 Estelle Knoht Posts: 1751
7/26/2015
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Hypersomnus wrote:
An Individual wrote:
NiteBrite wrote:
Hmm did my casing not reset when I went to Zee? I think I kept my casing.
I didn't lose mine either. It appears zailing no longer interferes with our nefarious plans back in London.
Does this mean we can grind dramatic tension on Hunter's Keep for use in Wilmot's End? Or is only casing not reset? edited by Hypersomnus on 7/26/2015
Now that you mention it, FBG will make sure you can't.
-- Estelle Knoht, a juvenile, unreliable and respectable lady. I currently do not accept any catbox, cider, suppers, calling cards or proteges.
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 Alexis Kennedy Posts: 1374
7/26/2015
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Estelle Knoht wrote:
Now that you mention it, FBG will make sure you can't.
It's already on the fix list. It's not an urgent fix, but if your Tension evaporates halfway through a journey, don't be surprised.
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 Hypersomnus Posts: 76
7/26/2015
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Alexis Kennedy wrote:
It's already on the fix list. It's not an urgent fix, but if your Tension evaporates halfway through a journey, don't be surprised.
Oh darn. I can't say I wasn't excited to possibly have a new way to grind Dramatic Tension. This did give me an excuse to try out the new Zailing mechanics though and I love them! Everything I love about zailing has been preserved without any of the things that made it feel tedious. I may just zail around in circles for a few days enjoying the mechanics.
-- Maxwell Q Tenebris; Agelastic Ailuromancer, Scarlet Saint, Monochromatic Myrmidon and Correspondent Accepting all social actions besides loitering and Photographer.
Are you a Scarlet Saint? get on the list! A Map of the Iron Republic
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 Koenig Posts: 466
7/26/2015
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Vouching for a suggestion on a page back, I would also like to see ships have upgrades as a late game option.
--
Koenig: Extraordinary. Invisible. Shattering. Legendary.
  
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 dragonridingsorceress Posts: 622
7/27/2015
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Koenig wrote:
dragonridingsorceress wrote:
Koenig wrote:
(That said, it would be interesting if the ship you had altered the number of cards you could hold-perhaps that will be available in the future?) I would like to chime in against that idea. It seems like changing your ship would require a lot of work, as opposed to the relatively simple changing of lodgings. If they ever do decide to tie hand size on the zea to your ship, all ships would likely be given one. I highly doubt we would have to get an entirely new ship for it. I more meant in terms of: I currently have a Yacht. If it turned out that, say the Zubmarine had a better hand size, I would seriously consider changing.
-- DragonRidingSorceress is an Author of good standing. Mostly good standing. She's happy to accept any social action except Photographer and Loitering, but requests warnings before duping/poisoning/etc.
Seeker of Names is a... being with an obsession. They're willing to accept all invitations. One who seeks to know all that is and may be. One who dances in the silence of the void. One whose fantasies make the reality come alive.
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 Alexis Kennedy Posts: 1374
7/27/2015
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marcmagus wrote:
Your house not affecting your hand size while on a ship feels good thematically; perhaps the clipper and zubmarine will offer a larger hand in the future to reflect that they grant more options than a tramp steamer or a luxury yacht.
We will, as people have speculated, be extending infinite card draw / fixed hand to other areas. We want to extend and add more activities like Heists and the Pickpocket's Promenade (not just criminal ones!). Infinite draw fixes two issues with these:
(1) People get frustrated when they have enough actions to continue, but are still waiting on card draws.
(2) Balancing a pool-based system like this is already tricky, especially when different heists or other mutators can add or remove cards. It adds a whole layer of complexity if we have to design for players with lodgings of different sizes.
We'll also be adding hand memory - so if you leave London for a different setting (a Menace or a Promenade or the Zee, e.g.) and later return, you will find the London cards back in your hand. This is partly for player convenience, and partly to discourage people from using card-pool settings as an easy way to flush out sticky cards.
A designer note. I built Expeditions using Airs-locked branches on a single storylet rather than a card pool system, because of (1) and (2) above. It works; but when I was looking at repeating that design for upcoming content, I realised it was very time-consuming to build a pseudo-card-like system by hand with lots of manual Airs locks, when we already had a card-draw system that could be repurposed with a tiny bit of tech work.
And so finally... we are very unlikely to grant different hand size for different ships. The minor reasons for this are (i) the tech is fiddlier, for [reasons]; (ii) we want the Zubmarine to be a prestige item, not one that people feel forced to grind for. The major reason is simply that it would mean (2) is no longer fixed!

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 dov Posts: 2580
7/27/2015
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Alexis Kennedy wrote:
We'll also be adding hand memory - so if you leave London for a different setting (a Menace or a Promenade or the Zee, e.g.) and later return, you will find the London cards back in your hand. This is partly for player convenience, and partly to discourage people from using card-pool settings as an easy way to flush out sticky cards.  Ouch. That is going to be painful. Understandable, yet painful...
--
Want a sip of Hesperidean Cider? Send me a request in-game. Here's an_ocelot's guide how. (Most social actions are welcome. Please no requests to Loiter Suspiciously and no investigations of the Affluent Photographer)
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 Sara Hysaro Moderator Posts: 4514
7/27/2015
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Definitely looking forward to Heists with Infinite draws! It's technically safer to draw one card at a time, but I usually end up forgetting to check so it doesn't make much difference anyway.
-- http://fallenlondon.storynexus.com/Profile/Sara%20Hysaro Please do not send SMEN, cat boxes, or Affluent Reporter requests. All other social actions are welcome.
Are you a Scarlet Saint? Send a message my way to be added to the list.
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 Alexis Kennedy Posts: 1374
7/27/2015
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dov wrote:
Alexis Kennedy wrote:
We'll also be adding hand memory - so if you leave London for a different setting (a Menace or a Promenade or the Zee, e.g.) and later return, you will find the London cards back in your hand. This is partly for player convenience, and partly to discourage people from using card-pool settings as an easy way to flush out sticky cards.  Ouch. That is going to be painful. Understandable, yet painful...
And we understand that it's painful. So the current plan is to switch to infinite-draw at the same time as we add more content to a given area.
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 Estelle Knoht Posts: 1751
7/27/2015
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Alexis Kennedy wrote:
We'll also be adding hand memory - so if you leave London for a different setting (a Menace or a Promenade or the Zee, e.g.) and later return, you will find the London cards back in your hand. This is partly for player convenience, and partly to discourage people from using card-pool settings as an easy way to flush out sticky cards.
 
Not seeing why people dislike hand memory. Look on the bright side - you can jam your hands full of these little omens and hair flakes of the Bazaar and decent Bonfires and unsigned letters and not worry about it when you want to go on a heist or Flute Street. edited by Estelle Knoht on 7/27/2015
-- Estelle Knoht, a juvenile, unreliable and respectable lady. I currently do not accept any catbox, cider, suppers, calling cards or proteges.
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 Sara Hysaro Moderator Posts: 4514
7/27/2015
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I think the pros far outweigh the cons. Unless you're hanging onto an Eyeless Skull you probably don't have many sticky cards to worry about.
-- http://fallenlondon.storynexus.com/Profile/Sara%20Hysaro Please do not send SMEN, cat boxes, or Affluent Reporter requests. All other social actions are welcome.
Are you a Scarlet Saint? Send a message my way to be added to the list.
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 dov Posts: 2580
7/27/2015
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Estelle Knoht wrote:
Not seeing why people dislike hand memory. Sure, it lets you hang on to rare cards (which is indeed a big plus!), but it also means you have no way to get rid of non-discardable menace cards (except by, you know, playing them :-))
--
Want a sip of Hesperidean Cider? Send me a request in-game. Here's an_ocelot's guide how. (Most social actions are welcome. Please no requests to Loiter Suspiciously and no investigations of the Affluent Photographer)
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 dov Posts: 2580
7/27/2015
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Sara Hysaro wrote:
I think the pros far outweigh the cons. Unless you're hanging onto an Eyeless Skull you probably don't have many sticky cards to worry about. Yeah, I think currently it's mostly about getting rid of Eyeless Skull cards. But there are also non-discardable high-Nightmare cards. And the "A drink with the Cheery Man" card which punishes you just because you made the mistake and happened to side with him when you first started playing.
(and of course, SMEN had a few non-discardable cards when it was active)
--
Want a sip of Hesperidean Cider? Send me a request in-game. Here's an_ocelot's guide how. (Most social actions are welcome. Please no requests to Loiter Suspiciously and no investigations of the Affluent Photographer)
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 Sara Hysaro Moderator Posts: 4514
7/27/2015
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I like the Cheery Man card. Did you know one of the branches has a rare chance of giving you Blackmail Material? It's also a decent source of Implacable Detective cards. Everything else is meant to be punishing (especially SMEN) and can be fixed in some way.
-- http://fallenlondon.storynexus.com/Profile/Sara%20Hysaro Please do not send SMEN, cat boxes, or Affluent Reporter requests. All other social actions are welcome.
Are you a Scarlet Saint? Send a message my way to be added to the list.
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 Ben Posts: 657
7/27/2015
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Ah, I see the wise words from Fez Kitty...
I'd actually make the zubmarine a SMALLER hand size then the other more exotic and wealthy ships, there is NOT much room at all in a zubmarine... edited by ICountFrom0 on 7/27/2015
-- The wind has no destination. http://fallenlondon.storynexus.com/Profile/IcountFrom0
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 dov Posts: 2580
7/27/2015
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Sara Hysaro wrote:
I like the Cheery Man card. Did you know one of the branches has a rare chance of giving you Blackmail Material? It's also a decent source of Implacable Detective cards. Everything else is meant to be punishing (especially SMEN) and can be fixed in some way. I wouldn't mind the Cheery Man card so much if it wasn't non-discardable!
Even if one of the branches (dependent on very specific Airs of London value) has a rare chance to give something of value, for all other purposes it's a card which has the double sin of: 1. Clattering the deck (yet another not valuable card) 2. Clattering the hand (it's non-discardable).
It's also non-symmetrical, since there's no such equivalent card for siding with the Last Constable (thank god). So (unless you happen to like the card for RP reasons), it's a double punishment for making this choice at the very beginning of the game (probably in the first few hours of playing the game, when you know nothing of the world, the mechanics and consequences).
--
Want a sip of Hesperidean Cider? Send me a request in-game. Here's an_ocelot's guide how. (Most social actions are welcome. Please no requests to Loiter Suspiciously and no investigations of the Affluent Photographer)
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 Sara Hysaro Moderator Posts: 4514
7/27/2015
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Oh, I can definitely get why people wouldn't care for it. Usually it won't be very useful, and if you're using your hand space to remove clutter it'd certainly be an annoyance. I like it because it doesn't show up very often, and the character who gets it is a spirifer, so she can cycle through the airs in a profitable manner.
-- http://fallenlondon.storynexus.com/Profile/Sara%20Hysaro Please do not send SMEN, cat boxes, or Affluent Reporter requests. All other social actions are welcome.
Are you a Scarlet Saint? Send a message my way to be added to the list.
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 Estelle Knoht Posts: 1751
7/27/2015
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dov wrote:
It's also non-symmetrical, since there's no such equivalent card for siding with the Last Constable (thank god). So (unless you happen to like the card for RP reasons), it's a double punishment for making this choice at the very beginning of the game (probably in the first few hours of playing the game, when you know nothing of the world, the mechanics and consequences).
It is not that bad, I think. I don't really optimize or want best cards all the time, though.
And you have a worse example in the Struggling Artist, where all the options on the card are either negative or waste an action doing nothing and is standard frequency. Sub-par cards are still okay in my book. Completely negative card is another matter. And the Cheery Man is not even close to sub-par given how hard it is to earn Criminals.
-- Estelle Knoht, a juvenile, unreliable and respectable lady. I currently do not accept any catbox, cider, suppers, calling cards or proteges.
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 NiteBrite Posts: 1019
7/27/2015
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Hm, that's a tough call. The Elitist in me bemoans the loss of any advantage, however slight it may be and deck flushing isn't even slight, it's downright potent. Deck flushing more or less breaks all balance if used in a game like The Last Court where you can use the hunting deck in a self sustaining way (clues gain) so as to flush Market Day and never advance time (the main mechanic) until you so desire. In Fallen London, flushing really means things like eyeless skulls. It's the only thing that makes getting to 5 skulls for the cinder tolerable if you have a 4 card lodging or less. I do hope cinder grinding will see a rebalance along with these changes, as skulls can take several months to grind out, and that's a long, long time to go without any access whatsoever to the card deck.
But skull balance is the only major activity where flushing is more or less mandatory that I can think of. The rest of my flushing activities are more of a convenience that would be missed from an elitist point of view where the balance break is justified because it requires special knowledge and extra effort.
That said, I have really liked the zee voyage rework. Infinite draw is very alluring, and it gives new life to zee travel. I could see it working in other places too. Heists are a good candidate.
On the subject of five card lodgings, the only place where I've ever felt having a five card hand is necessary is the Cave of Nadir. Here mostly because every card is punishing, and there is a weekly lock out on top of everything else. You -really- need a good hand there to not waste weeks of real life time. Infinite draw would be nice, but for that one location specifically, I don't know if it'd be worth it's price, a definite loss. edited by NiteBrite on 7/27/2015
-- I AM currently accepting calling cards. Stats loss counter: reset, irrigo equivalent: none [00:34] <@ortab> NiteBrite's laugh is that of a condemned soul gazing into the abyss. Merciless Modiste avatar by Paul Arendt (based on an original image by Joe England) http://fallenlondon.storynexus.com/Profile/TheBriteModiste
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 38thDoE Posts: 60
7/27/2015
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Guess I should finish off this ray drenched cinder before I lose all cards forever.
Are there any plans to buff the five card lodgings in any way? Seems like the remote lodgings will be firmly the best once all these changes take place.
Also the Nadir will be much more frustrating with this system I think.
-- http://fallenlondon.storynexus.com/Profile/38thDoE
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