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Announcement: Another Chance for Second Chances Messages in this topic - RSS

Alexis Kennedy
Alexis Kennedy
Posts: 1374

10/1/2015
Many of you will be aware of a long-standing exploit / dull piece of design with Second Chances. Currently, you can

  1. Enter a storylet
  2. attempt an action with a second chance committed
  3. fail!
  4. be offered a second chance
  5. back out of the storylet rather than taking the second chance and risking a fail result
  6. go back to 1
...and never see the failure result as long as you have spare second chances and actions, and don't mind a bit of slog. This isn't the way we intended the content to be played, and it isn't an interesting decision for the player to make, but it's the legacy of a daft decision I made back in 2009 when I didn't know better.

So in the near future, this will start happening instead:

  1. Enter a storylet
  2. attempt an action with a second chance committed
  3. fail!
  4. be offered a second chance
  5. back out of the storylet rather than taking the second chance and risking a fail result
  6. go back to 1
  7. find that you now need 2 second chances, not 1
  8. fail, be offered a second chance, go back rather than risk a fail result, go back to the start...
  9. find that you now need 4 second chances, not 1!
  10. repeat until you take the plunge and actually succeed or fail
In other words, if you keep re-attempting the same storylet, the cost of doing it will double every time - until you actually succeed, or give up and fail. It'll still possible to use second chances to evade failure, but it'll be a more costly and more interesting decision.

(This is tracked per storylet - so if you want to use second chances on other storylets, you'll see those costs increase or reset separately.)

Questions? Pop 'em below!
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Gonen
Gonen
Posts: 817

10/1/2015
YOU COULD DO THAT???

I always arrive late to a party...

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Lady Taimi Felix
Lady Taimi Felix
Posts: 202

10/7/2015
*sputters and nearly chokes on her tea* "Older players had it easier"?! Pshaw, I say! Faff and twaddle! We 'old-timers' had to suffer through the era of a paltry 10 actions A DAY. Yes, that's right! We also had to walk barefoot on cobblestone to get to the Bazaar, uphill both ways, in a wax-wind storm!* All of you Johnny-come-latelies and your cushy, regenerating 40-action candles don't know how good you have it!


* - This is probably not true, but you weren't there, now were you, tenderfoot?
edited by Lady Taimi Felix on 10/7/2015

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+7 link
Guy Scrum
Guy Scrum
Posts: 197

10/3/2015
Go Back / Perhaps Not has always consumed one invisible action for me. That is, I won't see a an immediate decrease in my candle, but if I use Perhaps Not 20 times in a row the game will tell me I don't have enough actions to do anything and if I reload the page I'll see that my candle has in fact gone down.

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+5 link
xKiv
xKiv
Posts: 846

10/3/2015
Alexis Kennedy wrote:


Go Back / Perhaps Not actions cost: this will work the same way as it does right now, which I think means 0 actions.


I just verified that it does incur the full action cost. The GUI doesn't show it at first, but the action(s) is/are lost - which can be verified by reloading the page.
I used to think that *that* was an inteded part of the real cost of the trick.

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+4 link
Thorbimorbi
Thorbimorbi
Posts: 48

10/3/2015
I started playing a few months ago, and my impression for most of the changes that happened since then is this:
Choice for own storyline? Away with it!
Ways to avoid horrible cards that are nothing more than a waste of actions and resources? Nope!
Mechanics that ease the permanent Menace-dance? Heresy!

Sometimes I'm seriously asking myself wether I just came too late to this game.

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+3 link
Huey
Huey
Posts: 45

10/4/2015
Alexis Kennedy wrote:
Soft cap on second chances: we might increase or remove this, once we've seen how the new mechanic pans out. But yes, it's meant to be very hard to use second chances to back out five or six times in a row...

As a future Theorem Hunter that considers himself unlucky I'd be very grateful to be able to reliably keeping my death score at 0. It's a little quirk of mine, as it's the only menace-related area I never visited and my character is proud of that.
Tl;dr: if this SC change becomes effective I really hope their cap is removed.

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RandomWalker
RandomWalker
Posts: 948

10/7/2015
Well, Evade Them! is SMEN content, so making it easy to avoid / reduce the consequences of your actions is missing the point a little.

I agree completely with regards to Impossible Theorems, though. I don't know if the challenge was balanced with this technique in mind, but they're hideously expensive even if you manage to pull off the search. With a 30% success rate or whatever it is, and with a doubling of the cost in second chances each time (and each second chance is worth about 50p, I think), the pain and cost of that loss is still going to be high even if you can back out.
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Hannah Flynn
Hannah Flynn
Administrator
Posts: 491

11/16/2015
If you follow through and succeed or fail, it goes down again. smile

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+3 link
RandomWalker
RandomWalker
Posts: 948

10/7/2015
Eh. I agree that there have been some very nice buffs over time, from lots of new content to the increased action limit. That being said, I've played a few online games and this one gets more nerfs to established content than any other I can think of.

I think the goal is better story flow, less grinding, and forcing the players to access more of the content, which are all laudatory, but the number of epa nerfs, from fidgetting writer to hunter's keep to the cave of the Nadir, and so on (it's a pretty long list) do give the impression that I'd have been better off starting this game earlier.
+2 link
dov
dov
Posts: 2580

10/7/2015
I also like this change (you can still try multiple times, but the cost increases which seems reasonable).

I will like it even more if (as others have suggested) the cap on accumulating second chances would be removed (at least for some sources). This will make it possible to invest time and resources planning ahead before trying out a *really* difficult challenge where the cost of failure is just too high (e.g. getting Impossible Theorems, or, you know, something like Evade Them! <shudder>wink.

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+2 link
Hammond
Hammond
Posts: 41

10/3/2015
Not going to lie... I am not very enthused about this, any of it.~sigh~

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+2 link
cyberpunkdreams
cyberpunkdreams
Posts: 527

10/3/2015
I think it's a great idea. My first thought was why not just disallow using a second chance the second time around, but adding the player choice and the idea of diminishing returns works way better. Likewise with the idea of capping the number of second chances one can have.

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+2 link
Thorbimorbi
Thorbimorbi
Posts: 48

10/6/2015
MissCrumpet wrote:

Does this change in second chances make a huge difference for menaces? I didn't even know about this exploit until recently, so I didn't use it during early gameplay. I assumed the change was targeted more at impossible theorem grinding and other high-level activities.

You can still discard cards though, unless I'm missing something. The only non-discardable nuisances I can think of are the Merry Gentleman and eyeless skull cards, the latter being easy to avoid. But it's entirely possible I'm wrong. That said... I'm not sure I'm a fan of the more set storylines, but it hasn't affected me since I've already gone through them. I hope you can enjoy the writing and art anyway, even if the shifting gameplay mechanics aren't your favorite. upset


Don't worry, I still love the writing.
But there actually is no other way anymore to get rid of undiscardable cards than to remove the conditions that spawn them (I even asked on the forums about that a few weeks ago). For example, I sat on the "Crime or Punishment?" card for three days or so, because I wanted to trade my Criminals Favours for Shadowy, and the the card wouldn't show up.
My reference to Menaces was more of a summary, because "Mechanics that ease the permanent Menace-dance, the grind-elongating failures (think Thefts of a Particular Character) and the costly failures (Return to the Palace Cellars etc.)?" seemed to long and snaky a sentence.

My post was mostly fuelled by annoyance about the wrench that this will throw into my plans for stealing Bazaar Permits for the lodgings, because my Shadowy is not yet high enough to reliably use Gang of Hoodlums, and failures on Thefts result in much higher action cost to bring up casing again. So now I will probably have to farm Second Chances in addition to Casing, and that is not something I look forward to.
Also, a feeling of "Older players had it easier", but that might be just my imagination.

Edit: I find it hard to call the old behaviour an exploit, it still had the action cost, only the counter would not refresh properly.
edited by Thorbimorbi on 10/6/2015

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+2 link
A B Nile
A B Nile
Posts: 414

10/2/2015
I like the mechanic.

Would it be possible though to raise the cap on Second Chances? Once players use up their legacy stocks, the (in most circumstances) limit of 20 means that in practice we can actually only attempt the "trick" 5 times, doesn't it - i.e. because it requires 1, then 2, then 4, then 8, then 16, then 32?

This may of course be the idea.

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Sara Hysaro
Sara Hysaro
Moderator
Posts: 4514

10/2/2015
If we aren't getting uncapped Second Chances it'd be nice if the required number of Second Chances was capped somewhere. I would say 20, but that makes the Impossible Theorem truly impossible for most.
--
edited by Sara Hysaro on 10/2/2015

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Ian Hart
Ian Hart
Posts: 437

10/2/2015
Estelle Knoht wrote:
Ian Hart wrote:
Will this only apply to pinned storylets, or will it apply to cards as well?


I don't think you can do that to cards already since you lose them if you take any actions and exit.

As for the change itself.... eh, I guess Impossible Theorem is grindy enough anyway, why not add more grinding to the pile? Not particularly "interesting" for that one story though.

Also, does this affect other Storynexus game with the same mechanic? I forgot if Below have second chances too or something.
edited by Estelle Knoht on 10/1/2015



Well, at some point you're going to draw the card again.

Below does make explicit use of this mechanic. Which reminds me, are players going to be advised of this change? I imagine it could confuse a lot of new players.

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Mark
Mark
Posts: 63

10/1/2015
I like it. And I say that as someone who has used that exploit on more then one occasion.

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Kolanowski
Kolanowski
Posts: 148

10/1/2015
Huh, I actually didn't know about that exploit. Oh well.

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Grenem
Grenem
Posts: 2067

10/1/2015
Estelle Knoht wrote:
Ian Hart wrote:
Will this only apply to pinned storylets, or will it apply to cards as well?


I don't think you can do that to cards already since you lose them if you take any actions and exit.

As for the change itself.... eh, I guess Impossible Theorem is grindy enough anyway, why not add more grinding to the pile? Not particularly "interesting" for that one story though.

Also, does this affect other Storynexus game with the same mechanic? I forgot if Below have second chances too or something.
edited by Estelle Knoht on 10/1/2015

yes, but the current card system offers an alternative exploit- deliberately failing a check on second chance in nadir to discard at no expense.

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NiteBrite
NiteBrite
Posts: 1019

10/2/2015
When you say "In other words, if you keep re-attempting the same storylet, the cost of doing it will double every time - until you actually succeed, or give up and fail."

Do you mean that the counter resets if you go play a different story after backing out but before attempting again? Or is the increase tracker a permanent increase making things like carousel storylines much much harder due to the fact they loop around and repeat (so you end up playing the same story repeatedly in a non-exploit manner).

Edit: never mind, I see the line in your post now that says "(This is tracked per storylet - so if you want to use second chances on other storylets, you'll see those costs increase or reset separately.)" Which answers my question. I like that solution.
edited by NiteBrite on 10/2/2015

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thedeadlymoose
thedeadlymoose
Posts: 214

10/6/2015
Out of curiosity, since the net effect of a lot of these new changes seem to nerf things like the Nadir (or theorem hunting) for higher-level players, might some of these places therefore get a buff?

Re: the rest of discussion--

While it's true I have felt demoralized by some recent nerfs, and it's also true that though I am a higher-level player, I am newer and therefore don't really know how much easier it was for older players-- I'm not sure I agree with a lot of the statements here.

Take Crime and Punishment. I actually agree with the people who dislike the change to it. However, what about all the other cards that were buffed or had added fun storylets due to the Criminals change? Hell, besides the conversions thing, Favours represent a massive buff to Connections that classic players didn't have. Several companion cards were buffed, as was the Criminals card itself.

How about the recent change to Zailing? This both added new fun options (that older players didn't have) and significantly decreased the required grind (which older players dealt with for years).

Also: A recent thread reminded me that Making Waves used to only gave you a chance to increase Notability, and players used to lose one Notability a week!

I imagine this particular redesign of second chances was also partially made to make things easier for the writers to design interesting scenarios. Plus, failure text in Fallen London is often very entertaining. It's kind of a shame to miss it, both from the writers' perspectives and readers' perspectives.

And, I mean, this isn't the same as removing the "creative second chance use" altogether. Which wouldn't even have been unreasonable from a design perspective.

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Alexis Kennedy
Alexis Kennedy
Posts: 1374

10/3/2015
Soft cap on second chances: we might increase or remove this, once we've seen how the new mechanic pans out. But yes, it's meant to be very hard to use second chances to back out five or six times in a row...


Op cards: it'll probably work this way: track as per storylets, but you do lose the card as well.


Go Back / Perhaps Not actions cost: this will work the same way as it does right now, which I think means 0 actions.
+1 link
Theus
Theus
Posts: 311

10/5/2015
Huey wrote:

As a future Theorem Hunter that considers himself unlucky I'd be very grateful to be able to reliably keeping my death score at 0...



The failure doesn't teleport you to death, it just gives you lots of wounds. You should be able to avoid death by the standard tricks (avoid triggering the must storylet that fires when you have 8+ menaces).

[spoiler] Try using your other tabs. [/spoiler]
edited by Theus on 10/5/2015

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genesis
genesis
Posts: 924

10/6/2015
MissCrumpet wrote:

Nightmare cards are non-discardable, but why wouldn't you want dreams?.



Menace dream cards don't actually give you dreams, just Nightmares. There are usually identically-named *discardable* dream cards which *do* give you dreams but those are not the menace dream cards.

ETA: scratch "identically-named". There are identically-named dream cards but those are not the same as menace dream cards.
edited by genesis on 10/6/2015

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Shalinoth
Shalinoth
Posts: 493

11/17/2015
I also just got the hidden-loss of 8 more actions on the Overgoat card, and the amusing server error message (even when I had >16 actions upon attempting said challenge, so there were more than 8 actions left for the re-try.

But yes, the re-try just leads to error screen, not success or failure.

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Lady Taimi Felix
Lady Taimi Felix
Posts: 202

11/17/2015
I just had the Overgoat card use 16 actions after failing the first attempt. I succeeded on the second try, and didn't get any sort of server error about it.

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xKiv
xKiv
Posts: 846

12/28/2015
Also, consider the name. They are *second* chances, not third, fourth, ..., chances.

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dragonridingsorceress
dragonridingsorceress
Posts: 622

10/12/2015
I know I'm late to the party, but I'd like to suggest a linear, rather than geometric increase in required Second Chances.

ie. 1 -> 2 -> 3 -> 4 instead of 1 -> 2 -> 4 -> 5
Especially if you're not removing the cap on Second Chances. It would give a slightly longer life-expectancy.

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Hannah Flynn
Hannah Flynn
Administrator
Posts: 491

11/16/2015
The changes to second chances are going live shortly!

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+1 link
The tearful archaeologist.
The tearful archaeologist.
Posts: 7

11/16/2015
Could the second chance increases be reset when Time rolls around each week? Or there be an option to use professional perks to reset them? It seems rather harsh for a storylets to never be able to go down again.
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Màiread
Màiread
Posts: 385

11/16/2015
I believe that the number of second chances required will go back to one once you have actually succeeded or failed that challenge - the increase isn't permanent.

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