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Min maxers have no ethics you know :D
Not like it matters much, anyway. "Exploiting" it wouldn't mean anything, you still spend a week, and in NG+ where min/maxing is where it matters, you have a time limit to work with.
You still have to go through some rooms and possibly face an Ambush for it, if you're doing it for money might as well run through a dungeon normally. It eats up an in-game week so it's actually detrimental for a mode where "min maxing" would matter because it's definitely not min-maxing anything aside from real life time.
Trinket Scrounge costs 2 Units of time allowing all 4 antiquarians to produce a random trinket within 12 units of time. I haven't used this ability too much but it would probably drop greens (1500gp) or at best blues(2250gp). I highly doubt it would drop reliably orange trinkets which are worth 3750 gp.
Let's say we drop 4 blues (9000gp) [or 6000gp for greens] and we abort the mission. The game will still roll for quirks and diseases, plus the stress incured from aborting the mission. No rewards are paid out for aborted missions. Also there's a chance that one of the negative quirks on the antiquarians gets locked in which costs $$$ to treat.
So now we return back to the hamlet with 4 antiquarians, 6000gp, +stress, and chances for negative quirks and diseases. Let's assume we get one negative trait and one disease, as it is common occurance. We now have to pay off the treatmen the Sanitarium for the disease and possibily horrible quirk (forced curio interactions). And now we have to treat the stress levels for the remaining 2 antiquarians and then the following week those 2 antiquarians we sent to the Sanitarium. After the initial dive into the dugeon with the 4 antiquarians it would take an additional 2 weeks to cure and de-stress the 4 antiquarians.
This would not be a reliable strat and the player would rather take 1 antiquarian to yield more profit in one run with a functional party that makes mission progress. Not only that, a party with 1 antiquarian has a chance to earn those cheap and expensive tokkens that only the antiquarian can see, plus expanding gold stacks to 2000gp.
Also this method is incredabily boring; considering this is a better than average senario. What if you get a bunch of greens (1500) and greys (~1000gp?).
From the eyes of someone who regularly does "suicide runs" (eg send in 4 level 0s pitch black, grab as much loot as possible, abort mission, dismisses entire party), they would obviously have no qualms about dismissing antiquarians.
And one could simply send them back in again (although there would be diminishing returns due to some dying from stress).
Now I'm not saying that I would do that, but it seems like the potential to trinket farm is there. Plus Antiquarians find those money making artifacts in like every curio.
-3 Antiquarians, 1 HM w/ Therapy Dog & his prevent nighttime ambush skill
-Only go for long dungeons, have a scouting item on every party member
-if first room not scouted or if there's no way to move to another room w/out a fight, abandon quest
-Otherwise, move to next room. Camp twice in a row, use Hound's Watch, Therapy Dog, 3x Trinket Scrounge, for both camps.
Then you cancel out the stress from abandoning the previous quest.
You make a good point about dismissing antiquarians and sucide runs, I totally forgot about that POV. But then all 4 antiquarians would have to be leveled and have the camping skill.
This all just seems so unneccesary. Players will also find ways to cheese, making its incredibility boring and stepwise is the price they pay for sold trinkets i guess.
To each his own I guess; but what's the point of making the numbers go up if you don't have fun doing it?
Otherwise she literally prints so much money. Like I realize that the above scenario is a bit ridiculous, but even from a "straight" playstyle, she seems very OP economically.
"Removed ability to use Firewood while in the middle of camping, thus starting a new camp. You can no longer camp, while you camp, even though you all like to camp."
The actual odds are 40% Very Common, 28% Common, 20% Uncommon, 8% Rare, 4% Very Rare. With the above mentioned 3 Antiquarian + 1 HM technique you have 11.5% chance to get at least one Very Rare, 9 runs to definetly get one. With 4 Antiquarian the odds are 15%, 7 runs needed.
Expected average monetary gain of a run is 4500 gold.
Sounds incredibly boring and super time consuming. Most of the time you just get Blight Charms and the kind.
These odds are also only slightly better than the base odds of apprentice dungeons and much worse than Veteran and Champion trinket odds.
Also, imo suicides runs should have been patched out long ago, by giving heroes a base recruitment class.