The three main reasons I probably won't add any kind of auto-loop to the Work token. TL DR: Excessive micro-management is just a needless time sink, especially amidst a chaotic, non-customizable board. If a mechanic in any game induces boredom and feels like a chore, that's not innovative nor is it art, that's bad game design.ĭefinitely loving the game, especially the lore, but there is much room for mechanic improvement. Its presence should be felt but it should not be a chore or boring. ![]() Work is a type of pressure (much like the hunter, sanity and depression), initially because of money and, once you get more money than you know what to do with, later because of the time needed to generate other resources (like artifact paintings, glimmering, vitality, summons and such) and use them efficiently before their individual timers run out. ![]() I strongly disagree that work should be boring or bothersome, I don't see that as the idea at all. Like providing easier ways to deal with the chaotic deluge of cards we receive (like better ways to stack cards or customizable patterns of card organization) and fine tuning the balance between the activities. There are some basic quality of life improvements that the Devs can implement without compromising any of the game's (very good) ideas. ![]() I'm not sure from an RP perspective that my brilliant unhinged artist should be quite so bogged down in repetitive tedium.Īlso, in the early part of the game, sure, the grind and oppression of your daily life is part of the simulated experience, but once you're a mighty wielder of eldritch powers, with thralls to do your bidding, the 'work' cycle should recede in prominance so you can focus on the new things that define your existence IMO. I'm just playing through my first Artist run, and typically after completing a painting I have 10 - 15 cards to click on. All of it mirrors what you feel in the game as you obsessively click and click. That's why the game is called cultist simulator. Obsessed with uncovering the secrets of the mansus. As you figure out more an more mysteries, you are driven further. This perfectly encapsulates what is going on with the character you play. You're meant to be lost in the beginning, and then you start to figure things out. That's why there is no manual or tutorial. The whole game is about uncovering the occult. It's meant to be a little tedious.Ī lot of people don't seem to understand this game. It's not a huge deal either way, as there are always other ways to complete the research anyway, but it can make things easier/harder depending on what lore you want to subvert/upgrade.Originally posted by No Limit Soldier:"The work cycle gets to be rather laborious" This doesn't matter in the regular build, but in future (and in the beta) the top-level skills have additional uses in research, so the type influences what research you can use your top-level skills for. ![]() Type does - around half will work for Passion, the other half will work for Reason.ĭepending on what lore you choose, you will end up with one of two top-level skills. What is the right lore for this? Does the type of Lore matter, or does it just have to be a certain level? Level does not matter. However, when I try to study them, it's asking for "Something More" meaning that "if I know the right Lore, I can employ the invisible arts to reach an even higher summit" I've gotten them up to the "Fevered Imagination, and I have four "Glimmering: Lessons Learnt" ready to go. Sambrookjm: Rather than try to keep an office job, my newest character has been doing nothing but painting to earn a living.
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