 IHNIWTR Posts: 346
10/31/2014
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Very, very first impressions:
Combat rebalancing is noticable, appreciated. But as a result of the increase in the overall hulls of the various ships, the potential risks in using full power while zailing become more trivial - what's the loss of 17 hull on a failed hearts check when you have 600? it would seem either an increase to the amount of hull lost, a more detrimental gameplay effect when zailors are lost (like in such a failed check), or both, are needed in order to give it the gravity it used to have. edited by IHNIWTR on 11/29/2014
-- https://www.fallenlondon.com/profile/Daniel%20Vaise
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 Nocculi Posts: 22
11/17/2014
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So, I'd taken a bit of a break halfway through Steel, while the Steeliness was in flux and it was starting to feel like I was retreading a lot of old ground.
And then I came back! And everything made me super happy.
Combat feels really good now! Especially against other ships; the relative agility of the enemies and the available vessels really make it just...feel really good.
Fighting zee-monsters still feels a little weird, if only because of the continued emphasis on backpedaling. I wonder if it might make sense to do the following:
- Sharply decrease their turn radius while charging? So it's more potentially possible to dodge them at close-ish range. - Increase their likelyhood of submerging rather than charging when at long range, to encourage hunters to get close.
I *do* think that damage received seems a touch low, especially with the large HP totals of the non-starting ships. It feels weird to have shots from a Khanate war-vessel just kind of harmlessly plink off, you know?
But it definitely seems to be in the right ballpark.
I'm using the Corvette for the first time! Because of the slot changes, which seem like a pretty good idea - it really does make the warships seem more distinct from the cargo vessels. And having the low cargo capacity makes fighting things and looting for supplies seem like a necessity, which...feels like a playstyle that's challenging and distinct from the more "carry a lot of supplies and avoid combat" style of the cargo vessels.
Which is cool!
Content-wise it's really nice to see Customs finally making an appearance! It seemed a bit weird to be running all that contraband around without them having a say. Also, the Fathomking! And other stuff I haven't even seen yet!
Things I find myself wanting:
1) Now that the basics of combat seem more settled, I find myself wishing I had more options of Things To Put On My Ship.
Both mundane junk like armor plates and expanded cargo, and weird inadvisable stuff like weird devilish weaponry and offensively-repurposed Ratsenders (or Guinea-senders?) that let you lob tiny marines onto enemy vessels to do crew damage over time. Or attachments that let you render zee-monsters down into fuel. Or complex devices involving mirrors that let you teleport short distances at a terrible cost.
(Notably, the fact that you pick up far less Terror from traveling now means that abilities with a Terror cost now feel like they'd be a lot more viable! A also super like how Terror has ended up, by the way - not just that it's slower, but because the decay from being in a lit area is much slower, it's now a lot less "all or nothing.")
2) A warehouse in London to store stuff! Especially with the addition of Customs, since I've found myself with a crate full of romantic literature that I'm not sure what to do with and that I have to keep sneaking in and out. And especially since the combat changes encourage the use of ships with smaller holds.
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+2
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 Nenjin Posts: 171
11/17/2014
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I loaded up my game after the Carnellian update to be greeted by....
"Your ship has been lost beneath the waves."
Rest in peace, Captain Avery Toomes, veteran of every update until now. No one knows why you drowned while sitting in Port in the Khanate, but you will not be forgotten.
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 Nocculi Posts: 22
11/28/2014
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Hello!
I've actually been really super happy with the game since I started playing again in Carnelian, which I started writing a thing about a couple of times but never quite got around to.
A minor request, though: now that the Journal page has been reorganized, would it make sense to have an additional category for "Objective" qualities like An Admiralty Commission or Collecting Cargo for the Cheery Man, who's status gives you information about something you're supposed to do?
Since they're the thing I find myself most having to double-check, and hunting them out from the grid is often a little onerous.
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+2
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 Hannah Flynn Administrator Posts: 491
11/28/2014
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organicmcgee wrote:
Yeah. I think the Humble Bundle people took Thanksgiving off.
They're an utterly charming and very small team; I imagine them all having Thanksgiving dinner together around a little table. But yes, we suspect the same reason for the slightly-longer-than-usual delay in the Humble update.
-- Wields the news canon, aboard the hype train.
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+1
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 SouthSea Rutherby Posts: 224
10/31/2014
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IHNIWTR wrote:
Very, very first impressions:
Combat rebalancing is noticable, appreciated. But as a result of the increase in the overall hulls of the various ships, the potential risks in using full power while zailing become more trivial - what's the loss of 17 hull on a failed hearts check when you have 600? it would seem either an increase to the amount of hull lost, a more detrimental gameplay effect when zailors are lost (like in such a failed check), or both, are needed in order to give it the gravity it used to have.
To be honest, I feel like it's better the way it is now. The engine exploding is so common, any more than that would keep the "full power" option from being feasible.
-- Now the proud captain of Mr. Eaten's Revenge
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+1
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 MidnightVoyager Posts: 858
11/9/2014
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I still can't get behind the combat at all. It still takes up most of the game for me, and I still haven't seen a bit of the new content that's come out since the update because I just don't enjoy fighting to get to it. And constantly backing up and losing progress is still just the biggest drag in the world. I can't bring myself to play for long enough to get to anything. I'm constantly bleeding money and I can't make it back unless I get lucky and find the salt lions early enough.
I'm sad. I used to play all the new stuff ASAP and now I can't play more than half an hour without giving up.
-- Midnight Voyager - A blood-cousin to predators. Collector of beasts. Affably mad.
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+1
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 lady ciel Posts: 2548
11/10/2014
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Why have certain options disappeared when you defeat another ship? You can no longer send back prize ships and, even more annoying as I found it very useful, the option to let a War Trimaran go isn't available either.
Edit to say I am still enjoying the game even when some of the changes don't seem to be an improvement. Too much emphasis on combat changes and not enough new story for me. edited by reveurciel on 11/10/2014
-- ciel
Sorry RL means I am not a very active player at the moment. No social actions unless you are prepared to wait and definitely no sparring or other mult-action things.
No Calling Cards or boxed cats please. Will take dupes on the affluent photographers. Other social invitations welcome. Parabolan Kittens usually available, send me an in-game social action saying you want one and I will get one to you as soon as possible.
storynexus name - reveurciel
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