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A game of survival, trade and exploration in the universe of Fallen London

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IHNIWTR
IHNIWTR
Posts: 346

6/17/2014
In comes the new thread, same as the old thread. Here we post our feedback and general musings on the Gold, or Early Access, version of Sunless Sea.

a question: are the EA market options for Palmerston's Reach meant to be the final ones? I'd have thought we'd have an option to sell souls there for a good price, and buy fuel on the cheap.
edited by IHNIWTR on 6/17/2014
edited by IHNIWTR on 7/1/2014

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Chris Gardiner
Chris Gardiner
Administrator
Posts: 539

6/19/2014
Ewan C. wrote:
I still think that my crew should be *happy* that their Captain is competent to defeat such beasts, but apparently not :-).

I suspect they're pretty unnerved that after you fought one of the damn things you went back and did it again.


Twice.


"Our captain fears nothing!"
"That sounds terrible. Ours is a total coward."
"... Is he looking for new crew?"
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

6/28/2014
Sneak content preview - in the near future you'll be able to pass Lodgings on to your heir, as long as you don't die intestate. In the better Lodgings, you'll also be able to convert Captivating Treasures into Heirlooms, which your wretched mercenary successor can callously sell off for quick cash - effectively passing resources down through the generations.
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

7/2/2014
Hi all


We are, er, on the front page of Steam, in the main promotions carousel. We're also in the top 10 sellers.


I'm reading that back and I'm genuinely not sure I'm awake. OK, now I'm sure. In other news, ow.


I just came in here to say two things:


(i) I wanted to get some content out today for SS, but this news, while very good, has buried the whole team in work So that's been set back a day or two. Not long! We'll be back, but if we're less responsive than usual in the next couple of days, this is why.


(ii) those of you who've backed the game, bought the game, kibitzed, provided feedback, told your friends: thank you. You helped make this. We're not the next Minecraft, but we have made a story together that will get into people's dreams: and that's what the mission of Failbetter has been from day 1. Thank you all.
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Spacemarine9
Spacemarine9
Posts: 2234

7/2/2014
you can finally buy the golden skull throne made of skulls made of gold that you've always wanted

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my rats will blot out the sun
Ratgames
FL lore/mechanics questions and answers
#FallenLondon IRC (irc.synirc.net) Channel! Click to join via Mibbit.
#SunlessSea IRC channel! Like the above, but zee-ier.
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Diptych
Diptych
Administrator
Posts: 3493

6/21/2014
So, I began a new game as a Veteran who dreams of Wealth, and made a few runs to Venderbight and back. He accepted the Blind Bruiser's proposal, as well as an Admiralty commission in Port Cecil, and decided to make a round trip via Venderbight, Wither, Codex, the Avid Horizon and Demeaux Island. It was a chancy prospect to begin the Cheery Man's missions so early, and, indeed, he was soon being sent to Gaider's Mourn, without the money to invest in a better ship or even bigger guns. Worse still, the crewman he'd picked up earlier had proved to be a Snuffer, and he had no idea whose identity they'd stolen.

Terror was becoming an issue by this point, so he called at Hunter's Keep and introduced himself. Then, he began a round trip southwards from London - first visiting Mutton Island and enjoying an impromptu concert, then trading in news and trophies at Abbey Rock, surveying Station III, passing Lick-A-Monkey Crag, admiring the strange beauty of Khan's Glory, before cutting across to the Mourn to make the trade. Unfortunately, one of the crew lost their footing in a disagreement with another ship's crew and plummeted to their death. This was felt to be a sign to return home as promptly as possible, and, on arriving in London, this dangerous voyage was honoured with a tattoo from Clathermont's.

One or two further Tomb-Colony runs followed before the Blind Bruiser returned, with another package to be collected from the Corsair's Forest. Unfortunately, money was still tight - and that d-mnable Snuffer was still lurking aboardship. An encounter with a shark and another with a pirate meant that, by the time he made it to the Mourn, the ship was a wrong step away from falling apart, and had only a skeleton crew. Limping north through the Principles, it escaped a giant eel only through skillful Evasion - though not before the beast had plucked a sailor from the deck. There were only two of the crew remaining - the captain... and the Snuffer. It was a close business indeed, but the captain's military experience prevailed, and the creature was soon being rolled from the deck into the zee.

Thank goodness, another hand was willing to join at the Funging Station, and the two of them managed to induce the poor ship to limp home, evading pirates and crabs, dashing into the relative safety of light-vessels' beams and skirting around whirlpools. They're back in Wolfstack now, installing some really big guns on the old tub, and this game is thoroughly marvellous.

--
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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babelfishwars
babelfishwars
Administrator
Posts: 1152

6/19/2014
Mordaine Barimen wrote:
You have a "</span>" tag caught in your link, Alexis.


Oh no he doesn't!

That was probably the most thrilling edit of my editing career.

--
Mars, God of Fish; Leaning Tower of Fish
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Owen Wulf
Owen Wulf
Posts: 715

6/20/2014
A few bugs and quirks to report if they have not been already:

1. Attempting to assay anything from my inventory stops the game when I try to do it, no matter how many times I hit the "Done Button" I can't get it done. I then have to minimize the game and shut it down manually.

2. The Caminus Yard Hearts Ender (the best Harpoon) is classified as a "Good" and not a "Curiosity" meaning that unlike it's lower level counterparts it takes up cargo space.

3. When I first bought my Caligo merchant vessel I was unable to immediately hire more crew members than 10 (my original limit). I eventually got around this problem by exiting and re-entering port to trigger the officer recruitment event which also offers a chance at a new crew member. In time the option became available but that was only after I had been trudging along with 15 crew members for about 10 trade trips.

And some general complaints or worries for my final say:

1. Terror is a drain on gameplay in it's current state and makes exploration early on daunting and unenjoyable. Even getting to Palmerstone Island to deliver some souls for one of the early missions risks maxing out terror and getting a mutiny.

2. I get these missions to go places but no one has the decency to point me in the right direction. A quest marker would be out of the question, of course, but maybe access to hints or even a map for the early areas in the game would make it less necessary to minimize my game and use the map on the Sunless Sea site.

3. I know it has been strung like a worn out piece of sailing rope but the immediate area of Wolfstack Dock should really be made more friendly. We get terror even before exiting which makes no sense considering the whole place should be bathed in light. Also, there is a pirate ship that spawns so close to the entrance that I am always being chased by it into the harbor which I find terribly annoying. The crab is cute, it can stay.

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edited by Owen Wulf on 6/20/2014

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Eggix
Eggix
Posts: 4

6/18/2014
Basically what everyone else has said. The game is beautiful, and engaging, but the scaling of almost eveyrthing seems broken. I've had several games where I've gotten a good start, and used my standard extremely cautious roguelike mindset to crawl forward and slowly gain an advantage. I'll have a full crew of officers, and I'll have been accruing ship upgrades spending my (laughably insignificant) earned secrets on my more important combat/survival stats. And then I'll run into a shark and take 50 damage in one hit.

All in all, I would say:
Drastically reduce monster health OR damage.
Increase the terror:echo ratio for brining down terror.
Make secrets feel meaningful early game (each secret increases your total stats by significantly less than 1%. There is no sense of accomplishment in earning or spending them)

Also just a question:
Why do you lose your crew members permanently when you send a captured ship back to port? Do they just take their wages and run off into the bowels of FL, never to be seen or heard from again? I would expect them to rejoin you once you arrived in port. It sucks that I have to spend 30-60 echoes just rebuilding my crew every time I capture a ship and choose what I imagine is supposed to be the 'high-risk, high-reward' option.
edited by Eggix on 6/18/2014
edited by Eggix on 6/18/2014

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Ridiculus Undarke
Ridiculus Undarke
Posts: 48

6/18/2014
AorticAneurysm wrote:
Alexis Kennedy wrote:

...
We'll also likely tie terror reduction to some of the NPC rewards in FL.
...



Hopefully the benefits aren't seen as so great that they become seen by the community at large as necessary, as you could alienate some of the potential playerbase if it appears to play SS properly you need to be playing FL.


I have the feeling that FL stands here for the place, not the game. But I can be wrong, of course. wink
edited by Ridiculus Undarke on 6/18/2014

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Frenton
Frenton
Posts: 5

6/18/2014
Anybody recommending changes, I suggest looking at this series of columns about Roguelikes in general:
http://www.gamesetwatch.com/column_at_play/
It provides probably the most in-depth education on the whys behind the mechanics in Roguelikes, that I've seen.

The reason I link is that it very effectively convinced me that there should be more persistent progress in Sunless Sea, hopefully some kind of fate points or something that make the early game far more trivial to get through. Because at the moment the early game is precisely what the Stone Soup guys have tried to avoid, a series of boring trivial choices.

Essentially if I go back to Sunless Sea, I have to trade with Venderbright over and over until I capture a pirate ship, not a guarantee as that, and then use that windfall to become a little bit better, and continue to trade with Venderbright until I capture a pirate ship, and so on adnausium as the progress is so minor each time. Terror isn't even a provocation to go exploring as it will only continue to grow outside the main trading route. Essentially I have to get bored and decide to kill the character by deciding to see more of the game. There is no risk because the only options are between safety and certain death. There is no real risk mitigation, except for the boring gameplay of sticking to light paths and shores, the most interesting traversal problems are when you are being chased by monsters not having to plot out exact routes from point A to point B every single f-ing time. Veterans will always insist on boring gameplay because they have to justify their own mastery and time investment into that gameplay, and one best indicators of the division between veteran and the non-veteran is that the non-veteran isn't putting up with the boring gameplay. The early game is pure and simple a grind, and appears fairly feature complete which is why I'm worried about it.
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

6/23/2014
Okay - we have some treats coming for you. We've listened hard to the Terror feedback and done a bunch of internal prototyping.


(1) The next content patch (likely today) will have a very significant narrative-based means of reducing Terror.


(2) The next game patch will have much clearer feedback on when you're inside and outside the safe zone for Terror. The gloom indicator (the skull at the top left) is a long way from the player's focus of attention, and it can take a second or two before it's clear whether you're still accruing Terror - by which point you may have sailed on. We've long meant to make it all clearer.


(3) We're considering other tuning. Top of the list right now is a slightly more generous Terror warmup period, followed by a rather less generous cooldown period - so you'll accrue the Terror pips on the skull more slowly, but they'll also dissipate more slowly, for less punishment but more menace.


This is neither the beginning nor end of the tuning: we're sure you'll let us know how you're getting on with it, and we look forward to it.
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Richard
Richard
Posts: 304

7/1/2014
Alexis Kennedy wrote:
Sunless Sea would not be the game it is now without the kind of robust, smart, detailed responses we've had
Okay then. Robust response ahoy.

I've had Sunless Sea for a few days, and I'm enjoying it a lot, now - it has that addictive quality that a single voyage only takes 20 minutes or so, but a single voyage never feels quite enough. And now that I properly understand how it works, I think the balance is just about right. You need to micro-manage Terror enough to give you something to do, but not so much that it drives out all else.

I could say lots more positive things - however, I won't, because they'd just seem like an elaborate lead-up to the "but". Here it comes:

BUT

For the first few hours I would cheerfully have thrown it out of the window, because it's so terribly unforgiving to inexperienced players. Perhaps that's because it's an early version and you haven't finished tutorial-type content yet. But on the other hand, perhaps it's something only I can see, because I've come late to the party and haven't been picking things up by a process of osmosis in the forums.

Specific examples:
  • I had absolutely no idea that it was a bad thing for Terror to reach 100 until it actually did - at which point I got the card with two options, both of which it advised me were going to lead to my death. (Compare Nightmares in FL, where you get a warning at 5 that something bad will happen at 8, and the bad thing which happens at 8 isn't all that bad anyway.)
  • Similarly, I saw a note in the "Help me!" storylet that I could click on the flame icon to go faster, so I did - a few times since it didn't seem to do very much - and whoops, my boiler exploded! Start again.
  • Running out of fuel within a stone's throw of Fallen London is just as bad as running out of fuel on the far side of the Unterzee. Which isn't all that logical, but more to the point creates another sharp drop-off, which I tumbled over a couple of times before I'd learned how fuel really worked.
  • The Admiralty sends you off to places that are inappropriate for starting players, before you've got the experience necessary to understand that they're dangerous. In my mind, the game had told me to sail off to a far-flung island, so I expected that was a reasonable thing to do. In fact it was a completely stupid idea, and I met a pirate ship which killed me with a single shot.
  • One of the things you're (rightly) encouraged to do as a starting player is to go up the coast to Verderbight. But once you've done that, it's just natural to follow the coast onwards a little bit more... at which point you meet the giant ship-chomping snowballs of doom.
Now, I do understand that dying and being re-born is a part of the game's design, and my repeated demise did indeed serve to teach me how to play. But it was very, very frustrating to have tiny bits of progress wiped out again and again - and if I wasn't a backer, I wouldn't have persevered to the point of understanding why the game's worth playing.

My suggestions would be (and once again, I do understand that these may well already be in the works):
  • one-time warning storylets which appear when something bad will happen soon, but before the situation becomes unrecoverable
  • some nice clear "I WOULDN'T DO THAT IF I WERE YOU" signals if you sail somewhere properly dangerous - so that if you choose to ignore them, you really only have yourself to blame
  • best of all (but most work sadly), a starting quest which sends you round the immediate environs of Fallen London in a narratively satisfying way - so that you're pushed to learn the ropes in safe waters.
Bottom line: even as a new player, if you die you should die because you made a bad decision, not because there was something you didn't know.

I really do like it though.

Cheers
Richard
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

7/1/2014
As some of you will have noticed over here

https://www.kickstarter.com/projects/failbetter/sunless-sea/posts/896225

we're about to go live on Steam ASSUMING NO LAST-MINUTE HITCHES and that Valve aren't sleeping off the summer sale.


I just wanted to say: please don't stop leaving feedback just cos we are in a further state of release! We obviously can't action or even answer all of it, but we do read all of it, and it is immensely helpful. Sunless Sea would not be the game it is now without the kind of robust, smart, detailed responses we've had in this thread and elsewhere. If you keep on feeding back, we'll keep right on improving it. Deal? :-)



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Dudleydino
Dudleydino
Posts: 7

7/3/2014
Nenjin wrote:

I basically feel like there are two modes to the game right now: either you're playing it, or you're trying to make money so you can eventually play it, without the stress of actually running out of fuel or supplies while you're on the Zee.



This sums up exactly how I feel right now. I'm currently research how to cheat to pass over the huge money chasm before actually being able to "play" the game.
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nameless
nameless
Posts: 237

7/4/2014
Dudleydino wrote:
Nenjin wrote:

I basically feel like there are two modes to the game right now: either you're playing it, or you're trying to make money so you can eventually play it, without the stress of actually running out of fuel or supplies while you're on the Zee.

This sums up exactly how I feel right now. I'm currently research how to cheat to pass over the huge money chasm before actually being able to "play" the game.




Sell judgement's eggs from Mutton island to the university for 500 echoes. You need to understand how the "Something Awaits You" Mechanic works.

http://community.failbettergames.com/topic8709-rules-for-thats-all-for-now.aspx


There is no need to cheat.

--
The only god of the zee is nameless.
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empirimancer
empirimancer
Posts: 99

7/4/2014
Richard wrote:
cjo wrote:
This is a little point, but a big one to me. I would love to have the orange pips representing terror accumulation be made much more visible. [...] I still find it really difficult to both spot terror accumulation and also watch where I'm sailing.
Have you noticed there are two bright lights which come on at the sides of your ship when terror is accumulating? They don't give you as much information as the orange pips, but they're enough to tell you whether you're in a terrifying place.



UI suggestions: Enlarge the terror indicator. It's too small for a core game mechanic. Have the terror indicator on the ship itself, since that's where the player is mostly looking. Glancing back and forth to the top left of the screen is a bit user unfriendly. Instead of discrete pips, perhaps a continuously filling ring around the terror number itself.

--
moi
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Nenjin
Nenjin
Posts: 171

7/3/2014
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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Spacemarine9
Spacemarine9
Posts: 2234

7/3/2014
phalanks wrote:
  • Being able to choose an amount of an item to buy/sell would be very useful instead of clicking 'Buy' 20 times.


Hold Shift to buy/sell in increments of 10! Although that could probably be made a bit clearer as I have absolutely no idea where I remember reading that.

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my rats will blot out the sun
Ratgames
FL lore/mechanics questions and answers
#FallenLondon IRC (irc.synirc.net) Channel! Click to join via Mibbit.
#SunlessSea IRC channel! Like the above, but zee-ier.
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

7/6/2014
AlexWattsEsq wrote:
Is Khan's Shadow currently active? I've found it, but it currently says it will open in the Corsair's Gold release - which is what we're on, isn't it? Have my updates gone weird?


We had to hustle to get everything lined up for the Steam release - and then our unexpected success caused havoc, and we've been running around all week trying to catch up. We're back on the content train now (cf yesterday's release), but we'll probably have to reorganise the road-map a bit.
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Nenjin
Nenjin
Posts: 171

7/7/2014
L2P is indeed rewarding; but not when it's a protracted multi-hour search for a non-losing or at least a fun strategy (which to many, many, many players became grinding pirates or Venderblight.)

The game needs to do a better job of getting players to where money gets made. I play plenty of roguelikes, but none where I had to search for a way to play for that many hours. Walking through corridors and stabbing things in the face is a far cry from what SS is doing, and winning in Angband isn't exactly a relevant comparison to SS difficulty. It's like saying "Cooking is hard." "Well, I won the Grand Prix so clearly it's not!"
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Nenjin
Nenjin
Posts: 171

7/8/2014
Buyable hull armor is actually a pretty cool idea. Adds hull, adds weight. Is consumed when destroyed. It'd be another Echoes sink for players, another trade good that could be bought, sold and found. Allows players to further hedge their bets when exploring by investing echoes in more hull armor, with some trade offs like money, less efficient fuel use and increased terror gain from a lower speed. Each class of ship should probably have a cap of some sort on the maximum armor they could purchase.

I think it's a capital idea.
edited by Nenjin on 7/8/2014
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BenTGaidin
BenTGaidin
Posts: 12

6/22/2014
Oh, that's really good to know about the Maenads -- I'd timed the starter ship today, and it takes about 45 seconds to make a quarter turn, a minute and a half to reverse direction, which is painfully slow when you're following a Terror-avoiding route between beacons. I spend more time turning than sailing when I do that and while the music is nice, it's not enough to make up for the boredom. (It also means that I spend a decent chunk of time steaming backwards around the map, since that doesn't seem to affect my speed, and it's worth it if I've got the stern pointed vaguely in the right direction already.)

--
"Where there's a grin, there's a way."
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Frenton
Frenton
Posts: 5

6/19/2014
Here is my suggestion on how to fix Terror. Note like most design notes from beta testers feel free to ignore it, but hopefully it provides something of a dialectic. Actually, I think you might have already discussed something like this idea in a blog post, but I typed it up so I'm posting it!

At the the moment Terror actively reduces the desire to explore and to take risks. Terror increasing areas are to be flat out avoided. To put it another way the only way to win the game of Terror is not to play.

The current metaphor for Terror is that of a slowly increasing mountain of rocks that will inevitably crush the player.

My suggestion is to make Terror more like Radiation. Some areas (dark areas) increase your terror, when you leave those areas, the Terror rapidly decreases (it's important to make it rapid). However, a strict percentage of any Terror earned always sticks to you as residual Terror. So say I get up to 75 Terror points while in a Terror area, 15 points of Terror will stick to me no matter how far into the light I go. If I go back into the area and get 75 Terror points (which happens faster because its starting from 15 this time), I end up with 30 permanent Terror points.

The only way to reduce these points is by docking into port/bats/events, and the only efficient way is of course at good old Fallen London. Events triggered by Terror have the same point threshold.

I predict this change would have a few effects:
In the early game, Terror doesn't weigh as heavily on the player's mind as fuel and supplies. The importance of light is taught as its effects are dramatically obvious. I imagine in the first few games going right out into the middle of Terror area would kill a few new players but that's part of skill development. However, once those skills have developed trading routes become more flexible and idiosyncratic, because the early player is confident that any Terror accrued will be removed at Fallen London.

In the Mid Game, Terror starts to become something the Player starts to plan around. They begin to experience the feeling of hopelessness as Terror accrues steadily in darkened areas larger than those in the early game, and away from any good places to remove the permanent points. Close call return trips to Fallen London become more common.

In the End Game, Terror is one of the major concerns of the player. Further east, there are farther larger areas without light, and there are monsters that regularly inflict Terror points. Fallen London is distant, requiring resupplying of fuel and supplies at intermediary harbours, but none of these docks can possibly reduce the encroaching Terror to nothing only to a certain value of manageable, only Fallen London can make Terror non-existent. Poor planning can mean the end of a game, and close call trips start to happen with each harbour.

In terms of player movement expect to see Yo-Yoing, where the player ventures out into danger and then returns to the safety of light and then swiftly risks another attempt at exploring the unknown. But this makes particular points of safety far more important to the player, rather than just places along the way from one point to another.
edited by Frenton on 6/19/2014
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conductorbosh
conductorbosh
Posts: 30

6/18/2014
Just out of curiosity, are there any plans for terror reduction options when away from FL, by sailing near lights or using resources or anything? My concern being actually being able to spend time in the area that aren't static every play through. Or will there be a point-of-no-return distance where you're too far to return to FL no matter what and you're looking at a guaranteed terror fail-state?
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talain
talain
Posts: 2

6/19/2014
Finally got my copy of this from the humble bundle site and played around with it a bit and ended up dying to a mutiny from terror within an hour. I figured I had to be missing some way to reduce it in large chunks since even modest explorations grant enormous amounts of terror. The game led me to believe that exploring the Zee was the Big Thing in the game, from the kickstarter updates, from the emphasis on (eventual) random maps, and from the obvious first 'Mission' being asking for a destination at the admiralty.

Coming here to see what other's experiences were and seeing that the consensus is that it's a game of risk mitigation and a game over clock is jarring and not at all what I was expecting or hoping for. I was expecting terror to be a limit on just how far you could go in one voyage, rather than a slow deterioration into inevitable death.

I hope that as development continues exploration is no longer disincentivized by the core game mechanics. The first thing I thought of to allow for better exploration without breaking the economic balance of the game was to take a mechanic from Sid Meier's Pirates! where you have to let the entire crew go with shares because, in that game, they simply want to enjoy their earnings, and in this game because they're too horrified to continue.


Whether that or some other game mechanic, I hope and look forward to a game that better rewards its implied theme.
edited by talain on 6/19/2014
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Guy Scrum
Guy Scrum
Posts: 197

6/18/2014
I played the game for the first time last night, and I'd like to echo what others are saying regarding terror and baddy difficulty. It's definitely frustrating, and it doesn't feel like there's anything clever I could be doing to make life easier. Difficulty can be a lot of fun when it feels like you're making progress (either by grinding up some quality or learning the skills needed to survive), and not much fun at all when it feels like you're just hitting your head against a wall / keyboard.

I'd really like to see more story context at the very beginning of the game. I think what works in Fallen London doesn't work here. In FL, there was barely any context to start out ("You're in prison. Escape!"), but that was ok because the entire joy of the early part of the game was discovering the setting through the slow accumulation of storylets. Also, you didn't really need any context because you started with nothing and very little was accessible (again, you were in prison). In Sunless Sea, your character is already established enough to own a ship and you're plunked down in Wolfstack Docks with the entire Zee to explore, yet the actual player has almost no idea what anything is. And, since the immediate goal here is to survive (and figure out the game mechanics), the amount of story that I get through storylets *seems* much less substantial and more disjoint. The world is very big, and the storylets are very small. A few paragraphs of text at the very beginning to describe the setting, the relevant political factions, the known ports, and dangers of the Zee would be lovely and go a long way toward motivating my character's seemingly foolish decision to quit writing poetry and jump in a boat. This is doubly important for players who haven't played Fallen London before, who I imagine are a lot more lost than I was.

On a very different note, please bring back windowed mode! I can't figure out a way to hide the game while I'm playing it (on a Mac; cmd-tab doesn't switch to other applications and cmd-H doesn't hide it), so I have to quit the game whenever I want to do something else. Importantly for you guys, this includes sending bug reports. I'm not likely to send in any reports if I have to quit and restart the game each time.

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conductorbosh
conductorbosh
Posts: 30

6/18/2014
As far as terror goes, I like the suggestion some have made that being close to the coast/in direct, non-your-own-lamp light, actually *lowers* your terror instead of just slowing its rise.

Sure, you can crawl along the coast, but this is an exploration game. And if I want to spend most of my time exploring the spookier parts, that should be possible. It should be a difficult balance between light and dark for which I would have high terror the whole time, but terror shouldn't just be a clock counting down to your inevitable loss.

There should be more interesting and effective ways to drop terror. Maybe staying in light drops terror. Maybe shore leave drops it a lot more or even entirely (really? your whole crew partying and getting wasted only fixes a little more terror than you, alone, sleeping in a bed?). Maybe you can burn 2-3 rations at once to have a lavish meal that relaxes everybody? Maybe you can burn a fuel to launch a flare (out of combat) to sit above the boat, reducing terror significantly over time but bathing your ship in bright light so nasties can see you from far off? There are tons of possibilities.

I understand that it's meant to be a game where "one mistake can kill you," I've played and enjoyed many games of that nature. But the way in which you get killed should at least be as interesting as possible. Right now all terror does is make you choose between playing in a boring way, or slowly losing.
edited by conductorbosh on 6/18/2014
edited by conductorbosh on 6/18/2014
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EmilyAriel
EmilyAriel
Posts: 124

6/18/2014
Some thoughts from a first time player:

    • The same terror and combat complaints as everyone else.
    • I'd really like a name generator. Given that each character is significantly less permanent than my FL character, trying to think up a name with each new character is annoying.
    • The zee-bat is totally useless. I can be right next to an unexplored island and it will tell me to go somewhere far offscreen, or immediately after exploring an island it will tell me to go back to it.
    • Following on that, it would be great if there were a little more direction to be had, especially once the map gets randomized. Even adding an additional point of reference when being told to go somewhere ("[Island] is in this direction, as part of this region", or "[Island] is in this direction, to the west of [Another island you already know]") would be incredibly helpful, as would locals on more populated island being able to point you in the right direction. In my last game I died after zailing in circles for ages because I just could not find Polythreme.
    • At least twice I told myself that clearly this build was too hard and I should wait for the next one. Then I started a new game after half an hour. So clearly FBG is doing *something* right!
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    conductorbosh
    conductorbosh
    Posts: 30

    6/18/2014
    Dr. Hieronymous Alloy wrote:
    What Alexis has said is that the problem they found with ambient terror reduction is that people then just sit off-shore in their ships all day long to reduce terror, which is a weird mechanic and counter-intuitive and doesn't actually make the game more fun.

    My suggestion is to make the glim-lamps give additional terror mitigation when they're equipped (possibly with corresponding increases in fuel consumption?) That doesn't really help newbies though due to the cost issues.
    edited by Dr. Hieronymous Alloy on 6/18/2014


    Sure, more things you can do with fuel/supplies to reduce terror (like my afore-mentioned ideas of ships or out-of-combat flares. Or have terror dropped by a few whenever you do ANYTHING at a port; after all, you're off the boat even if you aren't paying for shore leave. At the very least the amount of terror you lose doing shore leave has to be massively increased, at least tripled. Shore leave could even 100% empty the terror bar, given how much it costs and how far you have to travel back to London... my concern is that the way it currently works makes it very difficult for the earlier player to go and explore randomly generated areas, which means they'll be playing the same, static part of the game over and over.
    edited by conductorbosh on 6/18/2014
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    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    6/18/2014
    Dr. Hieronymous Alloy wrote:
    That's a decent idea actually. A point of terror reduction for each action in London makes a certain amount of sense, even if it's just going to drydock or recruiting someone new or whatever.


    The particular problem with it is that is that actions ashore are repeatable to various degrees, from one a visit to being repeatable at a cost to being infinitely repeatable. Because terror reduction is one of the primary economy drains, tying it to every other action in port would have a bunch of distorting effects.

    The approach we are, tentatively, taking, is the one Eggix suggests: escalation. You may notice the 'Time, the Healer' quality you gain, since the Amethyst patch, when you return to London: this tracks the number of visits to London and, later, other major ports, and in concert with log dates will ultimately determine some narrative pressures to go out further from home. Similarly, we'll be introducing an, uh, inverse escalation effect, where you get some cheap terror reduction early on. This'll make the early difficulty curve a bit less savage, without making terror something you can ever safely ignore. We'll also likely tie terror reduction to some of the NPC rewards in FL.

    ConductorBosh: welcome to the community. Over the past couple of months, Terror's been much too tough, much too easy and it's currently on the tough side in the early game. What goes around comes around.


    [edit: trailing para 2 sentence]
    edited by Alexis on 6/18/2014
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    Spacemarine9
    Spacemarine9
    Posts: 2234

    6/18/2014
    fake edit; hell alexis came in with a post that addresses like half of this while i was in the middle of writing it but i'm posting it anyway because i do really like one or two of the ideas i had, you can't stop me you're not my dad

    I think the balance sits mostly like this; hunger increases too slowly (seriously I haven't once had to worry about food consumption being an issue since it changed), fuel is way too quick (especially with bigger engines, which don't seem to speed you up all that much) and terror is a little too fast but suffers mostly from a lack of actual good cures.
    Also- another problem is random event inconsistency; when my Terror gets above 60 or 70 or so I get zailors leaping over the rail to swim South constantly, sometimes even in quick bursts of twos or threes. But a few friends apparently never even see that event at all, even if they're trucking along at 90 Terror, instead getting things like Horrors Below or Burning Blue which can be inconvenient but are nowhere near as crippling as losing crew. I wonder if the RNG is actually really genuinely for real behaving inconsistently now that those calculations are being performed clientside on different hardware rather than on one static server. It could just be superstition- lord knows the fallen london RNG has enough tied to it- but something definitely seems off there if someone can play for entire voyages with high Terror and never have anyone suicide at all, while I can lose three people before I even make it across Wolfstack Harbor.

    here are some ideas i have, mostly for terror;

    Speed up hunger and slow down fuel consumption a little. Maybe make scuttling ships award fuel independent of the Cache reward (which may also be fuel)

    Add more ambient terror reductions, such as for beating tough monsters. Zee-bats sort of have this, but they reduce so little terror that they're worthless.
    Boost practically every Terror cure in the game by a few points or make them all cheaper. Especially the Genial Magician's magic show if it still cures 5 Terror for like 200 echoes worth of stuff. Also terror reducers that burn Something Awaits You, because they're usually no better than ones that don't but you also don't get a shore event. Most of the profit from journeys goes towards curing the Terror built up on it, and shore leave outside London is near universally worthless because of the high cost and minimal effect. Weirdly one of the best terror reductions in the game comes from getting chased through a sewer by Khanagian cops??? it does damage your stats permanently but still, what
    -I guess making Terror less of a drain to reduce means that getting money is easier, but everything is so expensive right now that I don't know if that's a bad thing. I dunno???

    Make hiring new crew reduce Terror proportional to how many people you hire. New dudes shouldn't be spooked right away, and hiring new crew only for them to immediately mutiny and kill me after a rough voyage was basically The Worst. cmon guys i just hired you what's your problem??? Maybe make crew hired outside of London like Khanate zailors or the desperate Demeaux Island folk give less Terror reduction.

    Make the Lodgings Terror reduction offer additional benefits besides pure Terror; otherwise it's going to be eternally competing with carousing, and if one ends up edging out slightly better than the other then nobody will use it. Right now resting at your lodgings is only practical if you own a Zeeside Mansion, and if you have a Zeeside Mansion then probably cash is the least of your concerns. I propose making the lodgings boost worse on average than carousing, mostly, but with secondary benefts attached. For example, Hunger reduction, Fragment gain (from strange dreams), maybe a Well-Rested item that confers some temporary advantage for a few minutes, like raised stats or mitigated Terror gain or even improved engine performance.

    I do kinda like the idea of lamps reducing Terror gain but on the other hand half of them also seem kind of terrifying and it seems like it might be hard to balance; i'd suggest extra Fuel drain as a tradeoff if Fuel didn't burn out so quickly already


    okay these are all the words i have at the minute goodbye
    edited by Spacemarine9 on 6/18/2014

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    Theus
    Theus
    Posts: 311

    6/18/2014
    Difficulty may be easier to manage (from the playet side) if there was an in-game display with a con(sider) rating. If you've spotted something, it's likely one of your crew/officers had heard tales. "Bound shark. All we can do is flee and pray." "Corsairs. They won't be expecting a ship this tough or a crew with this much fight in 'em."

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    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    6/18/2014
    Responses!


    Combat - we hear you, don't worry. We amped up the difficulty for launch, after constant feedback that it was too easy after the earliest stages of the game. We suspected it might have gone a couple of notches too far, and it absolutely sounds like it has. We'll be calming the beasties down a bit, sooner rather than later. The game is intended to be unforgiving, but not throw-your-hands-up-where-do-I-even-start-with-this, definitely.


    Windowed mode - we removed the Unity launcher window because it kept trying to make people use resolutions we don't support, and windowed mode got lost along the way. I suspect we can bring it back, although it may mean a trip to the in-game config menu.


    Bugs - if something is obviously broken, it is *super* helpful if you use sunlesssea@failbettergames.com to report it. This makes fixing issues much quicker and more efficient, which means more fixes and more content for everyone more quickly. Crashes and graphical issues, we *really* want to know about, but we will need to dig into details. Spacemarine, you're a veteran bug reporter of repute, and it's a shame if your reports get lost in the forum stream; Mordaine, do mail us with details of your system, and the output log (if you can't find it, the bug autoreply will tell you where) because this sounds like literally the most severe crash in the history of the game.


    Protip: do keep plinking that Get New Stories button to update content, which also includes combat rebalances and whatnot. There's already a couple of day 0 content fixes, and you can expect more this evening.
    +2 link
    Aesc
    Aesc
    Posts: 46

    6/17/2014
    Windowed mode seems to have vanished into the ether. I no longer get the option to make it be windowed mode.
    +2 link
    Dr. Hieronymous Alloy
    Dr. Hieronymous Alloy
    Posts: 228

    6/18/2014
    Jack Vaux-Harrowden wrote:
    Dr. Hieronymous Alloy wrote:
    Yeah, that's actually a good analysis. I'm not really sure what I'm supposed to do, as a player, to get to a point where all of these sea monsters are in the "intelligent challenges" category and not just "instant death." There doesn't seem to be an in-game way to advance your character sufficiently that even "mid level" opponents like bound sharks or western crabs are consistently beatable. You get the best weapons and the best officers and . . .you still get your face pushed in by anything that isn't a total newbie monster, and when that happens, you have to start over again.


    This sounds about like my experience; every time I tried to explore the east, I got smacked down by sea monsters or corsairs and every time I tried to explore the south I got smacked down by Unfinished pirates, which left me running back and forth between Wolfstack and Venderbight hoping to accrue enough echoes to upgrade my ship or trade up to something nicer. Which never actually materialized for me, because terror is so expensive to manage at 10 echoes a point, but I may have better luck if I stick to the coast where there's more light.




  • Yeah. I don't want to be too negative because everything else about the game is awesome. The mood, the art, the lighting, the music, the writing, it's all excellent. It's just the . .game . .part got crazy hard overnight and I can't even see what the logic is behind it. I mean, I'd get it if it were just the high end stuff like Lifebergs getting a lot harder, but there doesn't seem to be a midrange any more, just bunnies to bash at the entrance and then a sea full of tyrannosaurs.

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    Zack Oak
    Zack Oak
    Posts: 205

    6/18/2014
    The usual format:

    The great:
    • UI changes! Things are very pretty, and I really like the visual differences, especially pause having a visible impact.
    The good:
    • More places to see! The Khanate is pretty cool. I'm intrigued by the content, the snares are fun, and port reports from more places are a good thing!
    The Bad:
    • port report bugs are kind of frustrating. Lamps are very underwhelming, and are so expensive that there's no reason at all that I'd want to spend money on them, especially given that having one actively penalizes my stats. Strange energies raises terror astronomically, and there are still so few ways to effectively handle terror, especially in early gameplay that it's not worth it.
    • Echoes are still difficult to obtain without a considerable amount of grind.
    The ugly:
    • Monsters and everything short of the megalops and pinnaces being impossible to fight, even with my iron well into the 70s. Even a steam-pinnace can illuminate me to almost 50 in one move, and I can't evade enough to make combat something I never want to do, ever. I had a lot of fun hunting pirates and beasts, but now it's not worth it, and makes me feel like I wasted my echoes getting better cannons if I can't do anything with them. The scaling was fine before, I think. This is balancing things too far in the other direction.
    • Is fuel draining faster now? Because I feel like I shouldn't be losing half a barrel of it just getting out of the Wolfstack harbor, lights or no lights. This makes early game content beyond punishing, especially if you lose all the echoes you'd earn from a port report/exploration of an island refueling once you get back.
    • Terror. 30 echoes for 3-5 points of it being reduced, or even more depending on where you go is really hard. Once again, this makes early gameplay prohibitively expensive, and reaching higher levels of play isn't feasible when all of your echoes go right back into undoing the damage of going out and trading/exploring to get echoes in the first place.
    • The secrets being reduced to such a level of diminishing returns is still not mitigated or changed with new places to explore, for all of the reasons listed beforehand. It honestly surprises me to reach such a high level of stats as I have, and the loss of ways to improve my stats outside of them really hurts, and really makes it hard to break out of the beginning levels of gameplay.

    Summary: The visual and story content continue to be fun, and what I love the most. Some of the new content/equipment needs to be balanced in order for it to be more appealing. The difficulty spike in this update is very frustrating, and I'm hoping that things such as fuel, echoes, and terror can be balanced out later to make early gameplay something that isn't so difficult, and maybe mid-to-high-level gameplay, particularly combat, can have more of difficulty curve than a sudden, impossibly punishing spike that is only apparent when it's too late.
    edited by ZackOak on 6/18/2014
    edited by ZackOak on 6/18/2014

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    Zack Oak
    Zack Oak
    Posts: 205

    6/18/2014
    I will add: I understand the stylistic and atmospheric reasons for the things that happen in the game. The Unterzee is a dangerous place, and death is a very real possibility that you might never avoid in the long run. Exploration with a steamship is historically not a wise decision. It's atmospherically consistent for these things to exist, but at the same time, from a gameplay perspective, it's not very fun to struggle to make a profit, or to contend with an incredibly level of difficulty in a one-death game system. There needs to be the possibility of reward that at least matches the risk involved.

    I'll also add that I can still play in windowed mode, and I'm not sure why others can't.
    edited by ZackOak on 6/18/2014

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    Spacemarine9
    Spacemarine9
    Posts: 2234

    6/18/2014
    Resolution options were moved to the ingame Options menu, rather than something presented to you every time you start the game up.


    also yeah i do have to echo the "dang things are real hard now" sentiment; even with the Khan's Heart Port Report bug it's really easy to just end up dead to zeebeasts or terror. Though, uh, starvation seems to be rarely an issue. Cannibalism is more fun than lemming-esque suicide!! i think


    Also; Secrets giving only 1 stat each isn't new to Gold, but dang heck it's real awful. Even with places like the New Khanate that just vomit Secrets all over you, you still can't get enough to progress any of your stats to any appreciable level. I know that was a balance measure enacted to stop stat gains being ridiculous with the whole map present, but... the whole map's not going to be in until September! And even then you'd still have to explore a goddamn lot to get any stat mileage whatsoever. I think you could maybe get 30 or 40 Secrets total from the current map just from guesswork and extrapolating from the locations I know, which is not really a lot of stats for like a third of the map.
    I'd prefer it if it was more like the original iteration; high starting gains, and then slowly (or even quickly) diminishing returns. coz' right now the only way you're getting any stats at all is through Officers and Equipment, and some stats really can't be boosted easily that way, which makes certain starting backgrounds way better than others.
    It also means that the only good way to get any amount of stat at all is abusing those starting bonuses and skill preservation, but even with artificially inflated stats a lot of things feel way too difficult (like, for instance, chasing bats away with Fuel is still really difficult even at 80 Mirrors. They're bats for god's sakes, not hell beasts from the darkest netherworld, it shouldn't take 5 Fuel to scare away one swarm. Especially when Drownies can be chased off with just one.



    okay that was rambly as hell and way longer than i intended but it's the middle of the night and i'm allowed to vomit words all over the place every now and then

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    Sir Alasdere Langlais
    Sir Alasdere Langlais
    Posts: 11

    6/22/2014
    DompR wrote:
    Newest pet frustration: fuel. Just spent 15 minutes literally within spitting distance of Wolfstack because of my enthusiasm to explore/boredom on Venderbright runs. Kicked 9 out of 10 zailors into the zee for mutiny, fought off at least six Barnet pirates, they all dropped something useless (trade items/supplies), finally one got lucky. This with a hold full of spider-silk which I would've gladly thrown into the engine for that measly last leg... It was on my best run so far, too upset But I suppose when neutral vessels enter the game there will be some way to be rescued.

    On a related note does anyone have any data about what, if any effect different engines/speeds have on fuel consumption? Turning the lamp off helps, but sailing from the Chapel of Light to London without them seemed like a bad idea Big Grin




    I've noticed a decrease in rate of fuel consumption using a lower speed, but I haven't noticed anything about different engines (yet).

    With regards to fuel, I haven't encountered much of a problem, since I'm cautious enough to bring at least 6~7 fuel for my Venderbight runs (FL - Venderbight - CoL - FL), and 15 fuel is approximately good enough for a long run (Cecil, Palmerston, Khanate and all that) even on a basic steamer (albeit with +5 fuel efficiency from an Engineer). I'd say that if you know that you have a tendency to explore, bring extra fuel - it should prevent any frustration with fuel.


    I do have to agree with the current sentiment (if it even exists!) that getting stuck near major ports (Khanate, Polythreme, Wolfstack) for lack of fuel and gaining Terror is rather annoying. An addition of an auto-docking feature or (as Mr. Scrimbles suggested) towing ships, perhaps at a cost, would be useful.

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    Inky Petrel
    Inky Petrel
    Posts: 370

    6/19/2014
    Well, I've been playing with the new patch, and while I'm glad some of the beasties have been depowered slightly (I didn't actually notice any difference. I was still squashed flat by anything that wasn't the yellow crab) and the hull boost is definitely an improvement, I'm not finding the game any less frustrating.

    I can (mostly) avoid the creatures, but terror is still the big problem I have with the game. It discourages exploration, and ruins the thing I was most excited about with this game. Even clinging to the coast and doing repeated (and dull) tomb-colonist deliveries you STILL eventually end up with creeping terror, unless you spend every single echo you earn carousing, and then you're back to square one and poor, and wondering why you bother leaving port?

    I want to chart the vast black expanse! I want to explore, and bring back shiny bits of treasure and information for my contacts in FL. Maybe do some trading. Maybe fight a beastie or three (or run like hell, running like hell is a valid option! :p) I want to find all the fantastic story pieces that I'm sure are scattered around the place (because the reason I bought the game was to enjoy the world, not micromanage health bars) But instead I'm hugging coastlines and doing basically nothing risky, and STILL not managing to survive long enough for even the most basic upgrades, it's just a horrible countdown clock to game over.

    I really wanted to love this game as much as I love FL, but I just...don't. I'm not having fun. I can't get anywhere. I'm still stuck in the lowest levels with the most basic ship after playing over and over and over and over again for hours.

    The thing is, I LIKE that there's terror, it's very cool. But it's unreasonable at the moment. I just don't think that the penalty for a terrified crew should be "game over".

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    DompR
    DompR
    Posts: 15

    6/19/2014
    Terror adjustment suggestion #321: discriminating between 'acute' Terror (ie a mad dash into the unknown/between lighted areas), perhaps shown as a yellow bar in the current UI and 'sustained' Terror shown in the current red.
    The short-term Terror could have all the downsides of the current system at high levels, plus after hitting a predetermined level (50/60/whatever) the Terror gained would increase the sustained Terror. The former could be decreased just from staying near lights/shores (like the 'pips' around the wheel in the current build) but to get rid of sustained Terror you'd have to use shore leave or recruiting new members. This would allow more exploration than the current model while still having the ability to build up into a significant problem in long journeys.
    +2 link
    Mr. Scrimbles
    Mr. Scrimbles
    Posts: 1

    6/20/2014
  • Ok, I have only been playing for two days so here are my somewhat formed thoughts on this game.

    First, I think it's pretty cool. The combat is fun, and the story, artwork, and music is incredibly engaging. Barely surviving a monster you were unprepared for is hugely satisfying. The problem(for me at least) is that at the moment everything is simply too expensive when you add it all together. What does that mean? Well, fuel and supplies stretch pretty far while terror reduction is a bit pricy. On top of that if you get unlucky steer badly, or get in a fight you can do damage to your vessel which costs a bunch to repair. If crew members get lost then it costs money to replace them. Seperately these things might not cost all that much, but together they will devour your profits. That is just to stay even too. Hiring officers, and buying upgrades for your ship costs even more. Just keeping your head above water takes a good amount of planning and luck. When a profitable route is found it has to be grinded to get you the materials you need to make the next route profitable. A bad turn of luck from the RNG can see all of your savings eaten as you hire more crew or get rid of terror.

    It is simply too easy to get terror too. Sailing on the dark zee gets you about one point of terror about every six seconds( I counted in my head). That is not too bad. It can be managed by lights, and removed in ports. To get to polythreme took me from 50 terror to 63. A manageable sum even when you count the return trip. The problem is that right now there are too many random storylets that raise that terror. The drownies always give me terror as well as the blue light flicker no matter if I win or lose the challenge. Once again if that was all the terror that I had to deal with it would be O.K., but combined with what I get from just sailing around challenges can double terror. I ended up at 91 terror from the trip to polythreme when you add in the rng giving me some unfortunate storylets. Without more storylets that actually fight terror I cannot think of a way to make enough money to manage that except grind the tomb colonies, fungal station, and hunter's keep triangle.

    So how to fix these two problems? A couple of ways that I could think of. Just making stuff cheaper could work and be kind of an easy fix. The biggest problem then would be to not make it too cheap. Making it easier to fight terror either through storylets or making docking in your home port give you a greater terror reduction would also be good. So docking in Fallen London would automatically decrease terror by 30 or so and docking in other large developed ports would take away less. Once again balancing is needed, but it could work.

    And if you read all of that there is one more thing I would like to see. Some kind of towing feature around the big ports. It adds nothing to the game to go have to carefully position your ship and expend a bit more fuel just to get into and out of wolfstack docks. If you just had to get close and then got the option to auto dock, at least in the big ports where you can get lost( I mean the khan's port. Getting around that port is annoying, and potentially dangerous if you were exploring and just found it without knowing how much fuel it could take you to navigate the corridors or you enter the wrong way. Running out of fuel, and starving to death within swimming distance of a port is frustrating.). Even if the first time you had to do it yourself then afterwards you just had to get close to auto dock it would save time fuel, and supplies. That would only be at the big docks though. Just barely outrunning pirate unfinished men to dock somewhere small is a lot of fun.

    Thanks for your patience, I know I write a lot.
  • +2 link
    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    6/25/2014
    Things like whirlpools and a certain leviathan are what we've been calling 'phenomena' - there are likely to be a number more. And most of them do indeed have in-game effects.


    Further to Zack's post - we asked you to do all kinds of things during the early beta that we wouldn't expect you to do now. Oh *wow* that sounded needlessly sketchy. What I mean is that the game's in a more stable state, and also works quite differently from how it used to. So if you want to mess with game files when you haven't had a Failbetter tech type ask you to, back them up first, even if you know how it used to work!



    The fragments thing is a lingering nuisance bug that keeps popping up. Sorry folks! I forget if it's in this patch: it should be in for the Steam release, anyway.


    Lady C, if you attach your cat to an email and send it in, we'll do what must be done.
    +2 link
    Chris Borgars-Smith
    Chris Borgars-Smith
    Posts: 13

    6/23/2014
    I'm so glad I'm not the only one finding it prohibitively hard! It seems I picked the wrong day to start playing.

    I echo everything about the game being too punishing. I played for maybe five hours all told these last couple days with no guidance from the forums and felt like I was treading water. Even when I got an enormous pay-off from exploring the Principles (something like E260, more than I'd ever seen in one place before) it felt less like "hooray, time to upgrade!" and more like "Oh good, I can finally restock my fuel and deal with my terror."

    I feel like the game could do with intro missions - perhaps:
    ---------------------------
    Who do you want to be?
    A shrewd merchant
    - Venderbight is always hungry for prisoner's honey, not to mention news from home. Tomb-colonists will pay handsomely for their passage, besides. Acquire all these things from around London, then sail north, hugging the coast.
    Your Engaged in an Enterprise is now 1 - bound for Venderbight!
    Chaining into:
    - The colony of Venderbight is ali - ah, shuffling with the not-quite-dead. Disgorge your wares, deliver your colonists and sell the latest news, then stock up on Scintillack and Spider-silk for the good folks at home. Full steam ahead!
    You are no longer Engaged in an Enterprise.

    A staunch pirate hunter
    - Pirates and zee-beasts roam the shipping lanes, preying on innocent folk. This shall not stand! Blast the blighters to smithereens! The opportunities for salvage are, of course, the furthest things from your mind.
    Your Engaged in an Enterprise is now Hunting Pirates in Nearby Waters!
    Chaining into:
    <after beating up a pirate ship>
    You throw the remaining crew overboard, to face the Salt. The Zee is a harsh mistress.
    You are no longer Engaged in an Enterprise![loops back to let you loot the ship]

    A stalwart explorer
    - There's plenty to be zeen around the sea. Seen around the zee. For a start, you might take a trip to Hunter's Keep, not far to the north-east, where three lonesome sisters await.
    Your Engaged in an Enterprise is now Visiting the Three Sisters!
    Chaining into:
    -"We're glad you came. But things are very much the same. Will you stay for luncheon?" The Admiral will pay for this report, nonetheless. Tell him of the ports you visited whenever you dock in London.
    You now have 1x Port Report: Hunter's Keep

    None of these
    - You'll be all of these things and more, besides - in time. No need to rush things.
    ------------------------------
    It took me a trip around the Unterzee to realise that I could access my lodgings and London; the little cards don't work 100% of the time, and the story doesn't yet show in the story tab when docked unless you click them.

    Trading for fun and profit could do with a little in-game assistance - perhaps a Seneschal's Log, keeping track of prices in places once you've docked there once before, for the good of people who like that sort of things? I never even noticed it was possible to turn a profit running goods anywhere until I looked at the tips thread.

    ONE MORE THING! Running out of fuel seems to be not only a death sentence, but a punishment for the player. I ran out of fuel one inch away from the docking circle of Wolfstack Docks and... well, just had to sit there until Terror or Hunger killed me. I wound up dumping all my supplies and twisting away from the light just to hasten my end, as there didn't seem to be any events based around running out of Fuel.
    edited by Chris Borgars-Smith on 6/23/2014
    +2 link
    Chris Borgars-Smith
    Chris Borgars-Smith
    Posts: 13

    6/23/2014
    "Intro missions sound alright for new players - I'd imagine that players should be given options to skip them though." - Sure. I would err on the side of accessibility, though. Besides, I'm not imagining anything binding, any more than - say - the shiny "pick up some tomb-colonists!" option is.

    "As for the Seneschal's Log, I sort of dislike it. It may be seen as making trading a tad too easy, but if the economy ever incorporates fluctuating prices that the Log cannot keep track of unless one docks at the ports, it may very well be viable." - I don't know. Personally, I find "ooooh we have a challenge for you, you have to remember a list of facts!" to be a tremendously tedious affair, and there's precisely nothing to stop me from keeping my own 'seneschal's log' on a bit of paper or a notepad file, it's just less engaging and more tedious.
    +2 link
    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    6/26/2014
    Some of the new shops seem to have fallen out of the last patch in the pre-release frenzy. Sorry about that, folks - they'll be along in the next content update.
    +2 link
    Lily Fox
    Lily Fox
    Posts: 346

    6/26/2014
    This is short because I am falling asleep at my desk.

    I've come back to Sunless Sea (latest patch, 0.4.2.0355) after a break to cleanse my palette and it's feeling a whole lot tighter and polished in terms of sound, music, combat, exploration, terror and fuel/supplies expenditure. Looking good for Tuesday.

    But, this throws into relief the bad that's been worrying me for a few patches now: it feels like I'm not getting anywhere. Trading in the 3x3 around FL gives 1 or 2 echoes per unit, not nearly worth the price of consumables and terror mitigation. Taking a ship as a prize feels worthy unless it takes you below 5 crew (very easy with the starting ship), so your success leaves your hamstrung, punished.

    Gathering Port Reports does seem to be a worthwhile enterprise when you look at net profit of a route but it doesn't /feel/ like you're succeeding. Even considering that, I don't know how I'm going to ever survive/afford a significant upgrade.

    At the moment, at least for me, it doesn't seem like there's a great difference between success and failure as a zee captain.

    --
    @LilyLayer4
    Fallen London character: Lilith B.
    Author of Maelstrom - Play - Discuss
    Author of City of Phire - Play - Discuss
    +1 link
    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    6/27/2014
    IHNIWTR wrote:
    some in-fiction explanation


    I've avoided responding to this because I dislike adding to game canon with meta answers: but look a little bit more closely at the fiction, and you'll find this explanation in a couple of separate places.
    +1 link
    Chris Gardiner
    Chris Gardiner
    Administrator
    Posts: 539

    6/27/2014
    Spacemarine9 wrote:
    If tomb-colonists don't buy honey any more, what the heck did this zee-captain get tired of? (this is possibly one of the most minor gripes in the history of insignificance)



    Well obviously he retired before the Tomb Colonists got teetotalism.


    Tch.
    +1 link
    Nenjin
    Nenjin
    Posts: 171

    6/28/2014
    If you're out to Zee and you click Assign on an officer who is already assigned, the game shouldn't recognize it and give you Terror. A simple misclick can cost you like 15 Terror. Only when a unassigned officer gets assigned should you get hit with Terror.

    Also the music around Mount Palmerston is excellent.
    edited by Nenjin on 6/28/2014
    +1 link
    N156
    N156
    Posts: 66

    6/28/2014
    Anyone notice the maelstrom in SS and what does it do if you sail near it?
    +1 link
    IHNIWTR
    IHNIWTR
    Posts: 346

    6/28/2014
    I literally just discovered Avid Horizon for the first time

    well

    this place sure is creepy

    --
    https://www.fallenlondon.com/profile/Daniel%20Vaise
    +1 link
    Nenjin
    Nenjin
    Posts: 171

    6/23/2014
    So I wanted to give my anecdotal experiences with combat.

    Stats: Hearts: 40, Veils: 49, Pages: 29, Mirrors: 39, Iron:89. Starting Tramp Steamer.

    As I see it, there is simply an unavoidable amount of damage in Sunless Sea combat. When Pirates can get 50 illumination in one action (I have never in my life accomplished that) there is almost no way to not get hit, unless you're capable of reading the AI's mind.

    So this has made my strategy in SS this: Against monsters, 2 flares then all salvos. Against boats: Sneak, Flare, then all salvos.

    There is no point in my mind to playing evasively: The AI will always have better illumination, so all you're doing is giving them more opportunities to attack.

    Distance does not seem to matter at all for the vast majority of attacks. Why a bats have an attack that works at 40 yards, or why guns are equally effective at 20 yards as they are at 70 yards, I don't know. If there are mechanics in place with regard to illumination/damage vs. distance, they are not demonstrating themselves very well.

    So with my current setup, and my current strategy (illuminate ASAP, open fire ASAP) I can kill 90% of what I've encountered. A Torpedo made short of work of the Giant Crab. I've taken down Unfinished Raiders as though they were pirates. Same story with Lifebergs. As long as I can shoot first, I win.

    This is the reason I won't play SS in hardcore in its current state though: at the end of the day, it all comes down to randomness. Not planning, not tactics, not execution. Randomness. When the enemy AI can fire a devstating salvo after only two illumination actions, there is no point to trying to play tactically. The AI will either "roll" the most optimal attack, or it won't. Those aren't odds I am willing to play hardcore under. Forget getting 1 shot, I simply can't envisage a grind where it's that random whether you're going to get set back 1, 2 or more trips because the dice came up that way.

    As it is, combat boils down to "shoot first, or reload your save." I don't feel there's room for much more in the current implementation, especially for new players who only have the tramp steamer and are likely to be using it for a long, long, long time yet. The difference between the early and mid game combat is this: in the early game, "failure" is ~5 to 20 missing hull points. In the later game, "failure" is getting one shot. This isn't really an enjoyable combat balance at all.

    What also throws things out of whack is that players will typically one shot pirates (with no equipment or officers) about 50% of the time. These odds only increase as your irons score climbs, to the point where now, I 1 shot 95% of all pirate steamers...making the inevitable "2 flares open fire" move that much more irritating.

    I don't know if this is a solvable problem. It may just be the way FL's combat is. But right now, combat is not enjoyable to me. It feels like a rigged game, where you're either walking away with no scratch and all rewards, or you're taking a massive hit to your echoes because of all the repairs you have to do. Or you just get one shot. There is no real flow to combat, it's not a back and forth as the whole "evade/fire" gameplay seems to imply. To me combat is just more like a quick draw match, where the person who shoots first will usually win.


    Maybe part of the issue is damage. Player damage is really high. Later game monster and ship damage is really high. This really prevents the "back and forth" of evading, illuminating, attacking and fleeing. None of these mechanics, IMO, have a chance to show themselves when 50% of combats are decided by who fires the first shot. It may keep combat quick, but it loses all nuance because of it, and several maneuvers are useless in such an environment.
    edited by Nenjin on 6/23/2014
    +1 link
    Nenjin
    Nenjin
    Posts: 171

    6/23/2014
    It's a fair point. But I'm kinda cutting to the meta of combat.

    In your avoidance strategy, how often do you take damage (hull, crew, or nightmares) at all? How long does the fight last?

    Because me taking damage only occurs for a few reasons:
    1. A less than optimal illumination roll (because my Mirrors isn't good.)
    2. An exceptional illumination roll by the enemy (the way it looks, most enemies must have a 50 or higher Mirrors.)
    3. My first salvo, somehow, rolls low.

    And the fight is over in, on average, 4 turns. More like 3, occasionally 5. So to me, every turn the enemy has illumination is just one more turn you can be made to lose money. If avoidance works but takes 10 actions and you still inevitably get hit, it's not an optimal strategy in my mind. (Flavorful, thematic, sure.)

    This has also really exposed to me to me the highly random action queues of the enemy, because there are only a few queues that can stand a chance of hurting me. So when the AI Seeks twice and flares twice, it's kind of like......ok? Not sure what you were ever going to accomplish with that. Are the queues hard coded? Randomized within its own logic? Procedurally determined? Because I've watched the AI both queue up un-useable attacks, and capitalize on its good fortune (by for example, getting two amazing flare rolls and immediately queueing up its biggest salvo. God I hate that.) So basically by the third turn, I know whether a fight has been a loss (taken damage) or a win (no damage.)

    Maybe my experience is because I've been really only farming the early game the whole time. But still, with torpedos, the same pattern has resulted against way, way tougher enemies. Shoot first, win, take no damage.

    I should probably try a no-combat character and see if it works as well as blasting everything in the face. But my sense so far is that, long-term, it's faster and less expensive to kill the enemy before they ever fire, than it is to constantly evade their illumination.

    As for Iron, I started at around 50, 55, and I was one-shotting probably half of all bats and pirate steamers using just the basic guns.

    Lastly, I hope that Distance somehow factors into combat other than when you can flee. It really should affect damage spreads (maybe even causing someone to miss altogether), illumination values, delumination, ect...Knowing more about the inner workings of combat would maybe change my strategy.

    I've also kind of wondered if illumination shouldn't decay over time slightly. That could put a crimp in my game, personally, since I need every point of illumination I can get. It also kinda makes sense. Flares dim and go out, people move around and retreat. Evading an enemy 10 yards away should be a lot different than evading an enemy that is 60 yards away.

    edited by Nenjin on 6/24/2014
    +1 link
    Spacemarine9
    Spacemarine9
    Posts: 2234

    6/23/2014
    i pretty much never take damage in combat (maybe an appalling cry or two b/c that has like a 3 second warmup and no illumination req, but it's only like 1~3 terror and they don't do it often, and it's basically an opportunity to get a free hit in) and it's over pretty fast (like maybe eight or nine actions against something really buff like an elder crab, depending on luck) so, y'know, whatever

    --
    my rats will blot out the sun
    Ratgames
    FL lore/mechanics questions and answers
    #FallenLondon IRC (irc.synirc.net) Channel! Click to join via Mibbit.
    #SunlessSea IRC channel! Like the above, but zee-ier.
    +1 link
    lady ciel
    lady ciel
    Posts: 2548

    6/24/2014
    Ewan C. - someone said on the fragments to secrets topic that they had bug reported it and that it is confirmed as a bug.

    --
    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
    +1 link
    organicmcgee
    organicmcgee
    Posts: 59

    6/25/2014
    Kerine wrote:
    I've also noticed an option in my lodgings titled "Scholar - ??" that reduces 25 points of terror and doesn't go away which i'm guessing is a bug


    Sssh! Sssh! Sssssssh! You crazy? If you tell them that, they might remove it!
    +1 link
    organicmcgee
    organicmcgee
    Posts: 59

    6/26/2014
    After I downloaded the patch, I noticed that the Iron & Misery Company has been replaced with a bread shop. Um, help?
    +1 link
    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    6/26/2014
    @Inky: use the same download link you already used. If you didn't keep it (and who does)?
    Google 'Humble Bundle key resender' and follow the instructions.

    Bread shop: this was a last minute mistake on my pa backspace backspace backspace clever way of incentivising everyone to hit 'Get New Stories'.
    +1 link
    N156
    N156
    Posts: 66

    6/26/2014
    Inky Petrel wrote:
    A question on patching vs. updating, I don't buy a lot of games, so I'm a little unclear how it works. I bought the game from the "buy now" button on the SS blog.

    When the patch is released where do I get it from? I assume hitting "get new stories" won't work? Will I be able to keep my current game? Because I've really made a lot of progress and I would be very grumpy to have to start again at this point. I know it's been explained before somewhere, but I'm still a little unclear, and I don't remember which thread it was either. Sorry!


    You should be fine even if you get the "get new stories" button. And if Failbetter ever release a update/patch that requires download, just download it again from Humble Bundle. As long as you don't bother with your Failbetter Game App Data, you should be fine.

    Any trouble or complication or even simple question, just ask around here and most of them here will answer as best as they can and as soon as they can. If not, just drop a line at sunlesssea@failbettergames.com. The people here are friendly that they won't bite, much. I was in your position a few month ago (Kickstarter) and all I learn here is that the people here are still as nice as ever, if a bit . . .eccentric.
    +1 link
    lady ciel
    lady ciel
    Posts: 2548

    6/26/2014
    I've been playing since the Beta and downloading the latest version does not make you lose your 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
    +1 link
    IHNIWTR
    IHNIWTR
    Posts: 346

    6/26/2014
    yeah, this is... kind of the opposite of what I was hoping for

    --
    https://www.fallenlondon.com/profile/Daniel%20Vaise
    +1 link
    lady ciel
    lady ciel
    Posts: 2548

    6/26/2014
    You could try sailing to Mutton Island and back ... [spoiler]if you are lucky there is one option that comes up that pays 500 echoes when you visit the University [/spoiler]
    edited by reveurciel on 6/26/2014

    --
    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
    +1 link
    IHNIWTR
    IHNIWTR
    Posts: 346

    6/26/2014
    for the time being it seems like hauling wine to Godfall and sending back prizes are the best money making schemes out there

    --
    https://www.fallenlondon.com/profile/Daniel%20Vaise
    +1 link
    Zee-Bat
    Zee-Bat
    Posts: 140

    6/20/2014
    After a few days I've spent at Zee I finally managed to get a hang of it and have a good route that only nets me 20-40 terror per loop depending on how much I explore. But I've noticed that for some reason the volcano on Palmerstone doesn't work as I get the Deviless but then cn't click 'continue' as the button doesn't respond.

    --
    It's rather like eating a trout, if the trout had tried to kill you a few hours ago. Take that ersatz trout.

    I didn't do it, wouldn't know how to do it, and I was in Paris at the time it happened Officer.

    Shiro Kuroba is a Person of Some Importance and many bats.
    +1 link
    Master Polarimini
    Master Polarimini
    Posts: 310

    6/20/2014
    A quick suggestion, considering how important light is to avoid terror, it could be nice if the map shows the bright buoys that we discover during our explorations together with the landmarks.

    After a few runs I have grasped the terror management much better and I must say it's fun to optimize your routes in order to minimize terror gain. I still think it's too punishing though, and other tweaks in the progression of terror could be welcome - without making it too easy!
    By the way, is it me or the southern portion of the map is more difficult? there are almost no buoys and the lands are few and far apart... or at least I haven't found a good path yet to reach Polythreme and beyond.

    --
    Devices workshop opening soon...

    Follow my story at http://www.fallenlondon.com/Profile/Master~Polarimini
    +1 link
    Jack Vaux-Harrowden
    Jack Vaux-Harrowden
    Posts: 245

    6/20/2014
    I'm having the same problem as a poster above--I can't visit the Wistful Deviless because the 'Continue' button after "Visiting the Wistful Deviless" won't respond.
    +1 link
    Mordaine Barimen
    Mordaine Barimen
    Posts: 670

    6/20/2014
    I have a complaint about the map. I tend to attempt to click and drag the chart a little to look at things at the corner of the visible portion and then grumble as the entire thing accelerates and overshoots the piece I was trying to look at.

    --
    I'm sorry, but due to policy clarifications, I will no longer be giving detailed mechanics advice on the forums.

    If you still need help, try the IRC channel.
    +1 link
    Ewan C.
    Ewan C.
    Posts: 675

    6/19/2014
    That 'stuck on throwing overboard' bug I have reported previously; oddly, starting a new game from a save that had been afflicted by it I was able to clear the *starting* overboard-screen but not a subsequent one, so the bug is still there.

    What you CAN do is hit the 'All at Sea?' help story let, close the Gazeteer that way, and try to sail to port; you may have difficulty saving games even so because of the click-through menu behavior, but you may also get an Autosave. Try then re-opening that save and with luck you'll be able to clear that initial screen... maybe.
    +1 link
    Master Polarimini
    Master Polarimini
    Posts: 310

    6/22/2014
    For those who wonder: there is a (quite shocking actually) story regarding Hunter's Keep and the three sisters, which triggers -I guess- if you visit them often...

    --
    Devices workshop opening soon...

    Follow my story at http://www.fallenlondon.com/Profile/Master~Polarimini
    +1 link
    Zee-Bat
    Zee-Bat
    Posts: 140

    6/22/2014
    It's nice to see that I can finally toss things overboard without freezing. Now back to my hobby of hunting Lifebergs!

    --
    It's rather like eating a trout, if the trout had tried to kill you a few hours ago. Take that ersatz trout.

    I didn't do it, wouldn't know how to do it, and I was in Paris at the time it happened Officer.

    Shiro Kuroba is a Person of Some Importance and many bats.
    +1 link
    Zack Oak
    Zack Oak
    Posts: 205

    6/22/2014
    Jack Vaux-Harrowden wrote:
    Have the Peculiar Noises stories been altered, or am I just *spectacularly* unlucky? *Every* time I over-stoke my engines, I have not one but two or three fires in quick succession.

    I've seen it happen frequently or not at all. It depends on the whims of the RNG. I wouldn't be surprised if going to the L&S shipyards increases your chances, but it's hard to tell.

    --
    Roland Banning, The Ambitious Operative (Profile)
    Tumblr RP Account
    Ask me about the Delicious Friends RP group!
    Open for social actions (no cats or photographers, please. Currently taking a break from K&C.)
    +1 link
    lady ciel
    lady ciel
    Posts: 2548

    6/21/2014
    I can answer the fuel thing - you need to click the fuel gauge, it adds a barrel of fuel to your engine and speeds you up for a little while, which can be useful if you need to get into port quickly (terror) or run away from something big and bad but there is a risk of your ship catching on fire.

    I haven't seen any new stuff either and there are no new stories from the main menu. I'm beginning to think it is a Humble Bundle download again ... it is confusing getting updates in two place.

    Edit - nothing new at Humble Bundle.
    edited by reveurciel on 6/21/2014

    --
    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
    +1 link
    lady ciel
    lady ciel
    Posts: 2548

    6/21/2014
    Just checked for new stories again - I can now get a tattoo, if I wantsmile Bound Sharks aren't quite as tough as they were, carousing in Wolfstack Docks seems to be the same though. Maybe there are other terror reducing things somewhere though. I need to poke around a bit more and see if I can find any changes in other ports.

    --
    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
    +1 link
    Hierophant
    Hierophant
    Posts: 782

    6/19/2014
    Chris, you are a scurrilous wretch and a malcontent and a fomenter of mutinies both righteous and un-. Good on you.

    --
    Head Writer
    Zero Summer
    zerosummer@outlook.com
    +1 link
    Ewan C.
    Ewan C.
    Posts: 675

    6/19/2014
    Gordon Levine wrote:
    Chris, you are a scurrilous wretch and a malcontent and a fomenter of mutinies both righteous and un-. Good on you.


    Hey, some of us share our profits with the crew. And they may be scared, but the only crew I lose are the ones who apparently never learnt to sail well enough to return with their prize ships...

    Cool
    +1 link
    conductorbosh
    conductorbosh
    Posts: 30

    6/18/2014
    I'll agree with others here that many things (acquiring echos, using secrets, reducing terror) feel very grindy right now. Almost like a pay2win game that hasn't added its microtransaction store yet.
    +1 link
    Dr. Hieronymous Alloy
    Dr. Hieronymous Alloy
    Posts: 228

    6/18/2014
    conductorbosh wrote:
    I'll agree with others here that many things (acquiring echos, using secrets, reducing terror) feel very grindy right now. Almost like a pay2win game that hasn't added its microtransaction store yet.




  • Yeah, that's actually a good analysis. I'm not really sure what I'm supposed to do, as a player, to get to a point where all of these sea monsters are in the "intelligent challenges" category and not just "instant death." There doesn't seem to be an in-game way to advance your character sufficiently that even "mid level" opponents like bound sharks or western crabs are consistently beatable. You get the best weapons and the best officers and . . .you still get your face pushed in by anything that isn't a total newbie monster, and when that happens, you have to start over again.

    Maybe it's a deliberate decision to just be a survival horror style game where everything's crushing you and that's the point?

    --
    http://fallenlondon.storynexus.com/Profile/Doctor~Hieronymous

    Please, no photographers.
  • +1 link
    Ewan C.
    Ewan C.
    Posts: 675

    6/18/2014
    Bug update: the >100 Hold bug remains (can't close the 'Overboard' window, can't close Gazeteer, must quit game). This is even after a further purge of the /entities folder
    +1 link
    IHNIWTR
    IHNIWTR
    Posts: 346

    6/17/2014
    another observation: zee monsters seem to be obscenely dangerous now. I approve of giving them more hit points, as well as decreasing the punch your own cannons and illumination options pack, but now their bites and seeking options are devastating. The buff has gone beyond requiring you to stock up on gear, raise your stats and playing it smart to leaving you absolutely no room for a single error or you're dead.

    --
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    Inky Petrel
    Inky Petrel
    Posts: 370

    6/18/2014
    I bought the game earlier today, and I've been playing it for a few hours, but I still haven't managed to GET anywhere. I eventually gave up on keeping the token and switched Merciful mode on, because otherwise I was just going to quit altogether. My first impressions are these (and I have only been playing for a few hours, so they might change):
    * When you first start the game there REALLY needs to be some sort of short tutorial. The little notes scattered around the place are helpful, but the lack of any sort of guidance meant I'd died twice before I'd even figured out how to FIND anything.

    *Monsters are really overpowered anywhere except the very early area near London. I'm lucky if I can make ONE trip past the first orange line on the chart without those stupid giant red crabs killing me (200 hit points is too many, and it's impossible to even run away from them because one hit is a kill) Or a ship, or some other thing. I get that they're big scary sea beasts, but if there isn't even a chance then it's not fun.

    *Terror rises WAY too fast, given that the only options I've found to reduce it only remove maybe 5 points, and even if I spend ALL of the echoes I manage to earn on terror reduction it still rises faster than you can get rid of it.

    * Because terror rises so fast there's no TIME to try and earn any echoes to upgrade anything, or find better options for reduction (I assume they exist somewhere? otherwise the game is unwinnable) It's just an exercise in frustration.

    *There's only 1 way to really earn echoes, and it involves traveling across the map and spending more on terror-reduction and supplies than you earn. How are you meant to earn enough money to upgrade anything? Genuinely curious, is there a step I'm missing?

    *There aren't any low-level upgrades. And all the options for crew/buffs are locked or limited.

    Basically, first impressions are disappointment and frustration. Yes, the world is very cool, very atmospheric and pretty, and I imagine the content would be too, if I got to SEE any of it, but at the moment I can't get far enough to appreciate it. Even with merciful mode on terror eventually rises to a point where you can't possibly win.
    edited by Inky Petrel on 6/18/2014

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    Diptych
    Diptych
    Administrator
    Posts: 3493

    6/18/2014
    Inky Petrel wrote:
    *Terror rises WAY too fast, given that the only options I've found to reduce it only remove maybe 5 points, and even if I spend ALL of the echoes I manage to earn on terror reduction it still rises faster than you can get rid of it.

    * Because terror rises so fast there's no TIME to try and earn any echoes to upgrade anything, or find better options for reduction (I assume they exist somewhere? otherwise the game is unwinnable) It's just an exercise in frustration.


    I agree that Terror management is rather challenging, but the trick seems to be to avoid letting it rise in the first place. It only rises when you're in the dark - the well-lit areas around buoys, or near coastlines, or in the rays of lighthouses, can be navigated without Terror. That said, these areas can be very narrow, and Terror rises so quickly that you can drift off course slightly and earn a point or two before you have time to correct yourself.

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    Master Polarimini
    Master Polarimini
    Posts: 310

    6/18/2014
    I agree about terror. I think terror is necessary in a game like that, all about exploring and dealing with unknown and dark space, but it feels that is implemented a bit roughly for now, and for that I mean that not everything is logical (I would expect, for example, that terror would decrease if we are in relatively well-lit areas or if the ship is close to safe and well-known areas (which by definition should reassure the crew).

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    Mordaine Barimen
    Mordaine Barimen
    Posts: 670

    6/18/2014
    Bug report mailed off, with detailed system info and the output_log.txt included.

    Sorry for not thinking to email a proper bug report. My excuse is that 3 am is not unlike equipping a Talkative Rattus Faber in regards to Watchfulness.

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    Dr. Hieronymous Alloy
    Dr. Hieronymous Alloy
    Posts: 228

    6/18/2014
    Alexis Kennedy wrote:
    Responses!

    Combat - we hear you, don't worry. We amped up the difficulty for launch, after constant feedback that it was too easy after the earliest stages of the game. We suspected it might have gone a couple of notches too far, and it absolutely sounds like it has. We'll be calming the beasties down a bit, sooner rather than later. The game is intended to be unforgiving, but not throw-your-hands-up-where-do-I-even-start-with-this, definitely.



    *Whew*. I think there just needs to be more of a curve. The way the game is set up now, at least, there are basically three phases your character goes through:

    1) Total "how does my boat work" newbie. At this stage you're fighting Low Barnet pirates, maybe the baby crabs, *maybe* bat swarms on Venderbright runs. You do this for a while until you have upgraded weapons and officers.

    2) "Ok, getting the hang of this" -- you've got a full complement of officers, maybe some nice weapons and upgrades, but you're still using the basic steamer because holy **** are new ships expensive. At this stage you're making lots of relatively long voyages, out to Palmerston or the Khanate, trying to earn cash and manage your terror and expenses and exploring the content. Honestly, I feel like most of the game should be accessible at this phase, and most of the opponents relatively farmable (otherwise you'll never make it to stage 3). Not everything -- some stuff needs to be saved for a challenge in stage 3 -- but if you can't reliably put away a Bound Shark at this stage you'll get killed and have to start over every other time you pass by Port Cecil.

    3) Fancyboat to Endgame -- I've never actually managed to get this far but it seems like once you've got the fancy upgraded ship you're at the current endgame. There'll need to be a *lot* more content added to make the grind from fancyboat to one of the true endgame goals (i.e., Zong of the Zee) achievable.

    Anyway, just my impressions so far. I can see the need for things to be harder for players at the Fancyboat stage, but I think most players right now are trying to *get* to that stage and don't see how they're supposed to do it.


    Other comments and thoughts:

    1) When will we see the "extra downloadable copy of Sunless Sea to share with a friend" ? Or has that already been sent out and I didn't realize it?

    2) I agree with the guy who said the glim-lamps don't seem to do much to justify their cost (although it is easier to raise veils than mirrors so that's a slight benefit). Maybe add some terror-gain mitigation in? I mean, you have this fancy lamp . . .

    3) It would be nice if there were multiple autosave slots so we could run different games in parallel. As it is to start a new non-Merciful game, I have to save over my old one . . .

    4) rewards from long-distance voyages feel like they need some slight upward tweaking. The Blind Bruiser is getting a *great* deal when he sends me out to Khan's Heart -- he's paying me less than my fuel costs for the trip alone!

    5) Game needs more dog pet options. It's all cats and rodents. Why no love for Canis?

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    DompR
    DompR
    Posts: 15

    6/18/2014
    Just got it last night, played around five games so far. I love the atmosphere, the visual design and the writing but I might skip a few updates until the balance gets sorted out.

    So far the only things i could reliably kill were the dingy starting pirates, bats and Lifebergs (which bug out for me after about five 'rounds' of combat and don't take any more actions). Everything else lights me up and one-shots me in about three actions, tops (also, why don't the glowing enemies start already at least partially illuminated? Aiming at a huge glowing crab in a pitch-black environment doesn't sound that hard, tbh).

    Terror increases very fast if you don't literally hug the shore. One time I gained a point of Terror on the perilous journey from the lighthouse in front of Venderbright to the shore. A bit larger -and visually distict- "the terrors of the zee are less here" zones would be welcome. It also doesn't seem to do anything until 75-80 when it kills you in two minutes. My least glorious death was getting killed by a Low Barnet pirate at the edge of Wolfstack docks after FOUR of my sailors decided to go for a swim on the road from Prickfinger Wastes to London.

    All in all I think with further balance adjustments -which are the point of a Beta- it will be as wonderful gameplay-wise as it is in worldbuilding.
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    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    6/18/2014
    Eggix wrote:
    Am I asking too many questions?


    Only if you expect them all to be answered! cos I have to set a small child offline and get that content patch out. Which is also why my response to spacemarine's post is limited to: yup, crew recruitment will dilute terror at some point soon; and the Khaganian sewer, yeah, there's a misplaced minus sign in that one.


    World clock vs port visits. (i) my strong sense is that watching hunger, terror, fuel *and* having a world clock going takes anxiety over the line, especially when it comes to indeterminate narrative events. (ii) there's some specific relevance to it being specifically port visits because of the narrative beats involved (although there's a random element in there too, like Hunter's Keep). But I am leaving the door open to modulating it with the log clock, as per the slightly hand-wavy reference I made. We'll see.


    @conductorbosh sure, don't worry! feedback is massively anecdotal, but it's still our best tool for taking the temperature of a game that we've played half to death and can't black-box-test, and we appreciate your passion. And there is a tension between CRPG and roguelike that we're still working on resolving, here. I will add that though that when you find yourself posting the same opinion several times and resorting to bold text emphasis, we're probably getting to a conversation that generates more heat than light. :-)

    edited by Alexis on 6/18/2014
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    conductorbosh
    conductorbosh
    Posts: 30

    6/18/2014
    Alexis Kennedy wrote:

    @conductorbosh sure, don't worry! feedback is massively anecdotal, but it's still our best tool for taking the temperature of a game that we've played half to death and can't black-box-test, and we appreciate your passion. And there is a tension between CRPG and roguelike that we're still working on resolving, here. I will add that though that when you find yourself posting the same opinion several times and resorting to bold text emphasis, we're probably getting to a conversation that generates more heat than light. :-)

    edited by Alexis on 6/18/2014


    Hey, I think you misunderstood my use of bold text. I'm not actually using it for any sort of emphasis; I'm not at all upset about any of this. I've done so much early-access style testing like this for so many games: I was expecting plenty of unrefined things. In fact, Sunless Sea is probably the most polished early access release I've seen yet.

    I've found that when I try and express feedback in situations like this, I often get a little wordy. The bold text is a sort of in-feedback "too long;didn't read" summary, the most important single thought I'm trying to get across, because I understand that busy devs often won't have the time/inclination to read an especially long/wordy bit of feedback.

    Sorry for any confusion!
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    Dr. Hieronymous Alloy
    Dr. Hieronymous Alloy
    Posts: 228

    6/18/2014
    I'm a-gonna play a bit of devil's advocate on the terror mechanic. I sortof like it the way it is currently.

    Right now, a lot of the "tactics" of the game involves plotting your best sea-route to get to a given point while staying in brightly-lit areas for as much of the time as you can, so your terror doesn't spike. It's perfectly *possible* to make it to Khan's Heart with a very small gain in Terror, if you maneuver carefully the whole route and make no mistakes. Of course if you have to dodge something nasty en route and get pushed out of the lit zones, or if you judge a turn wrong, or if you have a slow engine . . . yeah, it gets nasty fast.

    Overall I actually really enjoy the crawl-and-dash kind of maneuvering it takes to cross big areas with minimal terror gain. I do wish buoys were marked on the map, though, if only because knowing precisely where they are is really, really important.

    I also have the Serpentine engine, which may be slanting my analysis a bit. The faster you move, the less time you spend in unlit areas, the more manageable terror becomes.

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    conductorbosh
    conductorbosh
    Posts: 30

    6/18/2014
    I guess I just feel like sticking very close to shore should be something you can do to be much safer, not something you must do to survive. Once you get out into random generation territory you're gonna miss lots of cool stuff if you just stick to the shore. Shouldn't all these pirates be killing themselves and mutinying 100% of the time if it's so terrifying to get more than a few inches away from the shoreline?

    I just feel it should be possible for me to spend very little time crawling along the shore, if I'm willing to spend more resources to do so. There's simply no acceptable/balanced way to mitigate terror at this point. Even if the terror mechanic is not changed (which I'm praying it will be, to allow some sort of ambient terror reduction from lights or something), just adding more efficient ways to reduce terror will help. Those who stay close to the shore will have more resources. Those who long to explore the wider seas will be able to, but they'll need to spend more stuff to keep terror manageable.
    edited by conductorbosh on 6/18/2014
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    Spacemarine9
    Spacemarine9
    Posts: 2234

    6/19/2014
    here is a small scatter of assorted bonus thoughts before I go to bed;

    Zee-beasts are now slightly more reasonable to fight, but they're still rather underhanded opponents. Yelling to raise Terror seems to basically be a free move, which makes sense but is kind of rude. Snatches have such a low Illumination range that they're nigh-impossible to shake, and some creatures have them which maybe shouldn't (Do bound-sharks leap straight on deck to eat a zailor or something?). Their main attack being 4 seconds rather than 5 is what makes them so tough, though; you need to have already started a conventional Evade or Attack if you want to outspeed them, which means taking hits happens a lot and there's not a whole lot you can do about it unless you have a ton of Strange Catches.

    why do my crew keep suiciding in rapid bursts it's despairing

    Raising the favor of Khaganian factions is really goddamn expensive; drowning-perals are rare, and 5 sacks of coffee costs a whopping 400 echoes for a single point of Leopard favor.

    all the port reports are worse now except the shepherd isles for some reason, goddamn

    the pneumatic ratsender is an incredible idea, i want seven irl and in FL. is nuncio the island i think it is?? i don't know what my own island is called any more.

    does the alarming scholar visit quality ever show up, i have genuinely never seen it when returning to london even after a lot of trips

    terror reduction at wolfstack docks is worse now. welp.

    i'm glad i can get hunting trophies by means other than being a total goddamn idiot when a white zee bat shows up

    elder angler crabs are way intense to hell. they don't hit that hard but they tank hits like whoa

    the sound effect for Submerge is really bad. like really really bad. it's awful quality and it lasts ages

    i've still not ever gotten a soothe&copper long box. like seriously what the hell rng

    it's way too late for me to be awake ha ha ha ha. ha.

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    FL lore/mechanics questions and answers
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    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    6/19/2014
    Been to bed! Now running. (You can usually tell when I've just got up because I'm (a) grumpier (b) white rather than green thanks to phone issues.)
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    Alexis Kennedy
    Alexis Kennedy
    Posts: 1374

    6/19/2014
    We're basically putting out new content every day this week.
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    Master Polarimini
    Master Polarimini
    Posts: 310

    6/19/2014
    I throw another possible suggestion for terror management. Terror could be reduced when the ship sees a familiar landmark. We know that landmarks are recognized by the game because we get fragments when you see one for the first time, so a similar trigger could be used for terror reduction. I got this idea because it seems very logical to me: the crew rejoices and gets calmer when she sees familiar shores again after a perilous journey.
    In order to avoid the going back and forth a landmark just to decrease terror artificially, a timing could be associated to a landmark so some time (or perhaps some distance, or whatever) must pass before using that landmark again.
    Familiar landmarks at the beginning should be just Wolfstack Docks and other close Fallen London areas, but with the progression of the game one should have the possibility to "acquire" other familiar landmarks (this could be a spark for missions and adventures - for example Hunter's keep could become a familiar landmark if you get acquainted with the sisters and you perform one - or a series of - mission for them).

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    Master Polarimini
    Master Polarimini
    Posts: 310

    6/19/2014
    conductorbosh wrote:
    Most of this advice boils down to "do the same boring thing for a long time every time you start a play through of this randomized game to earn the ability to experience new things."

    This is an important point I think. Personally I believe that it's inevitable that the game is partially grindy in the early stages: even logically, you cannot cope with the Great Darkness if you are not well prepared and equipped. The real trick, more than avoiding the grinding, is avoiding the boredom associated with the grinding.
    I want to make a comparison with an old game that I loved very much and of which Sunless Sea reminds me a lot despite of the totally different setting: Elite (or better, Elite 2). Also in that case you had to go back and forth several times the most profitable trade routes to get some money and upgrade your spaceship, avoiding the more dangerous areas and slowly expanding your exploration range. However you were not bored because of the missions. You had many different sorts of missions, from the trivial to the storyline ones, that provided enough variety. I think that's the key.
    If there's a direction I would suggest to take for the long-term development of the game, is this one (which is a bit unfortunate because it is quite time consuming).

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    Spacemarine9
    Spacemarine9
    Posts: 2234

    6/18/2014
    Trading with Venderbight in the early game is hell boring, so... don't do it and go straight to Pigmote Island in the southeast (roughly south of station iii or thereabouts); contributing to either side via a stat challenge will net you nearly a thousand echoes worth of stuff and, if you help the rats at least, ten fuel. i only helped the cavies once and I can't remember the rewards for that but they're still about the same. The stat challenges are rather difficult, especially if you haven't put a starting boost into Veils or Iron, but you can keep trying them until you succeed.
    Pigmote Isle is a hella good starting point; perhaps too good, but much better than running up and down from Venderbight and London. That thousand echoes will at least finance a slightly better engine, a harpoon gun of reasonable quality and enough fuel and supplies to give you a reasonable shot at making it to Port Cecil and back a few times, which is probably one of the better cash sources at the minute. Enough capital to pursue Admirality Commissions, at the very least, which are pretty profitable (you're almost definitely not going to burn 15 fuel on a round trip to wherever they take you).


    None of that is incredibly obvious to a new player, I will say. I do plan on writing some guideposts to things for a better cool fun time in a little while when the balance is a little bit more stable, but I'm an external meta resource so mayyybe the game could use some more helpful pointers within it itself. I dunno.


    babelfishwars wrote:


    I am your father, Spacemarine (9).

    noooo
    edited by Spacemarine9 on 6/18/2014

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    conductorbosh
    conductorbosh
    Posts: 30

    6/18/2014
    AorticAneurysm wrote:
    Alexis Kennedy wrote:

    ...
    We'll also likely tie terror reduction to some of the NPC rewards in FL.
    ...



    Hopefully the benefits aren't seen as so great that they become seen by the community at large as necessary, as you could alienate some of the potential playerbase if it appears to play SS properly you need to be playing FL.


    This. Terror should be 100% manageable to someone who has never played FL and never, ever wants to. I haven't actually seen devs say whether or not they'll be altering the Terror mechanic or improving the efficiency of Terror-lowering actions, but I'll give them the benefit of the doubt and assume that FL will not be the only way to adequately reduce terror to the point where you can regularly explore uncharted waters.

    [spoiler]this is coming from an avid FL player; it just shouldn't be necessary for obvious reasons; it would worsen the only real problem that Sunless Sea has at the moment: the grind[/spoiler]
    edited by conductorbosh on 6/18/2014
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    Inky Petrel
    Inky Petrel
    Posts: 370

    7/12/2014
    Well, I finally got a longbox Big Grin The Station III content is SPLENDID! Probably my favourite content so far. It went by far too fast though, and I fear I might have locked myself out of most of it by following the wrong threads in my visits.

    I loved the story very much, but I feel that when it resolves it all does so rather abruptly. Once you reach the part of the story where you are asked for assistance with a specific (and personal) long box, it all fires at once, and then there's no chance to go back and finish some of the other lines of questioning.

    I'm not sure how you would spread that out, but it does feel a little like you're given a brief glimpse into a very cool story only to have it taken away.

    Not so much a complaint as "this is fantastic, please let me play with it some more" Big Grin

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    lady ciel
    lady ciel
    Posts: 2548

    7/12/2014
    I have chosen not to take that option with my current captain, after doing so with an earlier one and everything disappearing, so far all the stories are still there and I am being very careful not to click that one when I am at Station III.

    --
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    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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    Inky Petrel
    Inky Petrel
    Posts: 370

    7/12/2014
    *nods* Sadly all I saw was a shiny new option, so I followed it, and bam, no more Acolyte. I'm trying to keep this captain alive as long as I can, so I guess I won't get to see the rest of it until I start a new game. Ah well.

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    Hierophant
    Hierophant
    Posts: 782

    7/7/2014
    Off topicish, but: SS caught a certain amount of love over at Penny Arcade today. Nothing substantial, but even a name drop's got to be good for the old bottom line.
    edited by levineg85 on 7/7/2014

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    Nenjin
    Nenjin
    Posts: 171

    7/8/2014
    Because in combat, getting unlucky is anywhere from 30% to 100% of your hull damage. I think combat is the way it is to keep it lethal and continually give players pause before they decide to farm.

    Honestly if all hull values were way higher, you'd have more chances and options in combat. But when most fights can be over in 3 to 4 rounds, you get very little choice to react to being unlucky, because you're just dead. It's like playing DnD with a 3HP characters and monsters, and everybody carries a 1d4 damage weapon.
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    Kerine
    Kerine
    Posts: 72

    7/8/2014
    That is another interesting thought - the chance that an enemy can get lucky is fine, but then you have a chance to react to the bad luck on your part (just as the enemy could to good luck on yours). combat would end up being significantly more time consuming, though. Things you could easily kill would take a while, and challenges even longer, which might just get boring, especially since the game isn't really combat-focused imo.

    Maybe if the enemies focused a bit more on evasion instead of just spamming

    Hmm... If the problem is that enemies - even ones you could easily kill - do too much damage when they hit you, then solutions could be:

    -Less damage done/give the player more hull (just generally makes things weaker when they're already killable)

    -Remove more variation in damage (makes it feel like a straight skill check)

    -lessen the difference between hull strength and damage done (enemies could one-shot themselves right now...that seems a bit off.) A slight increase in hull strength to the enemies would help drive home the point that they are stronger, rather than people thinking "oh, I can kill these with 2-3 hits, they must be weak. perhaps with a general lowering of monster strength slightly. Might make battles longer though)

    -Increase hull without having to spend so much (yes, i know this has been beaten into the ground, and i'm sure it will be a LOT easier with the release of new content, officer stories, etc, so i'll not comment here)

    Actually, given the thought about hull, this might just fix itself pretty soon (like the large spaces of darkness between islands - particularly in different areas (void's approach, palmerston's reach, etc.), will probably fix itself when map randomization is added)
    edited by Kerine on 7/8/2014

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    Ewan C.
    Ewan C.
    Posts: 675

    7/7/2014
    I was curious to see how my experience matched the forum commentary, so started a new game: no legacy, no character background, just base start. Granted, some knowledge of the map, unavoidable. In 30 min I'm up to >1000E just from the para-London map - granted, including a lucky Egg on my first arrival on Mutton Island, but even without that it's not as though money is scarce or anything is unavoidably deadly. [Combat is kinda fun again with actual risk of death, but all of the early-game enemies are indeed killable without yet risking death.]

    Anyway: mostly to say that if you're feeling in trouble starting out, a few games should get you to the point where you know enough about how to play the early-game that it's just not an issue.
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    Ewan C.
    Ewan C.
    Posts: 675

    7/7/2014
    Nenjin wrote:
    If the only way to comfortably play the early game is either a) get lucky with a Judgement Egg or b) play several games until you've spoiled your way to knowing how to make money, I'd say there's still work to be done.


    Assuming that's a reaction to my comment immediately above it, I think we have very different views. As explicitly noted, there's no need for an Egg - that was pure lagniappe; and I don't think that there was any need for spoilers, I merely noted that I could not un-have them.

    Would the first game or two starting from complete scratch be *comfortable*? I hope not - that would be really boring to me. If that's what you're looking for - an absence of risk or adventure - then indeed this is probably not the game for you. However, is it impossible to have progress and success in the first game or two? Yes; and - as I noted was my point - if you're *in* that situation and have not yet felt that you're making enough progress, I'd encourage a couple more games.

    It may also be worth noting that this approach - die a bunch first if needed - is one that is explicitly encouraged and revered in roguelikes. I do not recall how many characters I had to start in Angband before winning, but it was significantly more than one or two; Sunless Sea is way, way more forgiving.
    +1 link
    Nenjin
    Nenjin
    Posts: 171

    7/3/2014
    nameless wrote:
    It's pretty easy to earn enough of a profit to get a few upgrades though, in my experience? It's not a grind, if you know what opportunities to look out for.


    Once you build up a big enough cash buffer, yes, it's not hard. It's getting that cash buffer together that's the origin of the grind. Unlike Fallen London, which has no real resource cost for doing stuff, everything in SS has an associated resource cost. So when you have to get X echoes together so you can make a profit of Y echoes, it feels like too much overhead. Mid to late game when you suddenly start getting items (the opportunities for which are randomly available and subject sometimes to successful skill check) that are the equivalent of an entire run's profit themselves, it's not so bad. It's just getting there that's the unfun part. For example, exploration is almost always an unprofitable activity. You spend tons of fuel with no express plan for making that money back and you build terror that needs to be paid down. (Setting aside taking any hull damage during exploration, which also needs to be paid down.)

    I basically feel like there are two modes to the game right now: either you're playing it, or you're trying to make money so you can eventually play it, without the stress of actually running out of fuel or supplies while you're on the Zee.
    +1 link
    Aesc
    Aesc
    Posts: 46

    7/3/2014
    Ok playing through again after a brief break and I just found something to make me super happy!
    Aeschaven! Down at Godfall GLEEE!

    Place named after me! And for those of you who don't know it is pronounced Ash
    That just made my evening!

    And other then that lets see I am playing through, Terror is still creeping up insanely fast. I've been to the Tomb Colonies Wither, Back to London and now to Godfall and it is already at like 55 and that is with me spending echoes left right and centre to try and keep it down.
    +1 link
    lady ciel
    lady ciel
    Posts: 2548

    7/3/2014
    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
    +1 link
    Dzurlord
    Dzurlord
    Posts: 31

    7/3/2014
    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. Big Grin

    --
    http://fallenlondon.storynexus.com/Profile/Donovan~Sionnach
    Will generally accept all social actions save for the Reporter.
    +1 link
    Nenjin
    Nenjin
    Posts: 171

    7/3/2014
    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
    +1 link
    phalanks
    phalanks
    Posts: 6

    7/3/2014
    First off, I'd like to say that I'm enjoying the game quite a bit. These are just some thoughts I've had while playing. Please note that I haven't discovered everything yet, so some of this may already be in the game.

    So,
    • Trading profit margins are nearly non-existant. I think more goods being able to be bought and sold in more ports would help with this.
    • Bats are annoying, which is good.But I've gotten swarmed by them before, and had to do the slog through flare->flare->salvo about ten times back to back. As someone else suggested, a combat speed option may help.
    • I think it would be interesting to be able to store things on uninhabited islands, or maybe in ports. That way you could have a cache of fuel/supplies to use as a staging point for further exploration. Stashes on islands may have a chance of being stolen/destroyed, while port stashes would be safer, but you'd have to pay for warehouse space.
    • Being able to choose an amount of an item to buy/sell would be very useful instead of clicking 'Buy' 20 times.
    • Spending multiple secrets on skills is also annoying, as you have to go back in and restart the conversation with the officer everytime. An option to specify amount of secrets to spend would be nice as well.
    • Being able to name your Legacy would be great. Basically having a Legacy surname that transfers from character to character. Maybe also being able to see a "family tree" of previous characters, and how they died or if they retired.

    That's about it for now. Keep up the good work! The writing is superb, as usual, and the art style is incredibly evocative. The music is also really well done.
    +1 link
    EmilyAriel
    EmilyAriel
    Posts: 124

    7/4/2014
    nameless wrote:
    Just go for the 1000 echo harpoon weapon, the other ones aren't worth it. Also, harpoon do bonus damage to sea beasts so you can start farming hunting trophies.



  • I definitely think the 200 echo harpoon gun is worthwhile -- harpoons, almost completely regardless of your irons, are the difference between one-shotting the low level pirates and bats and taking 2-3 shots. The 500 is eminently skippable, though.
  • +1 link
    Diptych
    Diptych
    Administrator
    Posts: 3493

    7/4/2014
    Note that the two 1,000 echo weapons fit different slots - so you can have both at once! ...if you're fantastically wealthy and desire to be fantastically well-armed.

    --
    Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron.
    Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
    +1 link
    Zack Oak
    Zack Oak
    Posts: 205

    7/4/2014
    (Cross-posted from the Profit! thread, because I am a derp and put this there instead of here in the feedback one...)

    I am happy to say, for the first time ever, I have won Sunless Sea. Lady Cecilia DiAmante is now relaxing in a beautiful zeeside mansion, surrounded by attentive servants and enormous piles of money. So, I have to say that I'm pretty happy with how that worked out. With Corsair's Gold out, I have my usual list o' things to say:

    The great!
    • Dat combat rebalance. I can fight zee-beasts, and it's an exciting, harrowing challenge of risk vs. reward, even at the highest levels of gameplay. Lorn-flukes are appropriately terrifying, but not insurmountable, and remain the barometer for how top-tier combat should feel for me. I absolutely love the difference in AI between beasts and ships, where the difference between a war-trimaran with a navy and a heavily-armed rustbucket is apparent. Wild salvos are a fun change to the way you fight steam-pinnaces, too.
    • Mt. Palmerston's fuel prices. Devilbone dice. Yes, yes, yes, yes.
    The good!
    • New items! New methods of trade up in Whithier! It's really cool to see things that are valued besides echoes, which fits the concept of how the manifold nation-states across the zee function.
    • The hidden officer at 75 terror. I was not expecting that at all.
    • Cheaper repairs, and the admiralty yards. Terror reduction in London.
    • A will! Relic collections and heirlooms!
    The bad.
    • The sad, gloomy game over music plays even when you have successful, victorious retirement. That seems wrong.
    • Kind of a long time between when something awaits you triggers. Exploration is not quite as fun when you don't have those options.
    • Not as many places to trade, unless stygian ivory is much easier to find than I thought. I would have imagined Polythreme to be more of a trade hub. Getting echoes outside of exploration remains a grind.
    • It's actually harder to starve than I would have expected. I kind of wanted to play a cannibal captain, but I really need to work to make that happen.
    The ugly.
    • This section would be blank if I didn't put this sentence here, and that would have made my post ugly and ill-formatted. How dare you. Grumble. Unfunny ironic fake anger and such.


    --
    Roland Banning, The Ambitious Operative (Profile)
    Tumblr RP Account
    Ask me about the Delicious Friends RP group!
    Open for social actions (no cats or photographers, please. Currently taking a break from K&C.)
    +1 link
    James Flattery
    James Flattery
    Posts: 7

    7/5/2014
    I'm playing on a 1080p screen, and I'm finding the gazette way too small. It takes up about a fourth of the screen. I'd really like a way to make it larger, since right now it feels like one of those popup dialogs (the sort you learn to click through quickly so you can go back to doing whatever you were doing before) rather than the core of the story.
    +1 link

    Guest

    7/5/2014
    Long-time lurker/FL player, finally got around to playing SS (I've been wanting to do it ever since I got the KS notice, but life got in the way). Various thoughts:

    1) The biggest nitpick I have at the moment would have to be combat, I think. I know that things are still in a state of rebalancing, but probably the most boring part (imo) is dealing with the little crabs/bat swarms near the Southern Archipelago and Venderbight. I know I can kill them; there's not a hint of challenge to it, and the rewards are just not worth it to me. So here's a thought: how about ramping up the difficulty (and the reward, very important!) of the little beasties as you go along in the game? You could tie it to the number of ports people have visited or something. So by mid-game, a bat swarm could be (pulling these numbers from thin air, don't quote me on this) 100hp but also give out 10pts of terror reduction. Something like that. That would make them worth fighting instead of a "oh lord, just DIE already".

    2) The whole narrative feels a bit...disconnected, I guess? I know that there are overall ambitions, so if this issue will be addressed later on feel free to ignore this. However, at this point, each story feels very self-contained, and once you play through it there are no long-lasting repercussions for anywhere else. There's no overall arc driving the plot, and the closest thing is probably the Admiralty sending you to do various Port Reports, but even then that's just a fetch quest without any real personal investment. Example of overall arc: SM's Pirates! had the whole "save your family" thing that was the overall motivation, while there were also smaller arcs that also sent you from place to place (woo the governor's daughter, hunt down X pirate, whatever). Pie-in-the-sky random thought: tying back to point one, the monsters' increased strength could be due to _______ (fill in event here), which is a catastrophic event that you as a player have to ward off. I don't know. It's probably too late to implement this in development, but just throwing it out there.

    3) Terror reduction is just not worth it at this point. Getting back to London will clip me down to 50, which is awesome, but working to get it back down to zero is hideously expensive and terror rises too quickly for me to want to spend echoes trying to get it down. After a long journey, I just hustle it back to London and then zoom off with 50 terror (maybe 49 from reading the news) because reducing past that is more trouble than it's worth.

    ...reading back over this, it probably sounds like I hate the game. Uh. I don't, actually, I'm enjoying it a lot: finding new places is the best part, and stories that I have played through are quite entertaining (Pigmote Island is the best) and make me want to replay them to find out what stories I missed. I also really enjoy the atmosphere, and the art is absolutely gorgeous. I'm very excited for the implementation of new content and places to discover. I honestly don't play games that much anymore, but this one has me hungry for more. There are just a few things that I think could be done to make it better.
    +1 link
    nameless
    nameless
    Posts: 237

    7/5/2014
    1) Yup. Combat against bats and crabs are boring as heck. Totally agree.

    2) I'm guessing the ambitions are supposed to be the overall plot, but unfortunately it's not finished.

    3) What I do is stock up on fuel from the devils and make a run to the surface, which reduces my terror down to 0 and gives me a great deal of profit. Also once you have a good engine, a lot of terror problems are resolves, since you can actually get safe.

    --
    The only god of the zee is nameless.
    +1 link
    Mordaine Barimen
    Mordaine Barimen
    Posts: 670

    7/5/2014
    Correct me if I'm wrong, but currently a more powerful light doesn't allow you a larger "safe" distance from shore, correct?

    It seems that it would be reasonable that you could get a little further from shore without inducing Terror if you could keep as clear of an eye on land as before. There would be diminishing returns, naturally, but it would be nice if the high end lamps let you drift a little further from shore without panic ensuing.

    --
    I'm sorry, but due to policy clarifications, I will no longer be giving detailed mechanics advice on the forums.

    If you still need help, try the IRC channel.
    +1 link
    nameless
    nameless
    Posts: 237

    7/5/2014
    Hold it: Hearts decreases your terror increase rate?

    --
    The only god of the zee is nameless.
    +1 link
    Nenjin
    Nenjin
    Posts: 171

    7/6/2014
    Also, bravo on Station III. The depth of the storylets is startling. If more ports eventually have storylets of that caliber, this game will remain eminently playable for a long time.

    Wow, music playback is getting really whacked out. Having the Fallen London and Venderblight themes playing over each other, and then both through the combat music as well.
    edited by Nenjin on 7/6/2014
    +1 link
    Nehelennia
    Nehelennia
    Posts: 8

    6/23/2014
    I've been playing for a few days now, and after several deaths I am finally managing to survive enough to raise some stats, gain some officers, and upgrade my ship. I agree with most other people about terror, though after several tries I do find it more manageable than before(sticking to beaches, going from light to light, visiting the sisters, getting a tattoo).
    I do think the changes Alexis posted about before me would help with a lot of the initial frustration regarding terror, and they are very welcome.

    Here are my own suggestions that I've been thinking about:

    • The ability to see on the chart the difference between what is discovered, and what is on the inherited chart but not discovered by this particular captain yet. Also the ability to see which ports you have visited on this particular run, and which you have not.
    • Would be nice to be able to leave custom notes on the chart, that would also be passed on as part of inheritance.
    • It would be nice to be able to mark where you plan to go on the chart (not a magical quest arrow, but if you have the island on your chart you could link a journal entry to it)
    • Light boys should either be marked or customly markable on the map - any sane captain would do this. Also, perhaps make more difficult enemies avoid the light? Thus clearly marking it as the "safe" route versus the more risky, potentially more rewarding route.
    • Just like you can stop to repair, why not stop to fish? Drop bait and wait for crabs perhaps? At least, if your supplies run out, it would be nice to have the option to for instance, drop a sailor as bait for a beastie that might be slaughtered if you win against it.
    • Ship components really need to say what slot they occupy. Engine is pretty clear that you only can have one, but what about guns/cannons? Can you have several somehow? All that I tried occupy the same slot, and that is not inherently clear that they always do.
    • The text is very small, and the option to upsize it would be nice.


    In addition, it would be nice if the info how to bugreport properly was found in the game. I googled it, but the first few results were people reporting stuff in the forums, and not the email where you actually want the reports. Also, the output log is often too big to be able to send unzipped - whilst this is a small thing, it does add another step to submitting a bug report that might somehow be avoided. It would also be nice to be able to find the game version in a copy-pastable format, and without going to the main menu.

    An in-game form that automatically gathered all relevant data would be best, of course.

    Lastly, Sunless Sea is a wonderfull game. The atmosphere is spot on, as is the sense of danger. Keep up the good work!


    Regards,
    +1 link
    Diptych
    Diptych
    Administrator
    Posts: 3493

    6/23/2014
    Nehelennia wrote:
    I've been playing for a few days now, and after several deaths I am finally managing to survive enough to raise some stats, gain some officers, and upgrade my ship. I agree with most other people about terror, though after several tries I do find it more manageable than before(sticking to beaches, going from light to light, visiting the sisters, getting a tattoo).
    I do think the changes Alexis posted about before me would help with a lot of the initial frustration regarding terror, and they are very welcome.


    Yeah, I've spent a few days playing solidly and I've got to the point where I can sail about and make a modest profit while keeping Terror managed. It will be more challenging once the map starts randomising, of course, but I think the real trick of the system will be in those little details like how visible and sudden Terror gain is.

    Nehelennia wrote:
    • Just like you can stop to repair, why not stop to fish? Drop bait and wait for crabs perhaps? At least, if your supplies run out, it would be nice to have the option to for instance, drop a sailor as bait for a beastie that might be slaughtered if you win against it.
    • Ship components really need to say what slot they occupy. Engine is pretty clear that you only can have one, but what about guns/cannons? Can you have several somehow? All that I tried occupy the same slot, and that is not inherently clear that they always do.
    Fishing would be grand fun, while making that sort of info visible on components will be downright necessary - I daresay it's in the pipeline already, but count this as another voice in its favour. By the same token, showing (or at least hinting at) Officers' stats prior to recruitment would be nice.

    --
    Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron.
    Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
    +1 link
    Diptych
    Diptych
    Administrator
    Posts: 3493

    7/1/2014
    You make a number of excellent points, Richard, and I believe you're pretty much completely right... but on the other hand... congratulations, Failbetter - you've made a roguelike.


    (Speaking of, while getting to grips with a new game, don't forget you can just go into Merciful Mode and save your progress so far at port before deciding where to go next! I mention this only 'cause I usually do forget.)
    edited by Sir Frederick Tanah-Chook on 7/1/2014

    --
    Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron.
    Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
    +1 link
    Richard
    Richard
    Posts: 304

    7/1/2014
    Hmm, I'm just doing the naive thing of going where the Admiralty sends me and picking up port reports along the way, and I seem to be making a consistent profit. Not much, admittedly, but enough that the upgraded ships feel achievable.

    I don't find I need to buy supplies much, or even at all really. I just play whack-a-bat on the way out, plus any of the big crabs I see (even the small ones are effectively worth a supply if you catch them when you're getting hungry). And then there are a couple of stops which consistently give you supplies once you've learned the right option. So I'm only paying for fuel, which the admiralty's mission covers the cost of.

    On top of that, I can usually pick up well over 100 echoes in port reports, ferry the tomb colonists for 45 echoes if I'm going that way and actually remember to sell them, earn 50 echoes (boo, was 100) for dispatching a pirate... plus any goods I get along the way.

    Of course if I mess it up and lose some sailors or need to pay for hull repairs, then it's not quite so rosy. But them's the breaks.

    Managing Terror is the key, I think. Figuring out the less-terrifying routes to the far-flung places is what makes it possible to do grand circuits like that, and in particular to gather a clutch of the higher-value port reports. Although I'm wildly speculating as to motives, the things which have been nerfed seem to be the things which would encourage you just to pootle around in the environs of London.

    Cheers
    Richard
    +1 link
    zwol
    zwol
    Posts: 40

    7/2/2014
    I'm finding that the thing to do is chase Strategic Information, no matter how dangerous and unwise that seems. I seem to be able to outrun just about everything at full throttle, and this is with the starting ship and engine. I need to work on terror management, though. (But I got to meet the imaginary officer, so that was fun.)

    Where the heck is the Chapel (Cathedral?) of Chimes? I thought I had seen everything "north-east of London" out to where it becomes placeholder land.
    +1 link
    Richard
    Richard
    Posts: 304

    7/2/2014
    Zee-Bat wrote:
    Honestly I also think that early game grinders might have been too nuked as well. I recently erased my character (but made a merciful save) and restarted without any legacy.
    It's been said before, but starting without a legacy is bound to be hard. It means you have one skill at 50, whereas if you die straight away and choose a skill as your legacy, then you'll have two skills at 50. I found having Iron & Mirrors at 50 made a huge difference to the survivability of early battles.

    It feels a bit broken to me - another way that the game's just too tough on starting players. I liked the idea someone had upthread, where having a legacy was the norm, and you could choose to forego it in exchange for some kind of accomplishment token.

    More generally, I was beginning to doubt myself, so I kept accounts for my most recent cruise. The Admiralty sent me to the Chapel of Lights, earning 150, and the complete voyage took 15 fuel, so those two cancel out. I came back with more supplies than I set off with - let's ignore that. I got port reports from Venderbight, Whither, Avid Horizon, Chapel of Lights, Mount Palmerston and Port Cecil, for a value of 130. Tomb colonists to Venderbight for 45, making a total of 175. But three of my crew ran off with a pirate ship, so it cost 30 to replace them: profit 145.

    And that's with an unlucky roll on the pirate ship. If that had gone the other way, I wouldn't have lost the crew and I'd have got 50 as a prize, for a healthy profit of 225.

    Trading's a mug's game, I think. To be fair, there's a warning to that effect in the description for the Wolfstack Exchange in London.
    +1 link




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