 Matt Peairs Posts: 12
7/3/2014
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One more thought: It'd be nice if there were a more obvious indication that you're in Full Speed Ahead mode--preferably both a sound effect and a visual cue. As it is, it's way too easy to press the F key by mistake and then all of a sudden your engines are on fire...
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 Inky Petrel Posts: 370
7/3/2014
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Agreed. I'd also love if the full-speed button wasn't right next to pause, I use that one a lot, and I'm accidentally exploding things more than I'd like. (Turns out you can still enter full-speed mode while paused, btw. It kicks in as soon as you unpause. Many screaming zailors. Time to reload a save :p)
-- Re: Fallen London, please don't invite me to things or send me things, I'm only on occasionally, so you will waste your candle Thank you.
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 Nenjin Posts: 171
7/3/2014
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Couple bugs I noticed, one from a previous build.
-Area music can play over combat. Happened when I crossed into the Venderblight area and a combat started.
-Engine sounds cut out on one set of speakers at Davies Bay. Seems to be the left speaker when northbound, right when southbound. I'm using a 7.1 sound system. There's another bay in game that this happened in too, but I can't remember where.
-You lose three crew when you fail to return a ship to FL now, even though it only costs you two on a success. Porque?
And some suggestions.
-Turning off your lights while inside a light buoy should not generate terror. For one, their illumination values are the same. And two,there's currently no benefit to to going to a buoy to do repairs and turning off your lights to save on fuel.
-Being in the mouth of Fallen London harbor with your lights off should not generate terror. I get that the code for ship lights probably is in no way tide to safe areas or zones. But it should be. Some areas should just not let terror generate, lights or no lights, and one place I think that'd be true is parked against the bloody docks of Fallen London.
-Either expand the kinds of ships we can capture for profit (bigger ships costing more crew and having a higher percentage of failure because you're farther away from FL, but they provide way more echoes) OR get rid of ship capture ENITRELY, and give us bounty quests for pirates, raiders and maybe even monsters instead. You could make "Loot the remains" "Search the remains for salvage" instead, and make it a chance of something or nothing. TBH, it's never made sense to me that I'm selling a ship I shot full of holes until it sank. Patrolling the Zee on behalf of the Empress might even gain you a quality, that when high enough gives perks but also makes you highly unpopular at places like Gaider's Mourn and the Khanate. Either way, reducing the value of pirate steamer returns AND their spawn rate has made an unfun grind now twice as grindy, and possibly even worthless, since you burn a lot of your profits just looking for pirates now. edited by Nenjin on 7/3/2014
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+2
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 nameless Posts: 237
7/3/2014
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You can capture pirate ships in the corsair's grove for more echoes, but it takes 6 crew, so unless you feel like going back to FL at half speed, you'd best have a dreadnaught.
-- The only god of the zee is nameless.
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 lady ciel Posts: 2548
7/3/2014
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I still think you are better off looting Pirates rather than sending them back as Prizes - you don't lose crew and can get some very nice things from the ones at Gaider's Mourn.
-- ciel
Sorry RL means I am not a very active player at the moment. No social actions unless you are prepared to wait and definitely no sparring or other mult-action things.
No Calling Cards or boxed cats please. Will take dupes on the affluent photographers. Other social invitations welcome. Parabolan Kittens usually available, send me an in-game social action saying you want one and I will get one to you as soon as possible.
storynexus name - reveurciel
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 nameless Posts: 237
7/3/2014
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Low Barnet (Baren?) Spawn rates got cut pretty hard this patch tho. You'd need to run to the phosphogene bleaks or moody's light to kill them, or get lucky, and if you do, might as well make a venderbright run.
-- The only god of the zee is nameless.
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 Inky Petrel Posts: 370
7/3/2014
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Just wanted to nod along to everything Nenjin just said *nodnodnod* Those changes would all be much appreciated.
-- Re: Fallen London, please don't invite me to things or send me things, I'm only on occasionally, so you will waste your candle Thank you.
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 lady ciel Posts: 2548
7/3/2014
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There is a sweet spot just north of Moody's Light, between Venderbight and Demeaux's. If you run Tomb Colonists up to Venderbight and then head towards Demeaux you can wait around and the bats and pirates will come to you. Kill Bats to reduce terror or get supplies, loot pirates until your hold is full then go home. If you need replacement sailors go to Demeaux and if you get wine go back to Venderbight. You'll probably have got a SAY while waiting as well. Boring but potentially profitable in the early game.
-- ciel
Sorry RL means I am not a very active player at the moment. No social actions unless you are prepared to wait and definitely no sparring or other mult-action things.
No Calling Cards or boxed cats please. Will take dupes on the affluent photographers. Other social invitations welcome. Parabolan Kittens usually available, send me an in-game social action saying you want one and I will get one to you as soon as possible.
storynexus name - reveurciel
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+1
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 Fhoenix Posts: 602
7/3/2014
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I've just started and I am probably not saying anything new, but here is my feedback from three hours in.
Bats seem to be the cliff racers of this game. I've killed maybe ten or twenty of them already. I so want battle speed options. Are battle speed options a thing? They should be.
Terror is a wonderful thing. I like it very much as a concept. But I don't think my zailors should mutiny when I am on my way back to London and have maybe ten seconds until we dock. I am all for getting terror from omens and sailing in unknown waters, but getting it on return trips feels wrong. Not sure there is any way to fix it under the current system. But it just feels so illogical. Also suddenly getting that event at 100 was very surprising. I new something bad would happen... I just did not know it would be this radical.
Once I died I learned of legacies. Dying once, getting a legacy skill and choosing another skill as your starting one seems to be the best starting strategy. Feels like a cheat.
The loss of speed from being undermanned seems too harsh. You lose crew almost randomly from fights and events. And it's a super slow and boring death from terror. The tentacle event was fun. The resulting death crawl not so much.
Fonts need to be bigger and sharper, but as I understand, it's a known problem.
Game looks gorgeous, finding new locations is exciting. Yay, for being zailors!
-- My Character
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 Master Polarimini Posts: 310
7/3/2014
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lady ciel wrote:
I still think you are better off looting Pirates rather than sending them back as Prizes - you don't lose crew and can get some very nice things from the ones at Gaider's Mourn. But you don't lose crew at the end, you get it back when back in London... I agree though that sending the ship back can be done once per travel not more (and only if you have at least 9 sailors).
-- Devices workshop opening soon...
Follow my story at http://www.fallenlondon.com/Profile/Master~Polarimini
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 lady ciel Posts: 2548
7/3/2014
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I agree that you don't lose them permanently - if you are lucky. There is still a chance that the prize ship won't get back to London though and then you have lost crew. Once per voyage is probably enough unless you are lucky enough to encounter a Pirate at the mouth of the docks - I don't mind crawling back that close to home.
By the way the Zong of the Zea is an auxiliary item that gives +3 to all your stats. It was a grind to get to it but I think it was well worth it in the end. I never got around to using the Rat Sender I had equipped there before.
-- ciel
Sorry RL means I am not a very active player at the moment. No social actions unless you are prepared to wait and definitely no sparring or other mult-action things.
No Calling Cards or boxed cats please. Will take dupes on the affluent photographers. Other social invitations welcome. Parabolan Kittens usually available, send me an in-game social action saying you want one and I will get one to you as soon as possible.
storynexus name - reveurciel
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 Fhoenix Posts: 602
7/3/2014
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How would you grind that many secrets?
-- My Character
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 lady ciel Posts: 2548
7/3/2014
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There are places that give them if you know where to look There is an option on Mutton island and Station III as well. I have spent a lot of time playing as well, but I did do this with a Captain I started after I got my Panther.
Edit to add that the Fragment bug being fixed was a help and I took lots of damage killing Lorn Flukes as well. edited by reveurciel on 7/3/2014
-- ciel
Sorry RL means I am not a very active player at the moment. No social actions unless you are prepared to wait and definitely no sparring or other mult-action things.
No Calling Cards or boxed cats please. Will take dupes on the affluent photographers. Other social invitations welcome. Parabolan Kittens usually available, send me an in-game social action saying you want one and I will get one to you as soon as possible.
storynexus name - reveurciel
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 Dzurlord Posts: 31
7/3/2014
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lady ciel wrote:
I agree that you don't lose them permanently - if you are lucky. There is still a chance that the prize ship won't get back to London though and then you have lost crew. Once per voyage is probably enough unless you are lucky enough to encounter a Pirate at the mouth of the docks - I don't mind crawling back that close to home.
I have no idea if it's possible to implement, but I would really enjoy being able to encounter my wayward prize-crew on the Zee again and rough them up.
-- http://fallenlondon.storynexus.com/Profile/Donovan~Sionnach Will generally accept all social actions save for the Reporter.
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+1
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 lady ciel Posts: 2548
7/3/2014
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For all you know some of those pesky pirates you meet might be some of the ships you tried to send back to London earlier but I tend to shoot first and don't leave anybody alive to ask
-- ciel
Sorry RL means I am not a very active player at the moment. No social actions unless you are prepared to wait and definitely no sparring or other mult-action things.
No Calling Cards or boxed cats please. Will take dupes on the affluent photographers. Other social invitations welcome. Parabolan Kittens usually available, send me an in-game social action saying you want one and I will get one to you as soon as possible.
storynexus name - reveurciel
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 Nenjin Posts: 171
7/3/2014
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The issue with looting pirate ships vs. capturing them is...the chances of you turning a profit are not a guarantee. You might get Supplies, you might get Fuel, you might get something that sells for, at best, 20 echoes. Given that pirate spawns are way down, you end up spending a lot of your profits just trying to find them, and you may not recoup it for looting. Capturing is an 80% chance to get paid, where I'd argue looting for hold items is probably.....30% chance of something worth echoes, and 15% chance of something actually good (parabola linen, spider silk.)
Also, and this is a pie-in-the-sky feature request....It'd be nice if there were some activity and life on the docks in the most major of ports. Just, you know, little lights moving to and fro which are the inhabitatns of FL, Venderblight, the Khanate, ect... it'd add some life and motion to an otherwise still piece of art. I get it's a feature that has absolutely zero mechanical payback, but I think it'd be flavorful and make the already delicious art and atmosphere that much better.
Also I just did the Mushroom Wne run to Godfall....how is this supposed to really be worth it? It basically comes out to the exact same value as running Tomb Colonists, only it's on a timer. Add in the cost of steaming there, somewhat mitigated by the Port Report....
I mean, this is an issue across the whole early game. The margins are squeezed so tight to prevent them from being easy, being farmable, that the game ends up a huge grind where you're supposed to get somewhere off a profit of 20 to 80 echoes per trip. It's just not that fun, because those profit margins inhibit your ability to explore and find new sources of cash.
Maybe what needs to happen is there need to be more early game, timed activities to give players an initial cash boost. Like either a timed activity at either Mutton Island or Venderblight, that provides steadily less echoes until like, I dunno, 300 Time The Healer. That way we could build up an echo bank account to spend against when we buy fuel and need to go out beyond the first parallel. edited by Nenjin on 7/3/2014
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+1
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 empirimancer Posts: 99
7/3/2014
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Feedback: The log window in the bottom left corner is too short. Messages often scroll by consecutively before I can read them. The window should also have arrow buttons for easy scrolling. The current drag or mousewheel option is goes too fast. Either have a longer/extensible log window or add arrow buttons.
-- moi
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 Alexis Kennedy Posts: 1374
7/3/2014
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Nenjin wrote:
Just, you know, little lights moving to and fro which are the inhabitatns of FL, Venderblight, the Khanate, ect... it'd add some life and motion to an otherwise still piece of art. I get it's a feature that has absolutely zero mechanical payback, but I think it'd be flavorful and make the already delicious art and atmosphere that much better.
We would really love to do this, and it's something we'd experimented with, but art time and performance implications aside, it just looked weird. It went from 'game doesn't depict people' to 'where are all the crowds? was there an air-raid?' We may find a solution.
Nenjin, as I've said elsewhere, the balance is tight right now. As content comes out, it will be less of an issue. In order for content to be suitably financially rewarding when we add it later, it's got to feel spartan now, or else we have to rebalance *everything*, all the time, which would slow us down impossibly. So this is a symptom of Early Access. We will get there: but not right away. Your posts are sufficiently long and heartfelt on this that though the detail is often useful, it's beginning to clog the thread for me :-)
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 lady ciel Posts: 2548
7/3/2014
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It is a great game and there are ways to make money. Yes it might take a bit of luck and a few run throughs before you find the method that works for you. Just at the moment trading isn't one of them. For me hunting pirates and beasties and exploring the various locations has given me a lot of pleasure and profit. When trading is more fleshed out it will add another dimension to the game.
Thanks for all you do Alexis. edited by reveurciel on 7/3/2014
-- ciel
Sorry RL means I am not a very active player at the moment. No social actions unless you are prepared to wait and definitely no sparring or other mult-action things.
No Calling Cards or boxed cats please. Will take dupes on the affluent photographers. Other social invitations welcome. Parabolan Kittens usually available, send me an in-game social action saying you want one and I will get one to you as soon as possible.
storynexus name - reveurciel
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 nameless Posts: 237
7/3/2014
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@Nenjin: It's profitable if you run 20-25 crates of wine every time. That's 200~250 echoes each time.
Also, there is a option on Mutton Island that gives you a judgement's egg, which the university buys for 500 echoes. It requires you to have "Something awaits you" though, which is quite annoying, since London automatically takes SWY if your terror is above 50. I suggest that this aspect shouldn't be tied to SWY, since you already have to choose between Mutton Island and Hunters Keep - You don't want to have to have to choose between those and London, too.
-- The only god of the zee is nameless.
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