sillyrobot

Engaged Member
Apr 22, 2019
2,023
1,796
A couple of critiques of game play.

Money needs a sink of later game play
Players are strongly incented to build up a strong cash flow to acquire powers. Once those powers are acquired, there is nowhere to spend the money. Either introduce something that provides player convenience and consumes 100s of dollars every week or provide a later game disincentive to maintaining the cash flow.

I see a start in this area with the monthly rent and the future possibility of spot-checks on people around Billy looking for signs of mental domination. Those alone won't be enough. My last game,I removed all mindcraft effects save Family Matters and 2 subtle personality shifts and still cleared over $500 each week just from security work. Perhaps later Ops jobs should actually cost money or Billy needs to buy insurance to cover accidental injury/ property destruction? Whatever it becomes, it needs to hit the later game much harder than the early game. Cash and influence acquisition are extremely well balanced until powers are fully acquired. Influence still has a very large sink in stat improvement and further Discipline shots.

Random mission assignment in the superhero club
This is the only subsystem causing me to consider using a mod.

The random mission assignment is a bit of a problem now that specific mission completion is acting as a gateway to story development. I typically complete the club in January and attend all meetings. I do not get to the Pixie story until late June / early July in most playthroughs. Since there is at most a single chance each week, a lot of different mission types (nothing, video games, simple missions, complex missions) and multiple repeatable missions, the mean time to complete and even worse, the bottom quartile time to complete is getting quite long. Since adding new missions provides simple repeatable content, it is likely to get worse.

This is a tough area to address as I expect the current code is a simple table selection sometime in the week. There are a variety of strategies to control poor RNG results so no user ends up heavily screwed over, but they tend to be a pain to get right and maintain as a system grows.
 

absalon1977

Active Member
Jun 5, 2018
915
592
i am also trying too figure it out i have asked all personal questions, btw changelog is saying you have too miss meetings in club so i guess you just go home before the meeting or what anyone know
 

absalon1977

Active Member
Jun 5, 2018
915
592
A couple of critiques of game play.

Money needs a sink of later game play
Players are strongly incented to build up a strong cash flow to acquire powers. Once those powers are acquired, there is nowhere to spend the money. Either introduce something that provides player convenience and consumes 100s of dollars every week or provide a later game disincentive to maintaining the cash flow.

I see a start in this area with the monthly rent and the future possibility of spot-checks on people around Billy looking for signs of mental domination. Those alone won't be enough. My last game,I removed all mindcraft effects save Family Matters and 2 subtle personality shifts and still cleared over $500 each week just from security work. Perhaps later Ops jobs should actually cost money or Billy needs to buy insurance to cover accidental injury/ property destruction? Whatever it becomes, it needs to hit the later game much harder than the early game. Cash and influence acquisition are extremely well balanced until powers are fully acquired. Influence still has a very large sink in stat improvement and further Discipline shots.

Random mission assignment in the superhero club
This is the only subsystem causing me to consider using a mod.

The random mission assignment is a bit of a problem now that specific mission completion is acting as a gateway to story development. I typically complete the club in January and attend all meetings. I do not get to the Pixie story until late June / early July in most playthroughs. Since there is at most a single chance each week, a lot of different mission types (nothing, video games, simple missions, complex missions) and multiple repeatable missions, the mean time to complete and even worse, the bottom quartile time to complete is getting quite long. Since adding new missions provides simple repeatable content, it is likely to get worse.

This is a tough area to address as I expect the current code is a simple table selection sometime in the week. There are a variety of strategies to control poor RNG results so no user ends up heavily screwed over, but they tend to be a pain to get right and maintain as a system grows.

cheers
 

sillyrobot

Engaged Member
Apr 22, 2019
2,023
1,796
One of the strangest things I've heard. Perhaps the game missed the masochist tag.
Many resource / allocation games suffer from having poor balance between the currencies. One acts as a bottleneck and if you solve that, the game becomes a cakewalk. Here, the bottleneck shifts back and forth between cash, Initiative influence, and Global Influence. Although one can optimize collection, it is extremely difficult to break the collection portion of the game.
 

khumak

Engaged Member
Oct 2, 2017
3,455
3,498
The map seems to have bugs on the weekend. If you walk to the college (which you're not supposed to be able to do), the game crashes. If you take the bus or fly it's fine but since the map lets you walk sometimes I forget.
 

Baal7734

Well-Known Member
Game Developer
Sep 21, 2016
1,278
4,030
A couple of critiques of game play.

Money needs a sink of later game play
Players are strongly incented to build up a strong cash flow to acquire powers. Once those powers are acquired, there is nowhere to spend the money. Either introduce something that provides player convenience and consumes 100s of dollars every week or provide a later game disincentive to maintaining the cash flow.

I see a start in this area with the monthly rent and the future possibility of spot-checks on people around Billy looking for signs of mental domination. Those alone won't be enough. My last game,I removed all mindcraft effects save Family Matters and 2 subtle personality shifts and still cleared over $500 each week just from security work. Perhaps later Ops jobs should actually cost money or Billy needs to buy insurance to cover accidental injury/ property destruction? Whatever it becomes, it needs to hit the later game much harder than the early game. Cash and influence acquisition are extremely well balanced until powers are fully acquired. Influence still has a very large sink in stat improvement and further Discipline shots.

Random mission assignment in the superhero club
This is the only subsystem causing me to consider using a mod.

The random mission assignment is a bit of a problem now that specific mission completion is acting as a gateway to story development. I typically complete the club in January and attend all meetings. I do not get to the Pixie story until late June / early July in most playthroughs. Since there is at most a single chance each week, a lot of different mission types (nothing, video games, simple missions, complex missions) and multiple repeatable missions, the mean time to complete and even worse, the bottom quartile time to complete is getting quite long. Since adding new missions provides simple repeatable content, it is likely to get worse.

This is a tough area to address as I expect the current code is a simple table selection sometime in the week. There are a variety of strategies to control poor RNG results so no user ends up heavily screwed over, but they tend to be a pain to get right and maintain as a system grows.
Point one. Brilliance will be a large money sink, late game. Building gadgets and whatnot will cost duckets.
Point two. There are three types of missions: Short, Medium, and Long.
Short missions are random, but also have no dependency.
Medium missions are random in order, but cannot repeat, until you've done them all.
There's only one Long mission and it's dependent on if you've done all the medium missions.
Each mission type has a lockout timer, meaning if you do a short mission, you can't get any other short missions, until the timer is up, so when that happens, the game picks a medium mission. Short Mission timers are 3 weeks long I think, while medium missions are something like 5 weeks. Which means there are a couple of times when there's no missions available, and you can take the boys over to your house to play videogames, or hide the pickle with Maggie.

So while every playthrough will be different in terms of what missions you get in what order, it is not random in how many missions you'll do before the Long (Current story mission) triggers. The only potential random event that isn't garunteed is whether or not Tamara ends up with a recording of you and Larson. But that's not vital to the Story, it's just adds flavor to whatever path you and Tamara go down.
 
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sillyrobot

Engaged Member
Apr 22, 2019
2,023
1,796
Point one. Brilliance will be a large money sink, late game. Building gadgets and whatnot will cost duckets.
Point two. There are three types of missions: Short, Medium, and Long.
Short missions are random, but also have no dependency.
Medium missions are random in order, but cannot repeat, until you've done them all.
There's only one Long mission and it's dependent on if you've done all the medium missions.
Each mission type has a lockout timer, meaning if you do a short mission, you can't get any other short missions, until the timer is up, so when that happens, the game picks a medium mission. Short Mission timers are 3 weeks long I think, while medium missions are something like 5 weeks. Which means there are a couple of times when there's no missions available, and you can take the boys over to your house to play videogames, or hide the pickle with Maggie.

So while every playthrough will be different in terms of what missions you get in what order, it is not random in how many missions you'll do before the Long (Current story mission) triggers. The only potential random event that isn't garunteed is whether or not Tamara ends up with a recording of you and Larson. But that's not vital to the Story, it's just adds flavor to whatever path you and Tamara go down.
I'm glad to see my concerns have already been considered!

Both back-to-back short missions and repeating medium missions seemed to be a thing, but that's probably because I've seen them all frequently and I wasn't paying strict attention combined with split play sessions / jumping between saves. I'll pay more attention next time.
 

Baal7734

Well-Known Member
Game Developer
Sep 21, 2016
1,278
4,030
"They liked that....favor dropped by 6" Fucks up with that???

loss of favor in a positive interaction usually results in an increase of another stat. You may not be able to see that other stat increase because you haven't improved your enhanced senses enough to see those stats.
 

cryzaeford

Member
Jul 5, 2017
261
127
Hey everyone I already unlocked Sandra's fetish but whenever I have sex with her no fetish option comes out, does her fetish trigger differently like Chelsea's?
 

danablelector

New Member
Jan 27, 2018
10
3
Hey everyone I already unlocked Sandra's fetish but whenever I have sex with her no fetish option comes out, does her fetish trigger differently like Chelsea's?
Yes, you have to choose the "small favors" option (if I remember correctly) and tell her to put on a special dress, that you should have already bought. This will then allow her fetish interactions to occur.
 
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