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Zee-Voyages Messages in this topic - RSS

Hannah Flynn
Hannah Flynn
Administrator
Posts: 491

7/23/2015
Zee-voyages have undergone a raft of mechanical changes, and procured a few choice morsels of new content.
  • Voyages take fewer actions to complete: in most cases, less than a single candle.
  • Captains can plot quicker routes by using Cartography items while still in port.
  • Opportunity cards behave a little differently. There's no limit on how many you can draw from your deck, but your hand size will be fixed at three, regardless of the opulence (or modesty) of your lodgings.
  • Most Fury of the Unterzee cards have new branches. You may wish to keep a few Cartography items on hand.
  • Completing a voyage now requires Approaching Journey's End 10. Troubled Waters becomes troublesome at the same level.
  • As an exception to the general rule, you may travel between the Southern Archipelago and Sea of Voices at Approaching Journey's End 7.
  • Monster-Hunters may enjoy certain advantages when pursuing their profession.
  • Numerous smaller alterations, which we leave it to our avid players to discover.


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Alexis Kennedy
Alexis Kennedy
Posts: 1374

7/27/2015
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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The Dark Gentleman
The Dark Gentleman
Posts: 188

7/23/2015
Szadovar wrote:
This is probably why the Yacht was called "most useful option when not zailing" and the zub "a little useful when not zailing". +1 Bizzare is still much more than the Clipper or the Steamer give you when not zailing wink


If you're only out to optimize your stats, the Yacht will work better. But I sense a hint of attachment for that most intriguing vessel on the waves or under them. I zail in my Zubmarine not because it helps me be more Notable, but because it helps me be more me.
edited by The Dark Gentleman on 7/23/2015

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Jeremy Avalon
Jeremy Avalon
Posts: 345

7/24/2015
If you aren't familiar with some of the following terms:

Approaching Journey's End is progress towards your destination at zee. You want to raise this.

Troubled Waters is the zeeborne Menace. If it rises significantly, your available opportunity cards change for the worse. If it rises to 10, you can no longer sail from the Southern Archipelago to the Sea of Voices, or vice versa (you have to make port and set out again, or reduce it); furthermore, you will draw very hazardous cards, including some that can reset all your progress on that trip.
The particular levels are 1-7, "Calm Seas", 8-9, "Lashing Waves", and 10+, "Fury of the Unterzee".

The rundown of benefits is that each ship has a different amount of BDR, a unique opportunity card at zee, and additional options on three other zee cards (two in the Broad Unterzee and one in the Sea of Voices). BDR is useful when for acquiring large amounts of Notability (if you attempt to max it out, maxing your BDR is all but required.)

The specifics are as follows:

[spoiler]The Zee-clipper provides no BDR, but its opportunity card gives a very significant amount of Approaching Journey's End -- other than paying Fate, it's the fastest option for traversing the zee. It also has options on one Lashing Waves card in each area (i.e. one in the Southern Archipelago and one in the Sea of Voices) which guarantees progress and a small reduction in Troubled Waters, and it has an option on a Fury of the Unterzee card which effectively guarantees success on the luck check that owners of other ships have to make on it.

The Zubmarine provides one point of Bizarre. Bizarre is harder to come by than Respectable or Dreaded but has few uses other than Notability, which only cares about how much BDR you have total. Its opportunity card makes relatively little progress but is a guaranteed reduction of Troubled Waters. It has an additional option on one Lashing Waves card in each area which reduces Troubled Waters and gives a small payout (between 0.65-1.00 Echoes), and an option on one card (which doesn't require any particular level of Troubled Waters) in the Southern Archipelago that bypasses the luck check.

The Yacht provides two points of Respectable. Respectable is very easy to come by on other gear, but as with Bizarre, there are relatively few checks against that stat specifically. Its opportunity card gives you a token amount of progress and no reduction of Troubled Waters, but it does give you a significant payout (1.62 Echoes and 1 CP of Persuasive). It has an additional option on one Calm Seas card in each area; the one in the Sea of Voices gives a standard amount of progress and Troubled Waters reduction, while the one in the Southern Archipelago is actually hazardous -- it increases your Scandal, Hedonist, and Troubled Waters, decreases Austere, and gives no progress, but does pay out 2.90 Echoes and is one of the few ways to acquire Secluded Addresses. It also has a luck-check-bypassing option on one Fury of the Unterzee card.[/spoiler]

(edited for readability and for a few errors)
edited by Jeremy Avalon on 7/24/2015

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NiteBrite
NiteBrite
Posts: 1019

7/23/2015
This is fantastic. We've been talking about wanting the ability to front load Zee voyages in London by using the currently mostly useless cartography items for months.

It's useful for a number of reasons but really it increase access to the more profitable London opportunity cards while grinding travel progress and it makes Zee voyages less punitive/demanding on notability players. I'm glad this suggestion got picked up. It's nice to see some of my ideas have value haha.
edited by NiteBrite on 7/23/2015

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MadmanAtW
MadmanAtW
Posts: 231

7/23/2015
Hehheh... a RAFT of changes? New boat confirmed!

...I'll let myself out.

(Also, I was going to make the same suggestion Koenig just did, about better boats having more card slots. But it was probably considered and decided against already. smile

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Jeremy Avalon
Jeremy Avalon
Posts: 345

7/24/2015
The Yacht is enormously expensive -- you have to pass a luck check at roughly 20% odds to actually get it, and failure costs you one-fifth of the price of the ship. (Or you can pay Fate.) That's part of the reason it's so much "better".

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Lemexis
Lemexis
Posts: 155

7/25/2015
Can you at least throw those 2 echoes in the face of Mr Iron ?

Meh, I'll think I'll keep the clipper then. I think the only ways left for me to improve my BDR would be a rubbery spouse (although paying 100 fate just for that seems... unreasonnable - I only pay fate for stories, not for rewards or shortcuts). I was lucky enough to start the game in the middle of the feast so I got a bizarre tatoo.
And now... I don't know. I probably won't need more BDR until I can achieve tier 2 POSI and then get a 5 cards lodgings, so I'll think about that later. With any luck, they will have added +2 dreaded to the clipper by then ! smile
edited by Lemexis on 7/25/2015

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Estelle Knoht
Estelle Knoht
Posts: 1751

7/26/2015
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.

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Hypersomnus
Hypersomnus
Posts: 76

7/26/2015
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.

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Koenig
Koenig
Posts: 466

7/26/2015
Vouching for a suggestion on a page back, I would also like to see ships have upgrades as a late game option.

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xKiv
xKiv
Posts: 846

7/27/2015
The Cheery Man is not a bad card!
If you assume opportunity cost of an action to be around 150 pences (AotB mixed with some less profitable things), then a point of criminals is worth slightly over 9 pences (when cashed in on implausible penance/smuggler's grave/1 stone in 1000). That means there's almost always an option worth 160p (last constable with persuasive challenge), 210p (secular missionary), or 190p (whatever's on his mind when the 160p option is not there).


ObOT: I am looking forward to seeing what new content will hit burglaries with fixed hands, because if the hand was fixed to 4 or fewer without changing anything else, it would become so unreliable and unprofitable that I would stop going there. And content that just lies there without getting played is sad.

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38thDoE
38thDoE
Posts: 60

7/23/2015
Hmm. I wonder if the Cave of the Nadir and Heists are going to have their hand size reduced as well. Would defeat the purpose of getting 5 card lodgings for me.

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deadcrystal
deadcrystal
Posts: 125

7/23/2015
Wouldn't imagine so. Cards as zee are a faster riskier way of travel than the fixed storylets, so having infinite draw makes sense there, and, as much as I lament their loss, a fixed 3-card slot also makes sense.

Whereas in the Nadir the cards are how you make echoes, so infinite draw would negate their purpose.

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Nigel Overstreet
Nigel Overstreet
Posts: 1220

7/23/2015
Drat. And just after I did all my Heart's Desire zailing.
This sounds like a lot of fun! Thanks for the update.

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Happy Londoner
Happy Londoner
Posts: 74

7/24/2015
Thank you, lady Hysaro. And thank you, sir Avalon. Especially for the specs: they highlight the important points while not giving away any content. That's precious. I can see they call you Ludologist for a reason!

On the one hand, Clipper is best-equipped for a zailing life of hardship, but on the other hand - where is comfort to it? And where is style?

The Zubmarine is out of this casting. There is something bizzare about it. Even eerie. And it's dangerous. What if it, you know, goes zub? Right there, in the neathiest parts? With a conventional vessel you at least have hope... But this zub-thing makes me think of something very silent and very inevitable. But I'd even put up with that. If not for its abominable looks. What do they think I am to offer this... one to me - a revolutioner? A zpy?

No, that won't do. The Tigers won’t care as much as to spit in my direction if I arrive on anything other than a yacht. And what would the people say? Now that’s the sure thing. I’ll keep working on the stake. I should arrive with grace. And again – that apple stirs my curiosity…
edited by Happy Londoner on 7/24/2015

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thedeadlymoose
thedeadlymoose
Posts: 214

7/24/2015
Theus wrote:
"Better boats:" There's a bit of a delicate balance right now, and I think that attempts to change it would be difficult to balance.
Steamer - cheap
Clipper - expensive, most useful option when zailing
Yacht - expensive, most useful option when not zailing
Zubmarine - expensive, a little useful when zailing, a little useful when not zailing.
edited by Theus on 7/23/2015


I would argue otherwise. I don't think there's any delicate balance; because of BDR, the yacht is simply the best, followed by the zub, followed by the clipper, followed by the steamer.

This may have changed with these changes. I will leave that to better minds than mine, and temporarily proceed with my present assumptions.

I would suggest the following:
  • Leave the Steamer as-is. It doesn't need to change for balance reasons, because the price can remain the only reason to get it.
  • (Or, optionally, add a Steamer card that emphasizes the unreliability aspect: a chance-based card with a high chance of a negative result, a low chance of a decent result, and a small chance of a rare success of a very good result. The latter so that people will actually want to play the card, but usually it will result in something negative.)
  • Bump the Zubmarine to +2 Bizarre, and add +2 Dreaded to the Clipper. This is pretty much for balance reasons.
  • Optionally, ship improvements could be a thing! A Clipper could be upgraded to a Privateer Clipper to earn the +2 Dreaded, and the Zubmarine could be adorned with artifacts of Unterzee marvels to earn another point to Bizarre. Also, acquiring extra expense to obtain the extra BD points fits with the tradition of making Respectable easier to acquire than Bizarre and Dreaded.
  • The Clipper is now mechanically the best ship with these improvements, which is still something to avoid. This can be counter-balanced by improving the cards for the Yacht and Zubmarine. The easiest way is profit; the Zubmarine's card could grant more profit in appropriate items such as zee-ztories and appalling secrets, or even extraordinary implications depending on what you find down there where no one else can go but the Drownies -- mechanically, splitting the difference between profit and speed. The Yacht's card could simply stay as it is but improve the profit further on the unique card.
This may be overly simplistic, of course! Especially if there are unknown mechanical changes yet in store, especially to the dramatic value of BDR. So take this with a grain of salt. Zee-zalt?

EDIT: Fixed a word.
edited by thedeadlymoose on 7/24/2015

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Lemexis
Lemexis
Posts: 155

7/24/2015
I humbly approve of these propositions. I acquired the Clipper because I was attracted by its speed and now I regret it deeply, because a +2 to BDR (even if respectable is easier to acquire) is much more useful. Especially so now that I done all the zailing I wanted to do. And I don't want to just drop that ship (if only we could have multiple ones) because it cost me so much (grinding those uses of villains was so tedious it still gives me nightmares - even grinding the permits for the premises at the Bazaar wasn't such a chore) and I assume the yacht isn't much cheaper.
But if it could increase Dreaded by 2... That would wash away the sorrow of a poor old soul.

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Sara Hysaro
Sara Hysaro
Moderator
Posts: 4514

7/23/2015
Just headed out to Zee on an alt, and I'd like to thank you very much for making the storylet to hunt the Seal stay visible even when you have enough Approaching to reach your destination. That'll make getting Seals less troublesome. smile

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Dom_Delouise
Dom_Delouise
Posts: 76

7/23/2015
Thank you so much for the new monster hunter content! Can't wait to try my harpoon!

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dragonridingsorceress
dragonridingsorceress
Posts: 622

7/24/2015
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.

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Kylestien
Kylestien
Posts: 749

7/24/2015
Errrr... guys... I'm not gonna lie I don't want to bring this up... but if you use all your cards in London, go Zail, and then head back to London, it refills your deck. I'm assuming it's due to the no draw limit, which I want to keep, but I'd asssme it's explotiive. Also, you can probably get plated seals easier just by drawing cards till you get to Troubled Waters 10.

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Sara Hysaro
Sara Hysaro
Moderator
Posts: 4514

7/24/2015
The Yacht is a fine vessel for zailing. You can host parties while you're waiting to arrive at your destination, and the storage space is excellent - you certainly won't be wanting for food when the zee gets rough.

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The Machinist
The Machinist
Posts: 83

7/23/2015
Just came in to ask about this. It's certainly an interesting change, though I'm not one to speak on it, since I'm just barely familiar with its earlier incarnation.

I was, however, shocked to see the infinite card draw. That, and the 5 action cost for Steam Prudently. Mayhap I'll need a new way to raise waters high enough for a seal.

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lady ciel
lady ciel
Posts: 2548

7/23/2015
This is going to take some getting used to - a bit surprised that Steam Straight through the Beechey Currents on a Wily Zailor doesn't lower troubled waters anymore.

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Danko
Danko
Posts: 142

7/23/2015
Sounds fun! A bit silly since I've completed my last voyage an hour ago and didn't plan to travel anywhere else for a while. Also a bit sad that the hand got reduced (my hard-working super-expensive 5-card lodgings are now useless! *cry*cry)

Didn't really feel that the voyages had to be reduced in length. Felt like a proper amount of AP to appreciate all the different opportunity cards and make it feel like a real journey.
edited by Danko on 7/23/2015

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marcmagus
marcmagus
Posts: 168

7/23/2015
Anywhere that all cards are Can't Discard and you only get a limited number of cards could have infinite draw without breaking things too much, although Nadir doesn't really need the boost.

The question was about hand size reduction, though. Lodgings only giving you a hand size boost for the regular London deck would be on-theme and open up the opportunity to sell other limited-area hand-increasers, giving players more goals to work toward.

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dov
dov
Posts: 2580

7/27/2015
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...

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dov
dov
Posts: 2580

7/27/2015
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 :-))

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Ben
Ben
Posts: 657

7/27/2015
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

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dov
dov
Posts: 2580

7/27/2015
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).

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NiteBrite
NiteBrite
Posts: 1019

7/27/2015
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

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Alexis Kennedy
Alexis Kennedy
Posts: 1374

7/26/2015
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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Szadovar
Szadovar
Posts: 113

7/25/2015
I'm "A Zee-Voyager of Note" with AEZ 7.

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Nigel Overstreet
Nigel Overstreet
Posts: 1220

7/26/2015
Hypersomnus wrote:
Does this mean we can grind dramatic tension on Hunter's Keep for use in Wilmot's End? Or is only casing not reset

Only one way to find out.

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The Romantic Egotist: Most Hedonistic Man in All of Fallen London
Are you or someone you know Overgoated? Please, let me know!

Cider Club
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Miss Perative
Miss Perative
Posts: 46

7/24/2015
My two cents: I love these changes. The speed on the outward journey was wonderful. During the trip home, the unlimited draw added to my Exceptional Friendship meant that I could enjoy the process of going home, instead of waiting for my deck to refresh and letting my candle reload. A three card deck is plenty for me--I may have to use a less-than-optimal card from time to time, but for the most part I came home merrily and disembarked from my Yacht with an armload of scarlet stockings.

FWIW: I happened to have a bunch of fate on hand when I obtained my Yacht so I spent that on every phase of the ship-gaining process. At the time there weren't any fate-locked stories that I wanted to take advantage of and I had the thing in a matter of actions, without the gamble. It's not a negligible amount of fate (though I don't remember how much anymore), but if you're dead set on a Yacht, it's one way to obtain one without risking your possessions. I've never regretted it.

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I've removed my profile link for the time being as I don't play often enough these days to engage in social actions.
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The Dark Gentleman
The Dark Gentleman
Posts: 188

7/23/2015
When you say "better boats", I just hear "Zubmarine".

Not particularly exciting mechanics-wise, you say? True, because that would be trying too hard. You don't need to show off when you're a Zubmarine, you're already awesome.

Also, hurrah for zailing changes! Let the mass exodus from London to all points Archipelago commence!

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The Dark Gentleman~ Social actions welcome. Menace reductions upon request. Newspaper interviews by appointment. Falconry by invitation only.

"THE HOURS FEAR THE NAMES.
THE NAMES FEAR THE LONG.
THE LONG FEAR THE KNOW.
ALL FEAR THE HOURS."
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