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Mystery Changes...
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Sleuth Admin
Sleuth Admin
Tale Spinner

Dec-16-2004 16:34

I've made a few changes to the structure of mysteries today that aren't very obvious. I'll let you figure out most of them. A few important things though.

1) The harder level mysteries are probably a little tougher than before. If you find yourself having troubles, you might want to move down a level for awhile.

2) The number of suspects is no longer static on ANY difficulty level.

3) If townspeople / shopkeepers know anything about the case, and the person they know about isn't already visible to you, they will now become visible. You will not automatically know their motive though. This should make the non-physical evidence contacts more important than they used to be.


Replies

reda
reda
Well-Connected

Dec-16-2004 22:39

i agree with this two ractions!

lauraandgabriel
lauraandgabriel

Dec-16-2004 23:47

Me too. I agree also.
But I hope they aren't too hard.

Majandra Belial
Majandra Belial

Dec-17-2004 00:10

1) Fine by me.
2) Gleh. But I suppose it's more realistic that way. Is there a limited range for each level, or will the number of suspects vary between 5 and 11 on all levels?
3) Thank you.

Greyling
Greyling

Dec-17-2004 01:59

1) Fine with me.

2) Pretty important news. Couldn't this have been announced on the City News to save people from suddenly finding themselves highly confused and frustrated about cases not adding up the way they usually do?? Generally not happy about this at all - mainly because I probably have to quit a favour now because of it, and I haven't had to quit one since July *goes to the corner and sulks* - but it'll also mean wasting potentially lots of unnecessary and valuable questions especially on the higher levels just to make sure one has all the suspects covered, and then having even more clammed-up suspects if having to ask if they suspect each other.

3) Will be intersting to see.

Greyling
Greyling

Dec-17-2004 02:21

ad 2) And yes maybe the fact that a suspect can now show up on the list if the townspeople mention that person will help from wasting valuable questions, but it doesn't help when they only mention the people one has already found - aarrgghhh - sorry, I'm just so vexed and frustrate about being stuck on this case without being able to get help - why oh why did it have to be a favour case and not a regular case that turned into this mess *snif*

Wayne Williams Jr.
Wayne Williams Jr.
Well-Connected

Dec-17-2004 05:59

1) Can we also have the option to do easier favour cases, since we can move down levels for normal cases but are stuck with a specific level for favour cases?

2)Judging from the above replies, we can see this is not a popular change. But I agree with Majandra that it is more "realistic" this way. The main problem I find isn't the number of suspects but that the suspects now seem to clam up much more. It's hardly possible to get anything out of them.

3) This is a good change, cause the non-physical-evidence townsfolk are more useful now. But this hardly offsets BOTH the addition of suspects AND the increase in possibility of suspect clamming.

jstkdn
jstkdn
Well-Connected

Dec-17-2004 06:09

I thought there was nothing wrong with the game to begin with. Also heard no one complain about it being too easy. So these changes surprised me.

1) I find myself having trouble on rediculous, and I don't think stupendously will make much difference. I could take it down a notch for a while....uhm but what would change? Going by the assumption I know how to play this game, I am wearing the best equipment, and got all skills.
I suppose I could move back to Incredibly hard? But considering the amount of skills and experience points I have, I should be able to play higher.

2) The combination of 1 + 2, makes it even harder. Having the same number of suspects is something to hang on to. But actually, I wouldn't mind having a difference in the number of suspects if I still could properly interview them afterwards.

3) I don't use this, because I never needed it.
But I find AND interviewing all suspects, AND interviewing all towns people a bit much.



Bella Luna
Bella Luna

Dec-17-2004 06:38

I'm still getting used to the new changes, they do seem to take up more time. Of course I loved the game before at this stage I can't say I'm that keen on them but it is early days.

reda
reda
Well-Connected

Dec-17-2004 07:05

I also dont really understand why it was necessary to change. game was not too easy.

my problem with point 2 is:
u need to ask everyone about motive now. townppl usually dont help cause i need them for alibis and evidence so not enough questions left.
if someone clammed on me b4, i could still count the fake vs. real alibis to know what this person will have. now if they clam on alibi question there is no way to be sure about them (when i find that the evidence belongs to them) so instead of accusing i need to quit.

there is a need to ask everyone everything now, its a lot.

i agree that dropping in favors level should be possible.

if there is possibility of any given number of suspect in any case and any given numbers of fakes and reals, what makes the differnt in levels? only how fast they clam? how many pieces of evidence?

bigdoc
bigdoc
Nomad

Dec-17-2004 09:05

Harder is not a bad idea butt doesn't take more skill to win now - just more time and more luck. Would not mind harder if it took more brains.

Seems like game has added two ways to make cases harder (quicker clam plus unpredictable suspect list) vs. one way to make it easier (townies can uncover suspects.)

Now since everyone clams more, the townie addition is pretty much useless at the higher levels since not enough questions even to check alibis before clams.



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