>>725471375
>I think it's good to give players multiple ways to do the same thing in case they overlook one
Anon, that's fucking retarded.
This is the same game that permanently deletes unspeant lessons during Numa seasons for no reason.
Call it what it actually is, lazy padding.
The dev needed to fill a room, but didn't want to create more stuff so he copy-pasted something.
You know what would be better?
> Search Boathouse
> Find that its actively in use by smugglers
> Gain smuggler catalogue
> Works similar to the shopping catalogues, except it sells exotic and illegal items
> Stuff like Kerosene, Moonshine, Gunpowder, Tobacco, Opiates, Corpses, Human Trafficking victims
> The boathouse works like the post office, but only accepts the smuggler catalogue
> The normal post office does not accept the smuggler catalogue, for obvious reasons
>like the stupid tree of knowledge system
I don't really mind that.
What really grinds my gears though are the workshop crafting recipes.
The list of things you can make is atrociously small and skewed overwhelming towards certain principles.
Look at the list of device tools you can create.
There are six.
And one of those is just an upgraded version of the Moppet.
In my opinion, the process of exploration and experimentation would be hugely improved if every possible combination produced a unique item or memory.
Not every item needs to be outstanding, most should be mildly useful junk or disruptive annoyances to make the discovery of powerful occult marvels stand out.
But most importantly, every principle must be more-or-less equally represented across this expanded list of craftable memories, tools, and items.