ttyrke

Well-Known Member
Game Developer
Jun 10, 2017
1,335
1,410
While I kinda hated it as a player, from a narrative perspective, I thought it was excellent. Having key people you've developed an attachment to suddenly taken away (as some of the work events can too) does add a very significant element of danger and risk. I do hope we get to mitigate some of these risks at some point (for example, sending some people to protect your prostitutes or arming them giving them a chance to escape ending up dead).

Bravo overall, btw; our whole team has been watching this game going "Fuck, that's better than what we did" (Seriously; very well done).
Thank you! That was the plan.
Idea is that in the future these kind of things will happen also BUT for some events there will be chance that you might get them back later (also for randomly kidnapped slaves from settlement, etc)
 
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muffinman69

Newbie
Sep 29, 2021
32
58
Sounds good - great.

I would suggest the 2nd option, to "
As for other option - that's also would be a solution that when you meet Negan, you would have list with girls who meet requirements BUT first option (adding them as companions) gives other options in the future.

For example while you travel, slaves might try to escape, etc."

Because I suspect it will be much easier for you to code, you could also make a 'function' for this type of exchange, which of course you can use in future in game, as well as modify quickly for other such "shop/exchange" scenarios for quests, etc quickly.

However slaves as companions (without guest requirement first of course) might be good too. Why? Well of course you would have to invest time in training them, their submission and strength - a lot of work, but by default have some risk of loss of them escaping, being eliminated in someway factored in...

In other games for example: slaves are just that disposable slave workers, used for that. In this A.W. slaves can be used captive in garden or in cells. However thrust on the street they can be killed or without proper management driven to depression, suicide (some more/less based on characterists (maybe masochists, highly submissive less so for example)). Similarly a slave companion balances this equation. So you already have these features, mechanic in game to great effect. The slave companion now-or-later, will only be an additional feature of game, logical, inline. The Negan quest is obviously a simple quest, so likewise can be fixed easily to just transfer slaves too.

It really then depends on you as developer, if you wish to introduce and develop slave as companion option or not at the moment.

But either way as the temporary quest solution or slave companion - either works. The temporary question solution may be of value alone too to create modular functions as I mentioned for reuse. And you could always introduce slaves as companions later, mull over/design the item and introduce at any time per need.

Great news. Thanks. I will say that you are a developer that actually tends to the forum is responsive and cares to develop game and listen to people - that says a lot, and personally I am glad to follow this game and its progress. I was worried for a moment, but will be patient.

(y)
 

Strec

Active Member
Feb 20, 2018
573
367
Limited money for traders is a good idea but if their amount don't show anywhere selling become difficult, try to sell 100 wood.... missed, try 50 wood .... missed, ha, after some try the key is "sell 23 wood" :)

More seriously, if we are one proposals :
- let us have the village shop far sooner (for example after we help to build Rodger's one), if in endgame it lost any interest.​
- had some more job tools :​
  • a whip for the mistress* if they really have the trait (would double her performance)​
  • a sickle for gardeners if they really have the trait (would multiply the performance by 1.5)​
  • a bat for the gards (making them capturing girls on a better frequency)​

* In the state of the game the mistress loose any interest the more you have slaves because she choose the slaves to train randomly. Ideally we need 2 basements :
  • The current one, as it is, perfect to store working slaves
  • A reduced hard basement (maybe 5 jails in some sort of prison) where we could sent to be broken by the mistress (who would only work here)
M2p
 
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Strec

Active Member
Feb 20, 2018
573
367
This post is not here to denigrate the work of the devs but just to give an opinion that I hope is constructive.

I am very disappointed with the many discussions we had in the first months of development. What looked like a potential very good sandbox turned little by little into just a story with some pornographic sides.
From the moment any progress in the construction of the camp (and therefore the slave trade) is impossible without progressing in history, we are no longer in a sandbox, we are even very far from it...
Buildings cannot be unlocked other than through history, materials cannot be unlocked other than through history, new equipment cannot be unlocked other than through history, etc... It's the Evil2 syndrome taken over by a bunch of care bears.

Where in all of this is the point of the slave trade? However, the construction of the village and slavery were at the start the basic idea of the game, in any case that is what served to attract customers... What happened to all this?

The framework of the game is good, the chosen paths are open to criticism. However, this is easy to correct by separating camp construction and story, which should only serve to provide advantages and speed up farming, for those who want it... Not in every game!
Think about Bethesda games, nothing prevents you from playing and progressing even if you decide not to follow the main story, for example after ten games.

I can make some suggestions on the sandbox side but I don't have the impression that this is what is expected since the evolution and implementation of the Patreon mode, which will have killed one more game.

Good luck for the future and may the money be with you.
 

ttyrke

Well-Known Member
Game Developer
Jun 10, 2017
1,335
1,410
This post is not here to denigrate the work of the devs but just to give an opinion that I hope is constructive.

I am very disappointed with the many discussions we had in the first months of development. What looked like a potential very good sandbox turned little by little into just a story with some pornographic sides.
From the moment any progress in the construction of the camp (and therefore the slave trade) is impossible without progressing in history, we are no longer in a sandbox, we are even very far from it...
Buildings cannot be unlocked other than through history, materials cannot be unlocked other than through history, new equipment cannot be unlocked other than through history, etc... It's the Evil2 syndrome taken over by a bunch of care bears.

Where in all of this is the point of the slave trade? However, the construction of the village and slavery were at the start the basic idea of the game, in any case that is what served to attract customers... What happened to all this?

The framework of the game is good, the chosen paths are open to criticism. However, this is easy to correct by separating camp construction and story, which should only serve to provide advantages and speed up farming, for those who want it... Not in every game!
Think about Bethesda games, nothing prevents you from playing and progressing even if you decide not to follow the main story, for example after ten games.

I can make some suggestions on the sandbox side but I don't have the impression that this is what is expected since the evolution and implementation of the Patreon mode, which will have killed one more game.

Good luck for the future and may the money be with you.
Noted. As for locations opening only if progressing story - there will be different ways to open them. Not all of them but hopefully a lot of them.
As for Bethesda cant fully agree - you need to have story progression to open something, at least some (FO4) But I will keep this in mind and for future locations maybe try to add some random events who would unlock them.
 

Strec

Active Member
Feb 20, 2018
573
367
Bug report :
  1. I you have a maid you start to regullary have the Blair sex scene, ok. If you remove the maid you continue to have the scene, with bugs as JS don't find the NPC to show.
  2. We don't see the money traders have
Not sure it's a bug :
My companion (with 100 in submission and relation) regullary diseapear without any explanation, I'm unable in game to understand why and I have a doctor, I did think it was able to heal them. Please make a strong alert when for example one die, with the reason.​

Some thought concerning the gameplay and to help a sandbox orientation :
  • Needing reputation for people to give you information is understandable in term of roleplay.
  • Having to wait some days after an action can be understandable.
  • Having to wait "day nnn" is not.
  • Give access to all materials (eventually in very limited quantities) in city shop. Being unable to get metal kill the last craftable item you introduced for example.
  • Give access to blueprints in city shop eventually at very high price, so you'll have 2 ways to get the blueprints, one by hunting and trading slaves, the other by following the story.
  • Another way for the blueprints could be exchanging them with Vincent, Roger and Dom in some sort of mini-quest like the one of Negan with materials needs for the Vincent and Roger, slaves for Dom.
The main idea is to have everything accessible in hard way of farming, but accessible. Story could give money, good slaves, or for example electrified versions of the buildings with better performances.
 
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Strec

Active Member
Feb 20, 2018
573
367
What exactly are locked taits and how to manage them?

We miss the ability to punish guest so we can't increase their submission without sending them to cell (and Blair can't be sent to cell)
 

Star_glider

Newbie
Jun 14, 2018
34
63
Played it a couple hours and enjoyed it. I'm sure I'll get downvoted for this, but after the initial gameplay there is "patreon content only, patreon content only, patreon content only, patreon content only, patreon content only, patreon content only, patreon content only, patreon content only, patreon content only, patreon content only, patreon content only, patreon content only" popping up at like every fucking turn I take. More or less every new thing I see is "patreon content only". Makes it feel like I've played a grindy demo, like geez, played hundreds of games and dozens with patreon content paywall but never where it felt as bad as in this game. Find a new event after seeing same shit 50 times in a row - "turn back ye non-patreon scum!".

Call a spade for a spade and just put it out as a demo and put a price-tag on the actual game if that's the model you want, like what the hell.
From the Developer Notes, "This project is and will be absolutely free" but then there's paywalls? That's not "absolutely free" Downvote me too if you want, but a lie is a lie.
 

PofB

Member
Mar 24, 2021
207
184
I haven't been able to find any trans NPCs in the game after a while. I can see files for them in the game though. Am I supposed to do something for them to spawn?
 

ttyrke

Well-Known Member
Game Developer
Jun 10, 2017
1,335
1,410
What exactly are locked taits and how to manage them?

We miss the ability to punish guest so we can't increase their submission without sending them to cell (and Blair can't be sent to cell)
You can "invite" Blair to basement but just for fun, not for punishment or usual slave stuff.
As for locked Traits. Those are traits NPC's can't learn. In the future will add options/events to unlock them.
For example for locked analslut that could be some hardcore event where you stretch her asshole till it bleeds or something like that.
 
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