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I agree, I agree and I agree.
My favourite idea was either the loot box thing. Or allowing to roll on items like how you did to unlike them. Even at a higher price. Like 10 candles to roll on a random trinket or inn item at the start
This same problem exists with hero shrines. You can do all of the hero stories and they will still show up.
It literally wastes a “turn” in both cases so to speak.
Would you kindly read the first sentence of the original post before leaving such comments?
A lot of game mechanics revolve around candles. We're supposed to use Stygian Blaze for the sake of getting more candles. Complete hero goals, decide whether or not BH is worth the cost in candles, make room for candles in our stagecoach, use unfavorable routes just because there are more candles there, etc etc.
Current implementation of candles make all of the above pointless. It's not about "oh boi, I have no motivation to play, what do I do now"
This would come with its own set of problems.
New players would be overwhelmed by having access to too much all at once (every class, every path, every trinket and combat item and stagecoach item and inn item), without being able to try each of them as they are unlocked. They would have to start every run with nothing. Hero goals would have to be removed entirely. The candle bonus/penalty on Flames would become meaningless.
It would be much easier (and much more interesting) to simply have an option to spend them that's always available.
2/4/10/15 candles for a random trinket (depending on quality), or triple the cost for a specific trinket.
Different price schemes for combat items, stagecoach items and inn items.
And then some really big bonus options, like 40 candles to recruit the Bounty Hunter for the entire next run, 45 for a random trophy, or 90 for a specific trophy.
Something along those lines, to make candles matter and add a short, unobtrusive element of preparation between runs.
They're listed on the roadmap. Not sure why they aren't available for unlock yet, maybe they need to be modified to be compatible with certain animations.
These are HUGE benefits.
It already is.
The candles as they are implemented are an objectively bad design choice that do nothing but pad out game time. Just so that one person doesn’t complain about the game being “too short”.
Ah yes. Dwarf Fortress, the most approachable, newbie-friendly game.
This is a run-based game. Its "length" depends entirely on how long you have fun playing it.
The candle system exists to provide the content to players in workable chunks and to let them try out each item as it is unlocked (by giving said item to you when you unlock it), as well as make successful runs feel more rewarding. I think it's a good thing, though them serving virtually no purpose (Memories would be the only thing) once everything is unlocked is a problem. That would be fixed by having a way to spend them.