Monosomething
Well-Known Member
- May 24, 2019
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Yeah, but we dont really want to kill MM (even if it was possible). MM is the only thing that makes things move in this game. Otherwise you would end up with an entire class sitting with "Dont know" status for a while, until it would deteriorate due to AIs insulting, fighting and spreading bad rumors about eachother. Kinda like me and the rest of the guys in class - i just dont fuck with them, because im not gay or even bi, so i have no reason to speak to them, but i do drop a single friendly talk (or use a shortcut - the "go eat" call out) to clear the "Havent spoken to" status. Even so, one or more of them will always approach me and hurl an insult my way, for no apparent reason. I tend not to take it to heart, so i smash their face in as a response, and thats where i get my fun from... heh.Doesn't sound like it can be easily cleaned up with a module then if it's happening at random.
The problem is the implementation of this mechanic. The AI cant pick its chat options and seems to have them randomized every time it wants to talk. Yeah... it can cheer you up or encourage you or it can try to grope, kiss or want to have sex with you, but those are the only interactions the AI has *control* over. Without MM, though, its got nothing.
In the end it all comes down to inept AI coding. Its all held with duct tape and chewing gum. It works... because someone on Illusions team came up with MM, but they havent thought about the consequences of dropping a large amount of love count on NPCs that havent spoken before, and how that affects the player, who has spent a fair bit of time getting in the pants of a chick, to suddenly having a serious competitor out of thin air.
Yeah, ive been testing dropping a number of love count on two cards before with QtEdit, and i know there wont be any change until the two cards interact, but thats not how MM works. Its completely hidden from us in QtEdit, and - if the cards interact with eachother, you can perceive the change, as its gradual (4 love count increments after 1 interaction, 4-5 after the next, and so on). But if they never interacted before - its an explosion of 10-20 love count in a single "burst".I do know that the true relationship status doesn't manifest itself until 2 characters actually interact. For example, if you use the Crush module to make one character instantly fall in love with another character, even though the Crush module has added 30 love count, if the 2 characters haven't spoken yet it'll still just show the status as "Haven't spoken to". So if the game were to try and match up 2 characters by dumping a bunch of love points on them initially, but then they don't actually speak to each other for a week or 2, then it wouldn't be obvious at all what actually happened.
I dont play with modules AT ALL. I strip all the cards of modules upon download. What youre mentioning are the very basics of the game, game that ive written a number of guides about. MM is what ive mentioned it is, and if youre that bothered, you might want to search this thread for either "MM" or "Mystery Mechanic" and you will find my "research posts" from millions of years ago. The AI isnt competent enough to do anything in this game, and it wouldnt get anywhere without MM. Thats just a fact of life in AA2. Gotta learn to deal with it.Monosomething
Don't you think that what you named as a MM is summarized effect of asking help for boosting relation, when NPC asks help of other NPCs related to target (good rumors spreading - almost all mechanics in it game based on rumors system - it can broke down your stabile relation in fact in one break when your enemies boost dislike/hate rumors about you to your lover)? And if you are playing in AA2U against of original AA2 then there is a big chance that cupidon or hater (I forgot module name - change dis points to hate points incoming from bad rumors) come in process; plus that persona can have double-effecting love/hate points (module) put into targets by rumors.
(Good spreading from cupidon with love doubler boosting love of target to someone very effective and fast - it is checked.)
That situation almost unbeatable, but there we don't have any Mystery Mechanic...
One thing what player can do (without stupid cheating) - is create and support (level of) dislike/hating of your lover(s) to some specific personas (by rumors), because of that they will rejecting rumors spreading by that personas.
It make playing hard and tiring (if your persona don't have hater + hating doubler, but this is worked only for AA2U as you know).
And that personas can try and using a mentioned above mechanic for restoring they relation with your lover(s) (with using of help of they common friends) - and in a result we come to that our lover needed to hate them all if we really want to protect our relationship.
That as I see it question.
If you sooo interested - then you can try and set off rumors spreading in game at all and then see what be going.