- Aug 1, 2017
- 1,565
- 1,697
But you made it so there are only bad surprises...You wanted a clone, you got a clone. Having to pay more for it is just a surprise (the first time) tax.
It's a trap if there's a prize behind touching the candle and there's virtually no way to win it before burning yourself.I don't think this is a trap. You've been warned that there can be a negative side effect if you do something. Is a lit candle a trap if I tell you that touching it might burn you?
Anyway, it's not just what the smuggler says... it's also about the fact that the game hints that it works with a dice roll because it literally does... until one of your stat reaches a certain threshold.
Yeah. IF you get caught.If you knowingly proceed with a risky action, shouldn't you be willing to live with the consequences?
These consequences shouldn't be necessary.
Maybe, maybe not. It's the player's business whether he wants to cheat by savescuming. If you think about "the savescummer" as a player to whom you should make the game challenging... You are missing the point of why he would savescumm in the first place ^^ Someone savescumm when he wants to opt out of the challenge.If you think that there's a chance of not being caught each time you buy a clone, will you save scum in hopes of being lucky?
Me I would have done like the user who complained, savescumming only to find out if I had a fair shot to begin with.
By being persistant and trying several times.As a player, how can you tell the difference between a 100% chance of being caught vs. a 25% chance?
Yes it's hard to tell from a player point of view. However, there are ways to find out, and as soon it's the case, he's going to pester at unfairness, rightfully.Repeatedly being caught (and the message telling you that they are monitoring you) should make you believe that the chance of not being caught (if it exists) is small, but you'd need many attempts to be convinced that the chance is zero. What if the chance were 1%? Would you be okay with a theoretical chance of getting away with it, even if you never happen to be lucky enough?
It's like in Pokemon. Usually you have barely 1% chances to catch some pokemon depending on your pokeball. It can be frustrating to throw 100 at a Pokemon, but as a player you will continue because your gameplay experience tells you there's still a meager chance. Maybe if it doesn't work for long enough you're going to look on internet, or savescum just to find out. But it's fine. Now if the game let you use all your Pokeball even though there was 0 chance for a catch, the game would be scummy and people would hate it.
1% would be infinitely better than the current 0%. I wouldn't be totally satisfied, I'd be more in favor of 25% chances, decreasing to 5% at max rep.
Then I guess that could work.The slaver isn't the one who is pregnant...
If you want to ninja smuggle successfully, you need to be either a nobody, or have a sacred artifact which prevents getting spied on easily.
A little hint or two from the smuggler of how reputation impacts smuggling. Then it'll be up to people to pay attention to the description of the artifact to know it's useful for smuggling.
I mostly care about not putting what I several times called "scummy game design". It's not about the cost, it's about leading the player to a necessary losing outcome, no matter how small, I don't like that.Perceiving being caught as a barrier to continuing to play is what’s getting in the way here. It’s just the cost of a clone.
We kind of got rid of that with the changes to charriot races. Thank God ^^