way all along.
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

7/20/2015
Brad O'Connell wrote:
Do you have any plans to address the 10 to 12 gap for players already through the bulk of plot?


Yes. Mostly, as Sara suggests upthread, through more plot. We're going to be adding story for a long time yet.

Brad O'Connell wrote:
Also, if you're moving this way, do you plan to do anything about the storylets that advance a quirk to the cap, while continuing to lower another quirk, even while past that cap? I could be wrong but I feel like that where my other quirks went.



No. If you do something massively un-Heartless, we want to reflect that even if you're already very Magnanimous.

Here's a drum I want to keep beating, because I want to be sure engaged players understand it well enough to explain it to the rest of the community:



We do want to make it slightly easier for someone who has a really specific long-term agenda for their character to keep high-level Quirks in line with this. There will always be surprises in story outcomes, no matter how carefully we signal - language is imperfect and people misclick.


We don't want to make it easier for people to collect 'em all, or to massage their Quirks up high without following one-off plots. We don't particularly mind if people find ways to do it, but it will never be a design goal.
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metasynthie
metasynthie
Posts: 645

7/18/2015
Hmm, this is all quite interesting! I managed to get my Hedonist to 15 just before this all happened, and still have all the rest of my quirks at 10 or higher (although only a few above 12) -- resulting in a feeling like I've got to tiptoe around (especially in new content) to keep all these pointless-but-rare pieces of ornamental china that I've collected from tipping off their precarious perches and crashing on the floor. I have to say there's been a perverse amount of fun in running against the intended grain of this system while trying to balance multiple quirks, and remain maximally quirky. I had most of them from years ago, tanked some of my high levels before realizing that the quirk rebalance of last year had changed things, and the new difficulty in retaining and grinding quirks made it feel like one of the more deliciously difficult parts of FL.

I do get the design principle of quirks -- I'd say they're a (not-exactly-ethics-driven) "alignment" system, though more in the vein of Choice of Games than Bioware. They reward consistency of roleplayed choice, much as in many CoG games, which also support a diminishing-returns mechanic for gains and frequently use tests as to whether you've acted consistently enough to unlock a certain choice, and occasionally mix up that basic formula. I've always liked this kind of thing, and it's even more interesting to see it in a non-replayable setting with a complex economy like FL... but there's something about the mixture (and the various loopholes and crannies, like trading Steadfast for Heartless and Subtle for Steadfast at high levels of Suspicion, then regaining Subtle via a carefully-chosen astrological sign) that made inconsistency a bit too alluringly edge-casey, challenging, shiny, and hoardy. Personality traits with grindy arbitrage! Delicious. I suppose this was the "what?! oooh, hmmm..." appeal of Scarlet Saint all along.

After all, consistency is the refuge of the unimaginative, the hobgoblin of little minds, and a virtue for trains or only the provenance of the dead, depending on which famous author you quote. I think I'll go with Fitzgerald... "the sign of first-rate intelligence is the ability to hold two opposed ideas at the same time."

Quirks forever! I'm pondering just curling up smauglike on top of my meager pile of 10+ quirks. I think Fhoenix is basically right about the difficulty of quirk entropy, even for a consistent roleplayer ("but for my character, that IS the Austere thing to do!") and it makes me quite draconian about Zee-feasts and new Parabolan content, etc. etc. Have to send alts to investigate first.

I do look forward to more horribly expensive, catch-laden, high-level way to deal with spinning multiple quirk-plates, if that's not totally out of the question. I'd happy trash thousands of CPs of Connections, or gain hundreds of points of Menaces in exchange for high quirks: I guess that shows how irrationally the tendrils of this odd little system have wound their way into my brain. And hey, the game could always use more potlatchy orgies of resource-destruction while SMEN is on hiatus!

Speaking of expensive and quirks, can anyone who's done the Hardened and Softened fate options in the Iron Republic PM me and tell me how much they raise one set of traits and lower the other? Now I'm quite curious.
edited by metasynthie on 7/18/2015

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A B Nile
A B Nile
Posts: 414

7/17/2015
Hannah Flynn wrote:
adjusting high-level quirks...

Mild excitement. Might take a look at this at some point.


Hannah Flynn wrote:
while glimpsing fragments of a larger narrative.

MUST PLAY THEM ALL RIGHT AWAY

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MidnightVoyager
MidnightVoyager
Posts: 858

7/20/2015
I'm not sure why daring and subtle are necessarily opposed. Subtle and FORCEFUL, that I get.

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Sir Joseph Marlen
Sir Joseph Marlen
Posts: 575

7/29/2015
Sorry to intrude on the debate at hand, but I'd like to mention that Slowcake's Exceptionals has a new option that raises Magnanimous and lowers Heartless. The option functions similarly to the Hedonist equivalent on the same item. If anyone's curious as to its text, feel free to check my profile for the "A Lost Cause" entry.

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Sackville
Sackville
Posts: 295

7/28/2015
Nigel Overstreet wrote:
I don't see why. How does someone else's cap affect your play experience? What do you care if a dozen or so players of the 10,000 user base has capped Quirks?


1) A redesign could affect your play experience. A wipe is probably preferable to broken game behavior because one of your qualities is way outside the assumed range.

2) A potential rework could have unintended side effects for players whose quirks are only slightly overcapped, not just the handful of players with truly exceptional quirk levels.

3) People don't like things that feel unfair, even if it doesn't actually hurt them. Why are the feelings of the dozen or so players with very high quirks more important than the feelings of every new player? (Note that this question is not rhetorical or meant to be dismissive. There are plenty of answers worth talking about.)

4) It's not very important right now, because quirks are a pretty minor gameplay element, but if quirks become more mechanically important then all of the previous issues become more relevant. If FBG wanted to rebalance the four main attributes to cap at 100, for example, I don't think wanting currently capped stats to be grandfathered in would be a seriously tenable position.

For the record, I don't want a wipe. One of the things I like about Fl is all the currently impossible accomplishments people have, I think it adds a really special kind of character and history to the game.

On the other hand, I don't think either of those things are more important than building something the right way. Protecting your Hedonist or Silas's Ruthless is a very good reason to plan for a quirk system that will accommodate those qualities, but it's not necessarily a good enough reason to abandon a system that otherwise satisfies all the design criteria.
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A B Nile
A B Nile
Posts: 414

7/22/2015
Theus wrote:
This could start with a translation of quirks above a certain level (8, 10, 15?) to x item/quality like "historical acts of hedonism" (people have written about what you have done, so you may still have currency via reputation even if not reflective of your current personality.)

How I could see this work: some person has 200 Hedonist, 18 Heartless, and 4 Daring. The system provides him with 200 Historical acts of Hedonism and 18 Historical accounts of Heartlessness and his qualities are 15 Hedonist, 15 Heartless, and 4 Daring.


I really like this idea.

It addresses one of the problems I see with the re-working of the Quirks system. In order to avoid, as Alexis put it, "kicking over the sandcastles" of players with existing high-level Quirks, a system is being created whereby someone will NEVER be able to achieve the scores that those long-standing players (e.g. Nigel and his Hedonism score) have.

Is that fair? It means that someone who from this point on dedicates their entire play to increasing their Hedonism as much as possible can never even approach those scores, even if Nigel (or anyone else - this is not meant as an attack of any kind, personal or otherwise!) never clicks another option in FL.

The idea of a Historical Achievement deals with this elegantly - it gives the player in question something to show for the effort that they put in previously - something unique that no current player will be able to achieve - but does NOT advantage them unduly in current play. I also completely agree that they should also be placed at the highest available new updated quality level.

It's a good compromise between blowing the whole thing up and trying to re-jig the existing framework and, to my mind at least, would ruflle the fewest feathers.

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Danko
Danko
Posts: 142

7/22/2015
I would like to add that I think any rework of Quirks would only be meaningful as long as the Quirks themselves were made (more) useful, i.e (more often) afflicting decisions and stories.

But this in turn is a kind of a trap.
By making quirks lock or unlock stories and decisions you have to basically say "Oh, you want to pick this sweet option? You think that's what your character would have done? Nope, you're wrong. For this to unlock you had to drink thirteen liters of laudanum while having a threesome on the Empress throne".
So basically the options in the game would be locked just because the game thinks they're out of your character, which may seem like the wrong kind of unfair.

This may require a gentler approach, as in providing additional options for high-quirk characters which will lead to roughly the same outcome but with a little different text/rewards.
I think it could be pretty nice, and is already implemented in some cases, even if rarely.
I also wouldn't mind for some useful opportunity cards unlocking for having certain quirks.

I think the main challenge is to avoid quirk-munchkinism (players farming quirks out of character just to get certain options/things) while also making them useful to the game, while also making them not too useful to be required to progress and get nice things.

That said, have fun designing the system, that's quite a challenge!

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Estelle Knoht
Estelle Knoht
Posts: 1751

7/23/2015
NiteBrite wrote:

That would have been my suggestion for quirks, to move in a more Notable direction. The two are almost identical already except one is balanced and the other is not. The key difference? Notability keeps grinds in check with a weekly bleed and quirks don't. That's my suggestion, bleed the quirks with TTH and make it more in line with your more successful already established reputation system. Everything else can remain more or less as is and it'd bring story into balance with grinding. It's a much more consistent build that way, rather than having two disparate reputation systems.


I don't know, that sounds a bit off. It is kind of like if Florence Nightingale is no longer Magnanimous because on the way to the hospital she was trapped in rubble for a month, or NiteBrite is no longer considered a Patient Seeker because Alexis shut down SMEN despite the fact she still would press the button for 1000 times if SMEN is available.

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IHNIWTR
IHNIWTR
Posts: 346

7/20/2015
I've echoed the results from the code ring, if anyone's interested.

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Antur
Antur
Posts: 23

7/18/2015
I echoed Bright Brass Skull result if anyone is interested.
Heartless 13 -> 14
Magnanimous 5+0cp -> 1

And i will regret all these fishing trips forever now.
edited by Antur on 7/18/2015

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metasynthie
metasynthie
Posts: 645

7/22/2015
Wow. I do hope it's all right to quote you on some of that, NiteBrite, because your first four paragraphs, especially, are some really high-quality intense thoughts about grinding as a labor of love. Thank you, bravo.

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Alexis Kennedy
Alexis Kennedy
Posts: 1374

7/22/2015
Sir Frederick Tanah-Chook wrote:
do you know what I'd do with the Quirk system, if I wanted it to be a solid indicator of weighty character choices and nothing else? Pave it over and start again. Reset all Quirks to zero, and remove all Quirk changes from repeatable content. ... implement a survey-style storylet that checks the relevant story qualities (if any)


We talked longingly about being able to do this, and I would love to have been able to, but we looked at the number of players with very high Quirk levels and realised it wasn't practical. The rant upthread notwithstanding, we don't like to erase people's lived choices.


Honestly, there used to be times when I *dreamed* of a wipe. I wanted to throw my hands in the air and walk away from Failbetter entirely rather than constantly have my nose rubbed in the consequences of undoing some decision I made at 3am five years ago. But now, f*ck it, we all live with the consequences of our decisions, and it's good training for a designer. :-)
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Estelle Knoht
Estelle Knoht
Posts: 1751

7/22/2015
I don't feel too strongly about this particular issue, but the imagery of a raging mob of Londoners throwing the Tiger Keeper down the river like a startled devil is pretty hilarious.

Personally speaking, I do think steps like removing the Ruthless gain from Unfinished Business are good, since these storylets always feel like they are purely functional and not something to be considered upon in-character.

I would prefer if repeatable storylets and cards focus on increasing quirks to a low cap while leaving the (major) decreasing to major or one-off decisions.

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Diptych
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7/22/2015
Alexis Kennedy wrote:
We talked longingly about being able to do this, and I would love to have been able to, but we looked at the number of players with very high Quirk levels and realised it wasn't practical. The rant upthread notwithstanding, we don't like to erase people's lived choices.


Honestly, there used to be times when I *dreamed* of a wipe. I wanted to throw my hands in the air and walk away from Failbetter entirely rather than constantly have my nose rubbed in the consequences of undoing some decision I made at 3am five years ago. But now, f*ck it, we all live with the consequences of our decisions, and it's good training for a designer. :-)


You'd have my support if you did it. If the system's not working, why hesitate from fixing it just 'cause some people have made entertainingly tall piles of the broken pieces?

--
Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron.
Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
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Diptych
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7/22/2015
Hmmmm. It's an interesting problem. I'm just thinking aloud here, but do you know what I'd do with the Quirk system, if I wanted it to be a solid indicator of weighty character choices and nothing else? Pave it over and start again. Reset all Quirks to zero, and remove all Quirk changes from repeatable content. Have them only be raised and lowered by one-off story decisions, and by a level at a time rather than by the change point. For we end-game players who have already decided everything, implement a survey-style storylet that checks the relevant story qualities (if any) or asks us what our decision was (if not, a la the Spider-Council), and changes our levels accordingly. Repeatable content that previously gave Quirks could be toned down and/or alter Menaces instead. Thus, we could look at someone with (say) 10 Daring, and know that they've made 10 bold and exciting story decisions (or, perhaps, 12 bold and exciting decisions and 2 timorous ones, but it's the 10 that people will remember.)

Edited to expand: The new polishers would make more sense in this system - +1 in one Quirk at the cost of -1 or more in one or two others would be a sensible investment for someone who really wanted to raise one quality and/or atone for one past bad decision. Also, folks who'd reached very high Quirks under the old system could be awarded an Apple of Discord-style trophy, to mark that their achievements may be gone but were not forgotten.
edited by Sir Frederick Tanah-Chook on 7/22/2015

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Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron.
Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

7/20/2015
Nigel Overstreet wrote:
But I think it's having one Quirk very high that makes getting the opposing Quirk equally high, difficult. So you can have Hedonism at 15 and Austere at 10, but having both at 15 should be incredibly difficult.
I don't think they're making it impossible, but more difficult..



This is the case. We want Quirks to be primarily a reflection of player choice, and at some point, choices become about mutual exclusivity. People are complicated, but if you can subvert the choice between Magnanimity and Heartlessness by doing both, then that undermines the drama in the choice.


This is always going to upset people who really want every number in the game at a competitive max - but that's not the way the game is designed. (And many folk here will take that as a challenge, and try to get all those numbers up anyway - which is fine! but we'll never be putting effort into making that more feasible.)


Quirks aren't necessarily 'opposing', either. Austerity and Hedonism are pretty much opposites, but sometimes a Daring choice will be the rejection of a Subtle choice, sometimes of a Forceful one.
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Brad O'Connell
Brad O'Connell
Posts: 72

7/20/2015
Alexis Kennedy wrote:
The mechanics of the Quirk Polisher are there for a very specific strategic reason. As we continue to adjust Quirks, they'll function more effectively to track your character's actions, and it'll be harder to manipulate them. So we wanted a method of last resort already in place to help out late-game players who lose a treasured Quirk point. They have a very aggressive stat / Notability requirement to prevent them from being used carelessly by players who won't benefit.



The fiction's there because I had a long plane trip and I rarely get to write anything these days. Enjoy!


I like the intent, but feel, as a player who has gone through a lot of content already, that I will not have the opportunity to actually get my quirks where I'd like them. I only have Magnanimous at 15, which is fair, I've been pretty magnanimous. However, we've had little guidance as to whether a particular decision would affect quirks and sometimes how it would affect quirks. I think I've had at least melancholy above 12, but not to 15, but I don't really know that I can get that or other qualities (Steadfast, Ruthless, Hedonist, Austere) up to where I could use any of these items, though I may have been able to (and likely would have) in the past.


As an aside, I thought the Ruthless, Steadfast and Melancholy did a good job of reflecting my character's choices as one with the Nemesis ambition. Then, I saw the Hedonist and Magnanimous quirks as more outlets for things the character would not have done were the Nemesis ambition not driving him.

Do you have any plans to address the 10 to 12 gap for players already through the bulk of plot? Perhaps something like the review of the exceptional stories card or the choice about the spider council, where we could influence quirks if we are past the point where we can influence quirks to this level.

Also, if you're moving this way, do you plan to do anything about the storylets that advance a quirk to the cap, while continuing to lower another quirk, even while past that cap? I could be wrong but I feel like that where my other quirks went.

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Jeremy Avalon
Jeremy Avalon
Posts: 345

7/18/2015
So I'm just here to confirm that laudanum no longer works; even at Habit 8 it's capped to Hedonist 10.

[removed baseless, snarky lashing out]
  • edited by Jeremy Avalon on 7/18/2015

  • edited by Jeremy Avalon on 12/9/2015

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    Diptych
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    7/18/2015
    I have absolutely no idea what the Quirk system is going to look like once this long game of reformation is complete! I have faith that it will work, and probably more functional than their present role, but I have no idea how!

    --
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    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    7/18/2015
    Jeremy Avalon wrote:

    Is the long-term plan to just completely disable any means of accessing Scarlet Saint, out of curiosity?
    edited by Jeremy Avalon on 7/18/2015


    https://www.youtube.com/watch?v=cS117DcS9AI&feature=youtu.be&t=510
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    Andrew Astherson
    Andrew Astherson
    Posts: 118

    7/17/2015
    ... Drinking contest with a ballerina... 250 dangerous ?.. Oh my...
    edited by Andrew Astherson on 7/17/2015

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    lady ciel
    lady ciel
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    7/17/2015
    As far as I can see (haven't checked them all yet) you need 12 of the quirk to be able to use these options. I might be wrong but I think most quirks are capped at 10 now. So, unless you were playing pre-cap, not many of these can be used.

    --
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    Ian Hart
    Ian Hart
    Posts: 437

    7/24/2015
    Alright, going to go ahead and drop my suggestion in the ring.
    First up is my interpretation of what quirks are. My operating assumption is that quirks represent how a character thinks about itself. A character with 10 Magnanimous thinks of itself as a generous person, while a character with 10 Ruthless believes that it is capable of doing ruthless things.

    Following this, I'd ask how people change the way they think they are. Obviously you cannot do so by force of will, just ask anyone in real life with high Melancholy or Forceful. However, some things do change how you see yourself, making big decisions is the strongest method, and that's exactly in line with the way content is laid out. If you uncharacteristically help someone out in dire need, you start to think of yourself as more magnanimous. I would say that regular acts do not leave that kind of impression. If you make a habit of giving to charity, that does not make you think of yourself as more and more magnanimous with each donation. So that's the part of the current content that doesn't fit my understanding.

    So how to bring the repeatable content in line with my (hopefully correct) interpretation? My suggestion would be turning grindy repeatable content into big decisive story moments via an opt-in mechanic. For example, you might say "By gum, I wish I was a more generous person! I'm going to pledge to turn this city around!". Doing so commits you to grindy (probably) quest to accomplish your pledge, for example, by earning a large amount of Adrift on a Sea of Misery and then having some big ceremony where you get congratulated for your work. If you complete your pledge you will get 1 cp (or level, whatever works) of the relevant quality.

    This resembles previous suggestions, and I believe the criticism of those was primarily that it creates an inequality between those who are playing just the main story, and those who grind, making the quality useless for design. That's a harder problem, and I can't say that any solution I've thought of is truly satisfying. I specifically avoided caps, even though they have potential, just because they're a very negative interaction to run into, and I think everyone would prefer a situation without them. All that said, here are my possible solutions to that imbalance:
    1) make all repeatable quirk changes trade-offs. Any pledge will consume 1 (cp/level) of another quality (ideally, of the player's choice) and reward one for completing it. So the total level of all your quirks is always number earned through main story decisions. Obviously this requires a wipe, and removes the ability to consume/waste quirks. As a near total re-write, I don't think this is a practical solution, even if it's otherwise good.
    2) make all quirk change not repeatable. So each pledge (and there could be multiple pledges for each quirk, as desired) can only be done once. Obviously, this requires removing the ability to consume/waste quirks. It does not, however, technically require a wipe (it's no worse than the existing system, at least.)
    3) If keeping quirk sinks was desirable behavior, but implementing design 1 or 2, I'd say the quirk sink should return (directly or via a TimeTheHealer check) some new resource ("ennui" or something) that can be then used to take Pledges. With the in-universe justification being "well, I just became less steadfast by betraying someone, so I now feel a loss of personal identity. This motivates me to take up some quest to redefine myself." and ends up with a situation like 1 or 2 where total quirks remain constant. This will also require a wipe (as again, this would allow players above the designated amount to change to 15 levels in everything) but the wipe would at least be implemented fairly (as the Time The Healer check would have to take into account the total amount of quirk points they are "supposed" to have at that point.)

    TLDR: Gaining or losing single cp of quirks should not be a single-action event, it should always be part of a story. If quirk gains/totals are finite, there's no need for caps or tradeoffs to keep everyone in a comfortable range.

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    Theus
    Theus
    Posts: 311

    7/22/2015
    Alexis Kennedy wrote:

    This is something we've discussed internally, and rejected for [reasons] - sorry, I have a day of meetings and may talk in more detail later. But one of the minor reasons is that we plan to do something similar with Connections, ultimately, and quality bloat is an issue.



    I appreciate the consideration of a reply, but I don't feel like you owe me further explanation. If it's ultimately going to lead to you spending time defending your design choices further instead of actually bettering the game, I'm sure to not be the only person with this perspective.

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    Diptych
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    7/27/2015
    It's more like this: say there's going to be a Quirk check in a story, so that only (f'rinstance) Austere people can take it. In the old system, it doesn't matter what decisions you've made up to that point, because Quirks went up and down all the time, and you could grind for pretty much any one you needed. So, what the Austere check was really checking for would be whether the player had the patience to attend five hundred parties and turn down a thousand cakes (or whatever.) Under the present system, with lots of soft caps, it's a bit more like whether the player has attended twenty parties to reach a certain level of cake-refusal, then played the once-off Ambassador's Favourite Vintage story and refused to have a drink of the Unusually Crusted Old Tawny, choosing instead to donate their time to an orphanage for wayward kittens.

    It's a moot point now, but what I was proposing as an overall more rational system would be to dump the grind altogether, so that the only way to reach level X level of Austere would be to play X major stories and take X once-off Austere options. Thus, the writing team can set an Austere limit to a story and know that it will only be accessible to people who have hit certain story beats on the path to reaching it, and players can look at others' characters and see clearly that, when it counted, that character was as Austere as balls. Perhaps that sort of implementation doesn't interest you - and I won't deny that it has its obvious problems. Certainly, the old system, where we could more or less customise our Quirks and get them as high as we wanted (and where Quirk checks were thus basically impossible to fail) worked fine too, in a sandbox-y undirected sort of way.

    Personally, I quite like the idea of seeing my Quirk sheet all spread out and being able to tally up "that's the point of Hedonist I got from the Ambassador's Favourite Vintage; that's the point of Steadfast from the Urchin Federation; that's the Forceful from the Literary Dinner, minus the point I lost from the Affair of the Aluminium Truss." As it is, it's just a bunch of numbers. Some things are higher because the beneficial or convenient storylets happened to modify them. Certainly, I've tried to act true to character, but sometimes those decisions happen once and sometimes they happen hundreds of times.

    --
    Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron.
    Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
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    Jeremy Avalon
    Jeremy Avalon
    Posts: 345

    7/21/2015
    Okay, I've calmed down and come back with a more productive version of my original question.

    The post announcing the sweeping changes to the Quirk system reads, in part:

    Chris Gardiner wrote:
    One-off content (like Ambitions) or more risky content (like a laudanum habit) will allow them to rise as high as 15.

    Is "risky" content now considered inappropriate for third-tier quirk gain because no matter the costs it's still repeatable, or was laudanum decided specifically to not be punishing enough for the Hedonism it gave?

    --
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    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    7/22/2015
    Danko wrote:
    By making quirks lock or unlock stories and decisions you have to basically say "Oh, you want to pick this sweet option? You think that's what your character would have done? Nope, you're wrong. For this to unlock you had to drink thirteen liters of laudanum while having a threesome on the Empress throne".
    So basically the options in the game would be locked just because the game thinks they're out of your character, which may seem like the wrong kind of unfair.


    This is, in a nutshell, exactly our problem. If Quirks have any consequence, sometimes that'll upset people, and if they never have any consequence, the lack of consequence will upset people. And people will still be upset because it's a statement about their characters.

    Danko wrote:
    This may require a gentler approach, as in providing additional options for high-quirk characters which will lead to roughly the same outcome but with a little different text/rewards. I think it could be pretty nice, and is already implemented in some cases, even if rarely.


    This is indeed our general steer! not universally, and there's a lot of legacy besides, but yes.
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    RandomWalker
    RandomWalker
    Posts: 948

    7/31/2015
    Not sure if anyone's posted the results of the drinking contest with the ballerina yet, but the text can be found in my profile (didn't really need it for the quirks, I just couldn't resist the idea).

    http://fallenlondon.storynexus.com/Profile/RandomWalker?fromEchoId=6254694
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    Endy
    Endy
    Posts: 278

    8/1/2015
    Goodbye fair Amber. I must know your secrets. I must know your depths.

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    Through the darker shadows.
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    Mathenaut
    Mathenaut
    Posts: 16

    11/19/2015
    For anyone stuck in the dead zone of 10-11, content like this functionally doesn't exist.

    Also, I think there is some ambiguity on what exactly the quirks are supposed to mean. At present, they are just (appropriate enough) quirks. If they are going to become traits for content gating, then they'll need to be balanced or retired for a new system.

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    metasynthie
    metasynthie
    Posts: 645

    11/19/2015
    If more Connected Items get moved over to work like the Old Bone Skeleton Key -- where it's not just a high-level quirk polisher but also raises your Steadfast up to 15 if you grind Criminals to high Renown -- then the dead zone will hopefully cease to exist. In the meantime... the dead zone is a tricky but not insurmountable challenge to overcome! There are ways past it! For most quirks.

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    Diptych
    Diptych
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    7/28/2015
    It's certainly not on my part. I'd just like to see robust game mechanics at play (and am a little bothered by the necessary limitations of the present system.) Hell, if Quirks were preserved exactly as they are, and a replacement system used instead (a la, for instance, the old Sacksmas items still sitting in some folks' inventories), that would work too! I don't begrudge you your 144 Hedonist - I just think that preserving that 144 Hedonist wouldn't be adequate reason for not implementing a better system that would benefit everyone.

    Edit: To borrow your own comparison, the old K&C system was kind of cool, but it was loaded with problems and would never have been practical for a game the size Fallen London is now. The new system isn't perfect either, but it's considerably more solid, and if anyone had said we shouldn't have implemented the new one because some people had got high ranks in the old one, well, I don't think that would be sound reasoning at all.
    edited by Sir Frederick Tanah-Chook on 7/28/2015

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    Diptych
    Diptych
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    7/28/2015
    Personally, I just wanted to make my ideas clearer, and I'm keen to emphasise that, knowing Failbetter's plan for the system, everything I'm saying here is purely academic, and I don't bear anyone involved the least ill-will. I'm happy hearing all of your viewpoints, and I fully admit that the ideas I think are rational and desirable might be riddled with unworkable holes if put into practice!
    edited by Sir Frederick Tanah-Chook on 7/28/2015

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    metasynthie
    metasynthie
    Posts: 645

    7/22/2015
    I was going to make the same suggestion about a reset: have it translate old Quirks into another one-time-only quality that will remain forever frozen in amber as a memento. In fact I'd do it a little like Pickpocket's Promenade rewards: if you DO have 198 Hedonism, you can cash 150 in for one of the Most Ludicrously Hedonist mementos, another 45 for 3 rewards worth 15 Hedonism each, etc. I'd probably do this based on CP rather than levels, but details. And instigate this transition as a Must storylet that lets you make the exchange and remains accessible afterwards, but with a living storylet that's also a Must and sets any Quirks levels over 5 to exactly 5. I mean, 5 is not hard in the current system. Oh wait, can living storylets be musts? Probably not. Whatever, plotting implementation is mostly just amusing.

    If I was being really nice (and maybe if I was worried about bloating certain Quality categories that run vertical) I'd make these mementos into Home Comforts that actually give +1 or +2 (for the super costly mementos) to the Quirk. Which I know is unprecedented as there's no equipment that changes Quirks, but what's the point of playing a game for years and grinding your daily heart out if you don't get something that's unprecedented (but has no effect or only a minor effect on game balance, said the Labyrinth Runner).

    I do think the new system, especially in the mechanicals of the polishers, shows all the signs of a snarl full of waxy build-up, especially for new players who come in and see a semi-possible but now-shakily-jury-rigged grind to get these rare high-level qualities that only the elite long-time players have. That's just an inherent incentive you don't want to affect newcomers who are attracted to rarity, grinding, difficulty, or quirks-as-roleplay. The most thoughtful of dedicated players are highly capable of understanding that this situation would benefit from some wiping. The least thoughtful of dedicated players, well... quite a few are raw masochists who both long and deserve to be hurled down into a pit so they can gnash their teeth in anger at the injustice and begin the pleasure and torment of a Sisyphean climb, yet again. And by them I apparently also mean me, since I mostly like Quirks out of cussed difficulty.

    Oh, and I don't think it's necessary to do much more reworking of existing storylets or cards that use quirks if you do this, since the existing Quirk qualities would remain intact but be reduced, yes?



    EDIT TO ADD: upon further reflection this post contains a few hilariously bad design ideas and should probably be made fun of
    edited by metasynthie on 7/22/2015

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    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    7/23/2015
    marcmagus wrote:
    Alexis Kennedy wrote:
    The tl;dr on the grind vs story thing, for me, is that decisions you make every day *can't* be as important as decisions you make only once - because you make them every day.


    This is a fair design goal, but I don't think it describes the system as-is very well.


    Sure - it's not a description of the system, or a design goal. It's a response to his original expression of desire to have the one count as much as the other - I'm saying that's not something we can ever cater to.
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    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    7/22/2015
    Theus wrote:
    Re: Paving it over.

    This could start with a translation of quirks above a certain level (8, 10, 15?) to x item/quality like "historical acts of hedonism" (people have written about what you have done, so you may still have currency via reputation even if not reflective of your current personality.)

    [...]
    It's likely that this sort of approach has already been batted around internally, but it seems like Alexis's top concern was treating the embedded player base with respect for what they've accomplished, and I think this system does that.
    edited by Theus on 7/22/2015


    This is something we've discussed internally, and rejected for [reasons] - sorry, I have a day of meetings and may talk in more detail later. But one of the minor reasons is that we plan to do something similar with Connections, ultimately, and quality bloat is an issue.
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    Theus
    Theus
    Posts: 311

    7/23/2015
    Alexis Kennedy wrote:

    On the increased amount of green text on the forums: ...



    Unexpected, but not unwelcome. Thanks for the transparency. I'm looking forward to more [in case anyone asks, repeatedly] glimpses into the design and values.

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    NiteBrite
    NiteBrite
    Posts: 1019

    7/24/2015
    Alexis Kennedy wrote:
    There would be some good things about this approach, but this is the kind of thing I mean when I say that we have to balance the needs of different kinds of player.


    Ah, okay I think I finally get it. This isn't an all audiences content, and while it -could be- it isn't intended to be, it is specifically content for the kind of player who shows up and only plays story. A perfectly valid if under-voiced/represented contingent of the fan base. Basically, we all got so caught up in 'could we' that we never really questioned 'should we'.

    My error was trying to shoehorn grinder accommodation into content where they are not the target demographic. When I think of it in that context, like if it was a brony demanding there be more adult content in what is a childrens tv show at its core, then it becomes obvious why my behavior was not okay.

    I think that was the biggest mental hurdle for me on this subject. Not realizing I was outside the target demographic (i.e. my arrogance). I think my head got a little big and I felt I could make everything about me, me, me. But I get it now and I see the error of my way. I hope we can move past this indiscretion, as it is embarrassing for me in retrospect, and into a new, causal friendly quirks system.


    Edit: Also Ian, what you are describing is more or less a type of Notability system similar to what I proposed. It's what would have catered to our demographic, although I am not certain of the detailed specifics.
    edited by NiteBrite on 7/24/2015

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    Danko
    Danko
    Posts: 142

    7/24/2015
    Alexis Kennedy wrote:

    On the increased amount of green text on the forums: this is a direct result of my attending Rami Ismail's talk at Develop. Rami made the very good point that giving careful explanations to your community educates the community and lets them give those explanations to newcomers (even if it's in the form of 'I don't agree with the devs, but what they say is...')


    I'd tended to back off giving long explanations after a series of draining experiences where I'd post something long about FL or SS, and someone would show up further down the thread and ask the same questions all over. But I've noticed that people have remembered and repeated our explanations - even when they don't agree, or put their own spin on it - and I think it's more valuable than I realised. I also think it's a useful exercise for me to talk about my decisions outside the team, to minimise groupthink. The amount of time I can put into this will always be limited, but expect to see a bit more tigerhat, at least for a while.

    That's actually very reasonable, appreciated and just cute! Just don't let explaining distract you from other work (SMEN wink wink)

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    RandomWalker
    RandomWalker
    Posts: 948

    7/26/2015
    My two-pennies' worth:

    I've spent fate to boost my quirks, several times. (looking for Paramount, didn't find it). While I personally wouldn't have a problem with a quirk wipe, I can understand some people that have paid real-world money to boost their quirks being a mite disappointed when they find that their money was wasted. Which is a shame, because it does look like the best solution.

    It was painful to see those high quirks ground down by daily life in the Neath, a cut here, a swipe there, that Zee festival (many offensive adjectives removed to allow for a shred of diplomacy). A wipe would have been more tolerable, to be honest. A moment of pain and you can move on, rather than a continual death of a thousand cuts.

    I can raise quirks, but they don't feel like a representation of my character. The way they've been implemented feels to me like a point of conflict between the game and the narrative. I prefer it when the two get on with one another.
    +1 link
    Sackville
    Sackville
    Posts: 295

    7/27/2015
    Nigel Overstreet wrote:
    I don't see how draining these people of their Quirks changes anyone else's narrative.


    Well, it would allow them to completely rebuild the quirk system, with better controls around what kind of level ranges quirks will fall into.

    For example, they could balance quirks around a tit-for-tat system where you come out of the tutorial with some fixed number of quirk points and every increase decreases something else (and vice versa), but this would require a reset since it doesn't work when some players have a massive quirk they can potentially spend down in order to cap everything else.
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    Jeremy Avalon
    Jeremy Avalon
    Posts: 345

    7/17/2015
    Is there a way to raise Steadfast? Going through the entire Velocipede Squad reform procedure only got me to 11, and a very high level of it would seem appropriate for the Destiny I have in mind for my character.

    Apropos, best information on the Wiki indicates that the Iron Republic caps are 10, and there's no indication they improve either Steadfast or Heartless.

    EDIT:
    metasynthie wrote:
    A crate of laudanum is probably cheaper, if more unsavory.

    Well, I have in fact bought a crate of laudanum, and "Quite the enthusiast!" is now capped at Hedonist 10. As soon as I get back from death's door I'll finish ruining my Austere see if Laudanum Habit 8 has been nerfed too.
    edited by Jeremy Avalon on 7/17/2015

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    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    7/18/2015
    Jeremy Avalon wrote:
    Alexis Kennedy wrote:
    Jeremy Avalon wrote:

    Is the long-term plan to just completely disable any means of accessing Scarlet Saint, out of curiosity?
    edited by Jeremy Avalon on 7/18/2015


    https://www.youtube.com/watch?v=cS117DcS9AI&feature=youtu.be&t=510


    Sorry. Bad day at work. I'm going to shut up now.



    smile it's not the kind of thing you usually post, so I didn't take offence.
    +1 link
    Sara Hysaro
    Sara Hysaro
    Moderator
    Posts: 4514

    7/18/2015
    There are mechanisms in the game already that prevent a quality from being lowered if it's above a certain amount. High quirk levels might be protected from a lot of minor drains once everything is properly in place. Probably not all of them, but possibly enough to not constantly worry about dropping down from the high tier.

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    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    7/22/2015
    NiteBrite wrote:
    It’s about being denied the consequences and rewards of our daily affirmations.



    'Daily affirmations' is a good phrase! But the way you described this was the way I built Quirks back in 2009, and it didn't work as intended.


    1. For 'daily grind' players, quirks rose to very high levels. For new or less number/grind focused players, they didn't. This huge range meant it wasn't practical to use quirks to unlock branches, or pass difficulty tests, because it was impossible to balance for something that could be between 1 and 150.


    2. So we needed to put a limit on quirks, or else relegate them purely to being bragging labels without story consequence.


    3. But we couldn't just cap them, or, because of the way our numbers work, it would be possible to grind very quickly to the cap, and we wouldn't have be able to signal or reward big, dramatic moments.


    4. So we went for a soft cap that allowed players to keep existing off-the-chart quirks for the time being; that allowed day-to-day choices to be reflected; that encouraged exclusive choices of the kind we favour for story and drama terms; that limited the upper reaches to rarer choices.


    Balancing the needs of different kinds of player - from the daily, passionate, numbers-focused grinder to the equally passionate enthusiast for one-off story and the minimal number of clicks - is difficult. We'll keep tuning the experience, but careful design means hard decisions, compromise, and occasional heartache for core players. That's how it is in every long-term game ever.



    NiteBrite wrote:
    All one-offs for a while now have been EF content. I will give you the benefit of the doubt here and assume you don't -intend- to relegate high quirks to be locked behind an EF content paywall. It feels like it now, because I'm only seeing roughly one one-off come out per month, and it isn't free.



    This idea that we've deliberately begun making quirks changes in concert with EF as some sort of nefarious way to soak our players - no, we haven't. Obviously there will always be a lot of EF subscriber content, and obviously it's one-off dramatic events so it will tend to be Quirk-y. But look, you complained in this very post about the non-EF quirks content I just wrote, and you sent us a long rant about a high-level Quirks effect in the Heart's Desire content just last month. smile So we're not doing it on purpose, and in fact we're not doing it.



    OK, now I have to lay down some mod.


    Nitebrite, it's not OK to copy-paste a bunch of anonymous comments from another community channel into this community channel. There are well-established Internet Reasons why that's not OK, I'm sure you know them. Please don't.


    It's also not OK to send us a number of long, long emails on this topic, and when we respond to those emails, to repost a bunch of those points here. You know we've heard you. Please respect our position as designers, and the amount of time we already spend on listening to feedback, seven days a week. Please don't try to browbeat us or to go looking to mobilise sentiment against a design change you dislike. You're better than that.


    You obviously feel strongly on this topic and you're obviously having a hard time filtering it: please, next time you feel like posting a rant, take a deep breath and step away for a little while first.
    +1 link
    Erika
    Erika
    Posts: 528

    7/19/2015
    I did two.
    This is the Oranate Typewriter:
    http://fallenlondon.storynexus.com/Profile/8?fromEchoId=6178076
    Increase of 15 (exactly), decrease of 15 (exactly).

    The next one down is a Diary of the Dead.
    Increase of 15 (exactly), decrease of 11~29.

    I can give the exact change points on the typewriter when I get the cards I'm waiting for. A more specific daring range will have to wait until I go to Hunter's Keep, and even then it'll still be a range, there aren't any proper repeatable ways to decrease Daring or increase it past 10, so I was a bit stuck there.

    EDIT1: updated austere decrease
    EDIT2: updated hedonist gain
    edited by Cecil on 7/19/2015

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                               Going on a fate expedition? I'm collecting data! Help me?
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    Erika
    Erika
    Posts: 528

    7/19/2015
    Fhoenix wrote:
    Thanks for those entries, Cecil. Oh and dare I say, you have a most impressive Starveling Cat collection.


    You are most welcome, and many thanks, I may've keeled over and died a few times as a result of them. I'm also feeling rather peckish because of them. Got to add peckish caps everywhere on the wiki as a result.

    Antur wrote:
    I echoed Bright Brass Skull result if anyone is interested.
    Heartless 13 -> 14
    Magnanimous 5+0cp -> 1


    Are you quite sure that you had 5+0cp magnanimous? Because that's a change of 14cp, and I've gotten exactly 15 from three of my quirk changes.
    Well, regardless of that, thank you for the text! I've added it to the wiki.

    --
    Where the sun is hot, the moon is beautiful, and mysterious lights pass overhead while we all pretend to sleep.
                               Going on a fate expedition? I'm collecting data! Help me?
                   "Bottles of Oblivion" drunk in the name of content: 57
                  Catboxes (send more!) opened in the name of science: 1093
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    Brad O'Connell
    Brad O'Connell
    Posts: 72

    7/20/2015
    Alexis Kennedy wrote:
    Brad O'Connell wrote:
    Do you have any plans to address the 10 to 12 gap for players already through the bulk of plot?


    Yes. Mostly, as Sara suggests upthread, through more plot. We're going to be adding story for a long time yet.

    Brad O'Connell wrote:
    Also, if you're moving this way, do you plan to do anything about the storylets that advance a quirk to the cap, while continuing to lower another quirk, even while past that cap? I could be wrong but I feel like that where my other quirks went.



    No. If you do something massively un-Heartless, we want to reflect that even if you're already very Magnanimous.

    Here's a drum I want to keep beating, because I want to be sure engaged players understand it well enough to explain it to the rest of the community:



    We do want to make it slightly easier for someone who has a really specific long-term agenda for their character to keep high-level Quirks in line with this. There will always be surprises in story outcomes, no matter how carefully we signal - language is imperfect and people misclick.


    We don't want to make it easier for people to collect 'em all, or to massage their Quirks up high without following one-off plots. We don't particularly mind if people find ways to do it, but it will never be a design goal.


    If there is sufficient plot ahead, my concerns are abated.

    For the other I was more thinking of Weather at Last, where I cannot use the card without incurring quirk loss and no option raises a quirk, but it isn't really obvious that it does so, unless you look it up or take every option. I guess my issue is more the transparency of quirk options; most options don't seem to affect quirks and I can't really tell without looking it up whether any particular choice will actually raise lower or do nothing for any particular quirk.

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    Up for all social actions except suspicious loitering and trailing the affluent photographer, unless you go with the a selfishness option, in which case go for it. May space out requests for menace reduction.
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    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    7/22/2015
    Eru Illuvatar wrote:
    Get SERVED



    not helping - none of this, please, folks, or I'll have to lock the thread.
    +1 link
    Danko
    Danko
    Posts: 142

    7/22/2015
    Maybe I'm a bit of a munchkin and not too much of a roleplayer, but I have to say I've never really cared for quirks.

    Aside from a few unimportant situations they never matter and don't have any impact. Most of my interaction with quirks is being annoyed that some of my quirks dropped while the other didn't raise because of some stupid cap and trying to keep Hedonist above 8 for free second chances.
    So most of the time I just try to ignore them and not be annoyed. Frankly for me it's a little weird that of all mechanics Failbetter chose to work on developing quirks.

    But most of all I deny that some 'quirk' can define my character. I don't think I'm what some 'quirk' says about me, and that it can dictate me what I can or cannot do. You can tell me how much urchins like me, or what things I've achieved, but you can't tell me who I am.
    Right now I have something like 10 Ruthless, 10 Heartless, 14 Magnanimous, 9 Hedonist, and others at ~6. I have no idea what it means about me and can't say I pay any attention to it as a role player.

    So you can notice I'm a little conflicted about how to approach this mechanic and deep inside I feel like it would be best to either drop it completely or replace with something else, like maybe opening new options or closing them if you've done something really drastic at some important moment in the past (think Bringer of Death, etc).

    That possibly brings me to a probabe solution. What if the "grindy" storylet options didn't change quirks above level 4-6 at all (neither lowering or increasing), so the quirks will only change on important one-off story decisions (think key decisions in gold storylets). That might work for me and make much more sense than the current mechanic.
    Can't say I myself am making any sense at the moment but hopefully there's someone who feels the same about quirks.
    edited by Danko on 7/22/2015

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    http://fallenlondon.storynexus.com/Profile/Danko
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    Diptych
    Diptych
    Administrator
    Posts: 3493

    7/22/2015
    Alexis Kennedy wrote:
    That's a very good question for which I have several heartfelt answers.


    Firstly, because we made it possible for people to spend a chunk of their lives doing that, and telling them it was meaningful. That imposes a moral obligation on us not to kick over their sandcastles without cause There are many many many limits to that moral obligation - as I said above, it's all compromises and hard decisions - but it exists.


    Secondly, moral obligation aligns with good customer service practice, and we never enjoy ragequits.


    But thirdly, and most importantly, it is very hard to see the long-term consequences of our actions. Fallen London and its many communities and the layered history of previous changes are a very complex system. I was much more gung-ho about making changes in the beginning. But although game designers are just not humble people, running a long big persistent game imposes some humility on you. We move slowly and cautiously and we try not to do irrevocable things, because we always know that tomorrow we might realise there was a better way all along.


    Good answers all! I daresay the earlier it is in development, the more gung-ho one can be - there are fewer players, and they're less invested in the status quo. And I imagine that you're collectively far more frustrated with the difficulties of the existing system than we are!

    I guess the difficulty is, to what degree is it possible to transform the existing system from something purely decorative, that players can essentially customise at their leisure, to something that meaningfully reflects character decisions and unlocks content accordingly? No matter how thoroughly you apply the soft cap, so that no encyclopaedic knowledge of the system can allow grinding beyond a given level, that level being above 0 means that a spoiler-heavy, deliberately-optimised build is always going to have higher potential Quirks than the average player. Plus, so long as quality reducers are repeatable, it's possible (perhaps even probable) that a player who simply plays the content they're given will eventually have their qualities eroded away until they have no Quirks at any significant level and no way to increase them.
    edited by Sir Frederick Tanah-Chook on 7/22/2015

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    Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
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    NiteBrite
    NiteBrite
    Posts: 1019

    7/22/2015
    My apologies, the offending content has been removed. I was having a bit of a filter problem, and I tried so hard to not do that too. I even brought in four other people to proof read that post for offense before posting it and sat on it for two days but we failed and I'm sorry.

    Fred,
    That's not to say they never do this cap, scrap, and rework as you suggest Fred. I can think of at least three examples off the top of my head, such as Back Alley Cobblestones, Unaccountably Peckish, and more recently iron knife tokens, and these all worked out okay. Though seeking related content really is a special case and probably shouldn't be counted. I remember I must have had like 50+ Back Alley Cobblestones from the local gossip grind back when that unceremoniously got the boot. Ha, my poor friend had just got to 77 UP the day it was hard capped at 10 and reset by a must... They never logged into that account again, as a way to preserve their achievement and hard work eternally. That may have been reset with the server wide removal of qualities people had but didn't have the requirements for (such as five card lodgings with remote addresses). Or so the rumor goes. I will have to check on that some day to see if its true.

    But no I do feel Alexis on not wanting to apply that same method and completely scrap quirks and rework them from the ground up, even if that would be a favorable course of action. Unlike those other examples, which showed up in maybe half a dozen storylets total, and were universally considered improvements (back alley cobblestones was so grindy), quirks are incredibly salient and touch -several hundred-, possibly 1000+ storylets already. It would be a super massive undertaking with unknown consequences. It'd also stop all other /future work until the rework was completed, like a clog in a pipe, since quirks are a commonly used tool for building other stories
    edited by NiteBrite on 7/22/2015

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