- Nov 9, 2017
- 10
- 8
Because I know already what to do, I can finish Day of the Tentacle in 40 minutes and I am not a fast player. Does that make it a bad game? No, not at all. The game is awesome. If one takes the time to actually read all the dialogs, it will take several hours longer. And if he doesn't know what to do, he goes around, tries stuff, talks to people to find hints.I don't understand why everyone is complaining about grinding. You can play through the entire game (one path) from start to finish on a free day without cheats. Do people want to play through the entire game in an hour????
That would be the "extra" patch. It has been linked to several times. You will find it either by using the forum search function. Maybe there is also a link on page 1.Pls help me to find gallery in the game, i mean this memories button... i cant find it
I personally think that repetition of actions is absolutely necessary. If I want to lose weight and get muscle, I have to go to the gym for several months. It is not done in one day. It would be terrible for me if in the game it was possible immediately. In my eyes, the game should represent real life as much as possible. That's why in the game I eat, shower, work and so on every day. I do it in real life too. The game would be perfect if there were only autosaves at the beginning of the day (no manual saves) and the saves were on a server, so that any manipulation of the saves would be excluded.Because I know already what to do, I can finish Day of the Tentacle in 40 minutes and I am not a fast player. Does that make it a bad game? No, not at all. The game is awesome. If one takes the time to actually read all the dialogs, it will take several hours longer. And if he doesn't know what to do, he goes around, tries stuff, talks to people to find hints.
Games don't need repetitive content for play time, good writing and quest design will do.
Of course, most players here are not interested in a good game but want to see sex stuff instead or in the best case a good story. Hardly anyone is really interested in gameplay.
I don't mind the grind all too much. I try to be nice to the girls anyway.
What I don't like, are RPG stats and RNGs. Try, try, try again and if still fails, then try again ... that is what I think is bad design.
A pure event based quest system (adventure style) with plenty of dialog would be more to my liking.
Still ... the game is interesting enough for me to ignore these shortcomings.
Yep, without the repetition there would be no game, every girl would just fall at Max's feet as he wouldn't need to influence them to get what he wants, every little thing he does to or for them changes the girls attitude towards him.I personally think that repetition of actions is absolutely necessary. If I want to lose weight and get muscle, I have to go to the gym for several months. It is not done in one day. It would be terrible for me if in the game it was possible immediately. In my eyes, the game should represent real life as much as possible. That's why in the game I eat, shower, work and so on every day. I do it in real life too.
Yes, if it is an one hour read.I don't understand why everyone is complaining about grinding. You can play through the entire game (one path) from start to finish on a free day without cheats. Do people want to play through the entire game in an hour????
Well, we have different opinions here I have enough real life in real life.I personally think that repetition of actions is absolutely necessary. If I want to lose weight and get muscle, I have to go to the gym for several months. It is not done in one day. It would be terrible for me if in the game it was possible immediately. In my eyes, the game should represent real life as much as possible. That's why in the game I eat, shower, work and so on every day. I do it in real life too. The game would be perfect if there were only autosaves at the beginning of the day (no manual saves) and the saves were on a server, so that any manipulation of the saves would be excluded.
that is because you know how the game works, that is not how a fresh player see the game, they have no clue that you HAVE to repeat the exact same process with the exact same dialog X number of times to get the trigger to finally workI personally think that repetition of actions is absolutely necessary. If I want to lose weight and get muscle, I have to go to the gym for several months. It is not done in one day. It would be terrible for me if in the game it was possible immediately. In my eyes, the game should represent real life as much as possible. That's why in the game I eat, shower, work and so on every day. I do it in real life too. The game would be perfect if there were only autosaves at the beginning of the day (no manual saves) and the saves were on a server, so that any manipulation of the saves would be excluded.
I can understand people like you, but personally I prefer as few hints as possible. I want to find everything on my own no matter how long it takes me. If there were progress bars or something like that, I would have had a lot less fun. Each of us is different and so games should be with lots of hints (which I try to avoid) and games for people like me with few or no hints. We should accept that not everyone wants the same thing. Someone loves potato oven and the other hates it and loves pasta, so in my opinion there should be different games too.that is because you know how the game works, that is not how a fresh player see the game, they have no clue that you HAVE to repeat the exact same process with the exact same dialog X number of times to get the trigger to finally work
I can't recall if this was the thread or some other clone of this game where I mentioned that the MAIN UI screen needs to have a clue to the progress or regress you're making, having to click 3-4 times to open the quest window, select quest, select hint, AND scroll down when it doesn't fit into a window - that is bad UI design
if there is repetitive task, make something like a progress bar around a character icon in the main UI that is increasing/decreasing based on player actions, it is simply too tedious to check things we, players, have access to after each dialog day after day
for instance here: I colored the border around the character icons to indicate something, Gray around Anns icon = no actions possible (either at this time of day, or in general, progress with other characters required to progress further with her), Green - "incomplete progress", or "progress possible", Yellow with "blinking" - show "immediate action possible" on this UI screen
View attachment 2177456
then for repetitive tasks something like this around the character icon could be extremely useful: green can indicate progress, red can indicate regress, like you're losing influence, or the counter reset or decreased or whatever
View attachment 2177457
this way the UI gives you hints, instead of torture and having to go out of the game and google walkthroughs and dig through threads like this for clues on how to do what
don't get me wrong - the hint system in the questlog already provides lots of clues, but since there are multiple characters, multiple quests, that is just too many things to keep in the head, especially when the blood flow is compromised to that particular head...
so "playing" this game doesn't bring sense of achievement, but a relief when you finally manage to get anywhere, this I imagine is a big turnoff for a lot of people for the sandbox type games, because all of them seem to suffer from poor UI and cryptic hints that provide next to no useful info on what to do, just that there is something to do, and when you add poor RNG on top of that, you just want to erase this whole "experience" from your mind and move on
and this isn't too hard to implement either, very little modification to the code would be needed and few sprite images made in PS, no rendering required even
Here are my endsaves (all 3 paths) with persistent file. It's present on all three paths, so saves from all paths (I don't know which path you're playing.who has a savegame of this finished quest thank you
thankHere are my endsaves (all 3 paths) with persistent file.
View attachment 2177790
hi folks,
i have a problem i can't get through the sections here and i even took the walkthrough to help me but it doesn't work. does anyone have any tips for me?
last save file plzView attachment 2177156
How exactly am I going to progress Stick or Carrot as I cannot fail peeking at shower. She does not let me have the "peek" chance when she changes clothes at our room either. Im confused. Any help?
if you want as little hints as possible, change the language to something you have no clue about, can hit 2 birds with 1 stone, play the detective and might subconsciously even pick up another languageI can understand people like you, but personally I prefer as few hints as possible. I want to find everything on my own no matter how long it takes me. If there were progress bars or something like that, I would have had a lot less fun. Each of us is different and so games should be with lots of hints (which I try to avoid) and games for people like me with few or no hints. We should accept that not everyone wants the same thing. Someone loves potato oven and the other hates it and loves pasta, so in my opinion there should be different games too.
Buddy, I can't believe that you are still stuck in this stage and didn't manage to pass it.who has a savegame of this finished quest thank you
The save file you sent earlier is not your last save file. Please send your last save file.I can't do this event, no matter how hard I try, it doesn't activate, or what do I have to do?
You're right, it would be much more difficult, but I wouldn't have understood anything and many events only come to life through the story. That's why I would definitely have less fun.if you want as little hints as possible, change the language to something you have no clue about, can hit 2 birds with 1 stone, play the detective and might subconsciously even pick up another language