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The things that are eaten by rare symbols (Diver, Mrs Fruit) I don't bank on as getting that specific consumer is no guarntee.
However, there are enough spins that will come up without any of these items popping up that you'll have to take something that you can't easily get rid of (most runs, the bulk of what's available can't easily be gotten rid of), and because you really need a full slate of paying slots by the time you hit mid game, you can't afford to skip over any sets that either won't combo well into the late game or you cannot reliably get rid of. Most games, you're going to end up with a board full of slop - and because you don't have much you can do to avoid it, it really hurts the feel of the game.
That is quite a bit too much reliance on getting lucky just to get into the mid-game let alone end-game. I also suspect that the devs will be adding in more symbols & items as well with their own synergies which will only exacerbate the problems unless they find a way to balance out the total randomness & players being able to have some way to "make their own luck" in the game.
There is fun luck (in this context, seeing how what you buy comes up in each spin and seeing what options you have each spin to build up your engine with), and there is unfun luck (going a full pay cycle without getting any symbols worth taking - especially early game, where you know you need to take the crud if you want a chance to even get to something that might be worth taking). At the end of the day, you should almost always be agonizing over which good choice works best for what you're trying to do, not grumbling over what symbol will likely hurt you least in the long run as you slog through the early spins to something worth taking.
Besides, no one is saying it should be 100% winnable - there's a reason that whenever I talk about this, I'm always talking about giving players one of the Rare doublers like Chef or Dame rather than one of the consumers like Archaeologist - The doublers are balanced (and even with something like the Telescope, don't completely wreck the game) even right from the get go, and getting one early won't guarantee a win - you still need to carefully select the symbols you grab and focus on the combos you want to use. The difference is that you can focus on those builds right from the get go without having to wade through a few dozen spins worth of junk before you even have a chance at something worth building a strategy around.
"Bad Luck" for thieves, hex, crows & dog/wolves.
"Fortuitous Luck" for gold, card suits & lock-boxes/safes.
"Natural Luck" for animals ([i[minus the ones from bad lucj[/i]), seeds/flowers & shiny stone.
"Blind Luck" for arrows, dice & ores.
These could give like a 10-25% chance of appearing more often with the type of luck being select-able at the beginning or even assigned randomly.
The idea is that it gives the player something that could be built with in mind but at the same time be varied enough that you can't just expect a certain type of synergy always appearing.