Posted November 17, 2018
As someone who has played a lot of the older versions of Cultist Simulator and only recently played the latest version and DLC, I can honestly say that I think the game has sadly gone backwards and instead of improving has actually become considerably worse, less balanced and a less polished experience with time. Reasons why I dont like the recent changes.....
1/ Restlessness spawning is WAY too common. It seems to drop all the time from multiple sources and you end up with long periods of being forced to frantically paint and convert followers CONSTANTLY, over and over again as fast as you possibly can to avoid "dread" overload. Sometimes even that cant keep up with the never-ending "restlessness" flood.
2/ The transient memory (or whatever its called) influence now hangs around for a long time and worse, it can oppose fascination when the madness verb turns up. So you usually have 3, 4 or more of these things just sitting around taking up space and Fascination is now a total joke because it always gets instantly squashed by them. Basically the whole economy of bad thoughts in the game seems totally out of whack where before it was a finely-tuned balancing act. Fascination, formerly the scariest card on the board, can now be effortlessly ignored.
3/ You start off with the Weary Detective - ALWAYS. Boring and predictable and no real reason to ever get rid of him since he's about the easiest anyway. It discourages any risk taking or experimentation with dealing with your hunter to see any of the others. Not a good thing.
4/ Expedition success is now hard-capped at 90%. This means that even if you do everything right, use summons, use the right people who have been painstakingly upgraded, you still have a very significant chance of screwing up somewhere along the line of challenges (so if you have 4 challenges - each at 90% success - on an expedition, then that's a 33% chance of screwing up somewhere along the line), and if that point happens to be a curse then you can say bye bye to a follower or permanent stat (which are now capped themselves) due to NOTHING that you did wrong. To mitigate this, AK has introduced wounds to cultists and curses can be taken out by high level heart influences (10+) but they are so rare and inconsistently hard to get that you're essentially still screwed. Its not good to have a challenge that results in a decent chance of failure no matter what you do or how you prepare. Its just not good game design.
5/ The romance mechanic is incredibly non-intuitive. I wouldn't even have known it existed if it wasn't for the new rose verb continually popping up and giving me free contentment every so often without offering the faintest clue to its existence or how to progress further with it. I waited ages for one of my loyal cultists to ask their boss out on a date as an ambitious ladder-climbing move if nothing else, but...... nothing. I had to go onto the net to figure out that the only way to start a relationship is via me starting it in a convoluted way that I would never have thought of. Even then I got flatly rejected by 3 different cultists in a row for something I couldn't change or do anything about, so I never actually managed to get a single relationship going. Bottom line, I have no real interest in exploring this any further to see if there's any gold hidden among the large amounts of crap you have to wade through. Romantic rejection is bad enough in RL without it being faithfully simulated in a game that's supposed to be fun.
6/ I have zero interest at all in being a dancer, so the dancer dlc is a total wash, but I realize that's just personal taste and not a problem with the design. It would be nice to see some similarly in-depth legacies which might appeal to more people's tastes though, especially if you have to pay for them.
Things I liked about the most recent changes.....
1/ The cap on stats *did* make the game a little harder, albeit in a rather annoyingly draconian and heavy-handed way. It created its own problems too but the way it increases difficulty and makes you think more carefully about where to put your skills is at least one good thing.
2/ The lessons learned mechanic is...... ok. It does the job in a kind of meh way. Not very inspired tbh, but it works.
3/ High level influences dont just vanish when they time out, they degrade to lower versions first, time out again, degrade, time out, and only vanish (or change to something bad) when they reach 2. A good change done in an interesting way with no real downsides.
Hope this feedback is of use to someone, personally I will be going back to play an older version of the game which doesn't have the above problems and with any luck these pretty serious balance problems will eventually be ironed out.
1/ Restlessness spawning is WAY too common. It seems to drop all the time from multiple sources and you end up with long periods of being forced to frantically paint and convert followers CONSTANTLY, over and over again as fast as you possibly can to avoid "dread" overload. Sometimes even that cant keep up with the never-ending "restlessness" flood.
2/ The transient memory (or whatever its called) influence now hangs around for a long time and worse, it can oppose fascination when the madness verb turns up. So you usually have 3, 4 or more of these things just sitting around taking up space and Fascination is now a total joke because it always gets instantly squashed by them. Basically the whole economy of bad thoughts in the game seems totally out of whack where before it was a finely-tuned balancing act. Fascination, formerly the scariest card on the board, can now be effortlessly ignored.
3/ You start off with the Weary Detective - ALWAYS. Boring and predictable and no real reason to ever get rid of him since he's about the easiest anyway. It discourages any risk taking or experimentation with dealing with your hunter to see any of the others. Not a good thing.
4/ Expedition success is now hard-capped at 90%. This means that even if you do everything right, use summons, use the right people who have been painstakingly upgraded, you still have a very significant chance of screwing up somewhere along the line of challenges (so if you have 4 challenges - each at 90% success - on an expedition, then that's a 33% chance of screwing up somewhere along the line), and if that point happens to be a curse then you can say bye bye to a follower or permanent stat (which are now capped themselves) due to NOTHING that you did wrong. To mitigate this, AK has introduced wounds to cultists and curses can be taken out by high level heart influences (10+) but they are so rare and inconsistently hard to get that you're essentially still screwed. Its not good to have a challenge that results in a decent chance of failure no matter what you do or how you prepare. Its just not good game design.
5/ The romance mechanic is incredibly non-intuitive. I wouldn't even have known it existed if it wasn't for the new rose verb continually popping up and giving me free contentment every so often without offering the faintest clue to its existence or how to progress further with it. I waited ages for one of my loyal cultists to ask their boss out on a date as an ambitious ladder-climbing move if nothing else, but...... nothing. I had to go onto the net to figure out that the only way to start a relationship is via me starting it in a convoluted way that I would never have thought of. Even then I got flatly rejected by 3 different cultists in a row for something I couldn't change or do anything about, so I never actually managed to get a single relationship going. Bottom line, I have no real interest in exploring this any further to see if there's any gold hidden among the large amounts of crap you have to wade through. Romantic rejection is bad enough in RL without it being faithfully simulated in a game that's supposed to be fun.
6/ I have zero interest at all in being a dancer, so the dancer dlc is a total wash, but I realize that's just personal taste and not a problem with the design. It would be nice to see some similarly in-depth legacies which might appeal to more people's tastes though, especially if you have to pay for them.
Things I liked about the most recent changes.....
1/ The cap on stats *did* make the game a little harder, albeit in a rather annoyingly draconian and heavy-handed way. It created its own problems too but the way it increases difficulty and makes you think more carefully about where to put your skills is at least one good thing.
2/ The lessons learned mechanic is...... ok. It does the job in a kind of meh way. Not very inspired tbh, but it works.
3/ High level influences dont just vanish when they time out, they degrade to lower versions first, time out again, degrade, time out, and only vanish (or change to something bad) when they reach 2. A good change done in an interesting way with no real downsides.
Hope this feedback is of use to someone, personally I will be going back to play an older version of the game which doesn't have the above problems and with any luck these pretty serious balance problems will eventually be ironed out.