Sunless Skies

Sunless Skies

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Boink (Banned) Sep 1, 2017 @ 7:35am
[Feedback] 4hrs - Veteran of SS: Terrible
Ok, sorry, but Failbetter needs a kick in the pants.

Even as a veteran of SS/Zum (with most endings complete), this is terrible so far.

Here's my game map as I ran out of supplies (for the third time):

http://imgur.com/R3FJCEJ


UI

-Sovereigns not shown anywhere on main screen. No, really. Way to make the player's life annoying
-Bad UI choice for <--options select, when --->text is read here ...ugh. Wrong on so many levels, it's such a basic error it's painful
-Added to that, all events pop up -----> far right of screen. Why?
-Multiple Inventory tabs, too little information, text is too small, 50%+ space is wasted blank nothing, blurrgh. Could easily fit it into 2-3 larger sheets with better design
-Hull color feedback: ugly murky green. Entire top left feedback panel is too big for the amount of info it holds.
-Cannot drag / move windows
-Buy buttons indent - text is not centered, is offset too low
-Click sounds, in particular for charts, are offensively loud
-No target reticule for enemies
-Color scheme on window borders: beige. Not shiny brass. Not an industrial metal with rust patina. A Non-textured flat beige."Ok".
-XP bar is ugly and the color is a yellow tint. Blurgh.

Mechanics

-SS worked on a grid, with London being W centre. The mechanics of travel do not work when you're the centre of a sphere (I can explain 'why' this is with some math: you've essentially tripled travel distance between ports, without changing the way supplies work, not a smart thing to do)
-Economy: horrible. Managed 5 trips total before simply running out of sovereigns / fuel etc. Not that I had spare sovereigns to buy anything, but the same old bad numbers game. And yes, having played SS/Zum, I really know how to play Failbetter games - new players? Good luck having any of them survive a second journey out. Some passenger quests gave 5 (FIVE) sovereign rewards... >.>
-Port reports still give absolute bunk, but now - you HAVE to hand them all in at once! So you can't mix / match between the two factions. Ugh Ugh Ugh. Oh, and there's no feedback / reward for handing in the first time, unlike the first game. So it's the same mechanism, but worse. Wow.
-Fuel / Supplies using hold space: so now you get x2 free slots attempting to go anywhere? Way not to learn from the first game
-Cannot target enemies / no feedback from them
-Sonar Bat uses supplies. Sigh.
-Used to SS/Zum: why no multi-levels?
-Cargo space sharing with Fuel / supplies? No, no...just NO. Split them: each engine has X slots for fuel, then you can mix supplies with free cargo slots. It's offensively bad design to use 80% of your cargo space just to get anywhere (see - spheres & travel time, do you know how it works?)
-The distance to spot a waymarker / point of interest is far too short. In many cases it simply doesn't flag up.
-No lamp, no sonar, no way to check if that object is background or foreground. No Z level detection. Awful.
-Character levels: essentially it's just "pick a selection of +stat boosts". It's not as engaging or fun as you imagined as you coded all those various buttons to press. It doesn't appear to be a perk system nor does it seem to add anything to mechanics already present (e.g. gaining +stats from story events, items, crew etc). So, why bother with it? In SS/Zum, exploration gave secrets which could be spent on stats, or story events or a lot of other things: now it's just stats.

Aesthetics

-A train. A train. Not a nice steampunk zeppelin. Not a fantastical brass machine. A black train that looks ridiculous going acrross empty space. Almost uninstalled right there.
-Space doesn't work in 2D games unless you work hard at it. Pop-in clouds don't count: the reason for this is that with sea you get the illusion of depth (the eye percieves a 'floor') - you can't do this with an infinite void, it just makes the top layer look odd (Parallax, you lose it)
-Salmon pink dolphin creature is just ugly and looks like it was made by a teenager deviant art artist
-The port graphics are lovely as ever, but a lot of the fluff makes no sense. Floating skeletons / wood / couldn't tell what it was (?) wut? Floating Rocks? Hmm, ok, I guess but... hardly the most inspiring or interesting thing. Floating giant biological monsters... why? It's all a mis-mash without a unifying theme (nautical) to tie it together.
-Part of this is because you've lost parallax: the player assumes it's all vertical space, rather than the sea where it's gradiated. i.e. you can have different depths in a sea and the player's eyes automatically deceive assuming that's the case (for obvious reasons) - in a void, well... it makes no sense to have that unless you build up the illusion from the 'bottom' layer. Which you're not, you're building it top down. Messy and doesn't work and breaks the illusion a 2D / 3D layer requires.
-We're in space (kind of?). So... Yeah, no. It's too general to be thematically unifying - I don't get a sense of a World, I get a sense of a ... blank canvas where anything goes? Ok, but doesn't actually create engagement.
-Part of this is that your Z axis is fundamentally challenged: a Sea has a surface. A void does not. It makes no sense that objects etc aren't floating above your craft. Or that you crash into objects on your Z level and cannot fly under or over them. Messy / bad design choice.


Technical

-Ports disappear
-Stories are triggering before flags are set
-major pop in for clouds / objects
-If you sell cargo, it doesn't update removing it from inventory until you change inv tab, huge no-no



I'll post more, but need a coffee.

This needs a lot of work before it's even passable, let alone fun.
Last edited by Boink; Sep 1, 2017 @ 7:47am
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Showing 1-15 of 87 comments
Galroche Sep 1, 2017 @ 8:05am 
"-Fuel / Supplies using hold space: so now you get x2 free slots attempting to go anywhere? Way not to learn from the first game"

Hhm, didn't the Supply/Fuel used to take cargo space even in S-Sea ?
faijeya Sep 1, 2017 @ 8:14am 
They take space.
However, the starting ship has 40 hold there and 10 hold here.
Boink (Banned) Sep 1, 2017 @ 8:18am 
Originally posted by Galroche:

Hhm, didn't the Supply/Fuel used to take cargo space even in S-Sea ?


Yes: and everyone thought it was a bad mechanic.
faijeya Sep 1, 2017 @ 8:28am 
It's an okay mechanic.
It makes some areas not that accessible from the beginning and adds risks to the exploring.
There are many other ways to get the same results, but this one is cheap and does not detract from the core of the game which is about narration and storylets, with dark and unforgiving sea just an impressive backdrop.

The problem is that, while Sunless Sea was interesting from the very first EA build, Sunless Skies core as it's presented now isn't.
Nanako Sep 1, 2017 @ 9:39am 
I have to say, fuel and supplies using hold space is NOT a bad mechanic, and i'd be very opposed to removing it.

I have experience right now playing a similar game where fuel (there's no food mechanic) does not use hold space. House of Many Doors, check it out. It's great, but this particular design choice was bad. Because as soon as i got rich, i went to the port where fuel was cheapest, bought up several hundred units, and now i don't ever have to worry about fuel again. It's become a complete non issue, and essentially removed a game mechanic.

Fuel SHOULD use hold space.
However i will agree that the hold space in sunless skies is far too small. You only get 10 space compared to 30 from the previous game. It needs to be significantly increased
Nanako Sep 1, 2017 @ 9:47am 
I agree with most of your points in the UI category, but i feel having the list of areas on the left is a good idea. This is one change i like, please don't revert it

Not sure what you mean about the grid map. It means that new winchester is always centre so you can get back to home relatively easy.
You're right about the economy, and the port reports. I miss the sarcastic quips from the admiral about each one. howeever reports were nevere meant to fully sustain you, quest rewards should be filling in the gap

Combat is a skill based dogfighting game now, there's not likely to be any targeting. In this case you have to git gud. I do agree we should see names of ships we're fighting, but i sure don't want any autoaim removing challenge from it
The bat using supplies is also good. You just hate it because the economy is so harsh right now. Yes the economy is a massive problem and it affects other things, but try to view issues while imagining an economy that works

Multi levels? Do you mean like diving down to the lower sky?
It seems like they've used ZLevels to allow upper and lower parts of settlements and give them more verticality, but the visitable parts are still in the centre. there's no real boundary like the ocean surface, to justify traversing levels imo

I already talked about the fuel/supplies using hold. Your opinion is wrong :p

Definitely agree on the bat distance and the lamp thing. its too easy to crash into things you thought you could fly over

I think the new levelling system is a neat idea, although i'm worried about the limits of it. That lv20 being the last one looks ominous, i dont want to suddenly stop improving at an arbitrary point
Boink (Banned) Sep 1, 2017 @ 10:13am 
Originally posted by Nanako =^.^=:
Fuel SHOULD use hold space.
However i will agree that the hold space in sunless skies is far too small. You only get 10 space compared to 30 from the previous game. It needs to be significantly increased

You didn't read the suggestion: I'm fine with each train having X slots for fuel, but having it in the cargo slots is messy. There's functionally no difference, apart from you're not having to balance trade items against fuel - e.g. 1 devilbone dice takes as much space as 1 fuel...

Oh, and for the record: trains always had separate fuel / cargo sections in any case.

Originally posted by Nanako =^.^=:
Not sure what you mean about the grid map. It means that new winchester is always centre so you can get back to home relatively easy.

It's to do with how the game mechanics work. If you have a centre spot X (London) that's your start / end point, with no map <- to the east, then you're really only having to do 1/2 a circle (think about it...).

With Winchester at the centre of a full circle, you just tripled travel times and didn't alter the fuel / supplies mechanics = broken.
Last edited by Boink; Sep 1, 2017 @ 10:14am
Nanako Sep 1, 2017 @ 10:32am 
that IS a functional difference.
Having to balance fuel/supplies against cargo is part of the gameplay challenge. In sunless sea you had to think about the benefits of carrying lots of cheap fuel from the iron republic, vs the cost of not having that space available for cargo. It forced you to take risks like carrying barely enough fuel and carefully calculating your needs, so you could ship back a larger haul of ivory or sapphires

That seperate fuel section you talk about already exists, its called the engine. A unit of fuel is taken out of cargo, and put into the engine, where it slowly burns down. You can imagine this as a crate of coal being emptied onto the floor of the boiler room, where its gradually shoveled in until done. Taking a new crate out of cargo only happens when the previous one is all gone


And you're still not making any sense. Travelling to the east now would consume HALF as much as before, since the start point is in the middle. IF you travel in a straight line back its the same.

If you're going to make a full voyage in a circle around the perimeter of the reach, i think even that would have less cost than a full journey around the edges of the neath.
show me this math
Last edited by Nanako; Sep 1, 2017 @ 10:35am
Boink (Banned) Sep 1, 2017 @ 10:52am 
Originally posted by Nanako =^.^=:

And you're still not making any sense. Travelling to the east now would consume HALF as much as before, since the start point is in the middle. IF you travel in a straight line back its the same.

If you're going to make a full voyage in a circle around the perimeter of the reach, i think even that would have less cost than a full journey around the edges of the neath.
show me this math

https://simple.wikipedia.org/wiki/Travelling_salesman_problem

Yes, traveling one direction would take 1/2 the time (if the distances between ports were the same - they're not, Sunless Sky are about twice as large, check out the map on the starting post), but that's not how the route system works.

I'll make this simple:

In Sunless Sea:

X1 - London

X2..........Y3...........Z3

X1...........Y2...........Z2

X3...........Y1...........Z1

Plot a course starting from X, ending at X where X1 = London. Then count the distance + # stops.


Then do it with this:

Where A3 = London (Sunless Sea) and C3 = Winchester (Sunless Sky), but the distance between points in Sunless Sea is 1/2 that of Sunless Sky.


A.......B.........C.........D...........E
A2.....B2.......C2.......D2.........E2
A3.....B3.......C3.......D3.........E3
A4.....B4.......C4.......D4.........E4
A5.....B5.......C5.......D5.........E5


And calculate the difference between A3 and C3 being your start / stop points and figuring in that you need to maximise # port stops each journey because of the economy of port reports. Then work it out further when you have to deliver good x from A5 to E in both systems and tell me how that changes the dynamic.

Note: if you come back and say "they're the same", I ignore you, since you just failed math 101.

Hint: 10 ports for A3, 12 for C3. Then factor that in across the board, for each and every journey.
Last edited by Boink; Sep 1, 2017 @ 11:04am
Boink (Banned) Sep 1, 2017 @ 11:00am 
Originally posted by Nanako =^.^=:
that IS a functional difference.
Having to balance fuel/supplies against cargo is part of the gameplay challenge. In sunless sea you had to think about the benefits of carrying lots of cheap fuel from the iron republic, vs the cost of not having that space available for cargo. It forced you to take risks like carrying barely enough fuel and carefully calculating your needs, so you could ship back a larger haul of ivory or sapphires

Please stop telling me how Sunless Sea works - I've over 130 hrs played in it, I'm aware of the mechanics.

And, you've failed to factor in engine fuel cost efficiency vrs ship weight etc so you're not even understanding the game mechanics of what we're talking about.
Ufnal Sep 1, 2017 @ 11:26am 
Remember that this is still an early beta. The interface will probably be overhauled a few times and your points there seem pretty valid.

I however disagree with some of your other points:
- The new experience mechanic is very interesting as it allows you to paint a backstory for your character. Maybe that's not your style, but Failbetter games attract many people who like roleplaying and customisation, so I imagine many of them (me, for example) will find them a lot of fun. Also, phrases like "It's not as engaging or fun as you imagined as you coded all those various buttons to press" are really uncalled for.
- "Space doesn't work in 2D games unless you work hard at it. Pop-in clouds don't count: the reason for this is that with sea you get the illusion of depth (the eye percieves a 'floor') - you can't do this with an infinite void, it just makes the top layer look odd" - funny how you say it doesn't work and there is no illusion of depth, yet I have a very strong illusion of depth, maybe because there's a lot of stuff on different layers happening down there?
- You generally seem to have a problem with a space game on 2D plane - but IMHO it's more a question of taste than things working or not, there's quite a lot of 2D space games that people play with no problems.



And some of your other points I consider not so well-thought-out
- Economy: You DO realize they SPECIFICALLY said things like trade (which is a huge part of the economy) are not yet implemented? So maybe don't stress over that TOO much.
- "We're in space so no unifying theme and sense of a World" - I am not even sure how to start talking about this one. How is space a less thematic setting than an ocean? In what way? Is the problem with lack of character and characterization (in which case, there's quite a lot of it there already - the lonely islands drifting below you, the pieces of older places, the clear sense of a world that's strange and shattered) or with just you disliking space as a setting (in which case, why did you buy this game?!?)
- "Used to SS/Zum: why no multi-levels?" - well maybe because making a second layer is in many ways making twice as big a map, which might be too costly to make for one game (remember that you had to pay for the expansion to get a second layer in Zubmariner)?
- "a lot of the fluff makes no sense" - How do you know that, not yet knowing most of the fluff? How can you say which stuff floating in space makes sense and which doesn't without yet knowing the potential answers and reasons behind this stuff?


The thing you are saying about the grid still make much sense to me, I mean, I get it that the longer travel times might be a problem, but I still can't see the problem with the starting point in the centre. You may have a point, but your explanation explained 0 things to me. Tell me an example course that you think would be less optimal with a centre starting point, please.


Finally, if seeing a space train instead of a space zeppelin makes you want to uninstall right away... Well, I wonder why you bought the Early Access in the first place as it was shown quite clearly in the screenshots and concept art.
Last edited by Ufnal; Sep 1, 2017 @ 11:31am
Nanako Sep 1, 2017 @ 11:40am 
Originally posted by Boink:
Note: if you come back and say "they're the same", I ignore you, since you just failed math 101.

Well first of all, "I'm right so ♥♥♥♥ you" is not a conducive way to conduct debate.

Your argument hinges entirely, and solely, on the hitherto un-seen assertion that the distance betwen ports is larger. Now whether or not that is true is a different matter, and you'd also need to factor in mobement speed, but that's beside the point - the shape of the map is completely irrelevant to the equation

And since you bring it up, the travelling salesman problem proves you extremely wrong. If you take the case of wanting to visit every port in one voyage (i dont know why you'd do that) then its far, far, FAR easier to do in a circular map with a central starting point

You'd take a path something like this: http://i.imgur.com/Pb040u6.png

zigzagging back and forth as you go around the circle.

Try doing the same on a square map, it just doesnt work. its a lot harder to pull off, and will result in a longer route


What the circular map is far more conducive to, is visiting any single port and then coming back. Whether that's a good or a bad thing depends on personal taste, but its certainly more convenient
Last edited by Nanako; Sep 1, 2017 @ 11:45am
Nanako Sep 1, 2017 @ 11:41am 
Originally posted by Boink:
Please stop telling me how Sunless Sea works - I've over 130 hrs played in it, I'm aware of the mechanics.

And, you've failed to factor in engine fuel cost efficiency vrs ship weight etc so you're not even understanding the game mechanics of what we're talking about.

And i have 360 hours. If you want to wave digital ♥♥♥♥♥ around, i win that contest. So please don't go there.

Fuel efficiency and ship weight havent shown up as mechanics in sunless skies at all. I don't see what they have to do with the issue of fuel using cargo either
chill out dood
Boink (Banned) Sep 1, 2017 @ 12:03pm 
Originally posted by Nanako =^.^=:
I already talked about the fuel/supplies using hold. Your opinion is wrong :p

Originally posted by Nanako =^.^=:
Fuel efficiency and ship weight havent shown up as mechanics in sunless skies at all. I don't see what they have to do with the issue of fuel using cargo either

They do in Sunless Sea: cargo space is only one of three game mechanics (well, four if you count items / crew who can add +engine efficiency) at play. I was making the simple point that your "load up 100 units" was not exactly correct in terms of game mechanics.

Originally posted by Nanako =^.^=:
Well first of all, "I'm right so ♥♥♥♥ you" is not a conducive way to conduct debate.

You're not very good at irony, are you? Since, you know, that was your entering statement.

Originally posted by Nanako =^.^=:

Try doing the same on a square map, it just doesnt work. its a lot harder to pull off, and will result in a longer route

I already gave you an example: 10 nodes visited vrs 12.


Originally posted by Nanako =^.^=:
Your argument hinges entirely, and solely, on the hitherto un-seen assertion that the distance betwen ports is larger. Now whether or not that is true is a different matter, and you'd also need to factor in mobement speed, but that's beside the point - the shape of the map is completely irrelevant to the equation


The distances are notably larger: as stated before, check the map in the first post. You'll note large sections to the N / NW without ports.

And yes, the map shape does matter in calculating these things.

And yes, Sunless Sea was built with x1 port / grid square (with some blanks, later used in Zum), this is fundamental to how the game works.

And no, you don't understand the travelling salesperson with that scrawl.

Originally posted by Nanako =^.^=:
And i have 360 hours. If you want to wave digital ♥♥♥♥♥ around, i win that contest. So please don't go there.

And yet I'm not the one who has been mansplaining Sunless Sea as if the other doesn't know how it works. See the projection? That's twice now: does something, then calls the other person out for that behavior.


Yeah, done with replying to you.
Last edited by Boink; Sep 1, 2017 @ 12:05pm
Nanako Sep 1, 2017 @ 12:17pm 
Did you actually just say mansplaining unironically? This isn't tumblr, and i'm a 29 yo woman
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Date Posted: Sep 1, 2017 @ 7:35am
Posts: 87