Thanks for the response, I'm really glad you found it useful.This is pretty comprehensive. Thanks for putting so much thought into this.
Yeah, there's definitely a balance to be struck in regards to how "grindy" it is. But I think part of the question is whether this is ideally a game intended for short-burst playthroughs, or for long drawn-out playthroughs. My personal feeling is that this is a game best suited for the latter, due to the sandbox nature of it, the general progression system, the variety of different scenarios and trouble the MC can find themselves in, etc. Yet right now the school system feels like something designed for short playthroughs, both due to the lack of variety and also how fast it is to attain good grades and high status and basically achieve everything there is to achieve. Grindiness can be an annoying thing, but given the nature of school and the fact that the MC is going to be going there 5 days a week for the vast majority of a playthrough, I really think the overall progression has to be slowed down. I know it's easier said than done, but the ideal situation for something as repetitive as school would be finding a good balance between short-term gratification type goals and longer-term delayed gratification type goals. I think you want the player to still feel like there are things to strive for and achieve, even if that necessitates making certain elements grindy.- Returning school to a system of tradeoffs sounds like a good idea. Although there would ideally still be a way for players that put the work in to be good at everything. Perhaps some tradeoffs would have to extend to out of school. One way I can think of this being possible is to simply make exams harder, requiring the player to spend more time focussing on raising their mark for each subject one at a time while just trying to keep the others sustained. That might get annoying, though, and would feed further into the problem of school being a same-y grind.
Sounds great, I really like the idea of those new differentiating sex categories, with "sex" and "molestation" being more active and potentially in the player's hands, and "prostitution" and "rape" being more centered around needing to satisfy the NPC and meet their demands or suffer consequences. The key thing for me is that since prostitution pays really well monetarily, from both a roleplaying and a gameplay perspective it has to have a trade-off emotionally. Otherwise, you're basically getting paid big sums of money to lower your stress/trauma and raise your control. I really don't like that when my character gets raped my first thought is "I should head to the brothel and have sex with a stranger for money to make her feel better". It essentially means that I have to roleplay every character as a nymphomaniac, rather than someone in a bad situation simply trying to get by. At the same time, I think there's a place for maybe a "corruption" type attitude setting that could unlock at high Promiscuity for players who want to change their character's attitude to sex-work and indulge in it more positively.- It might be worth straight up making new encounter designations, so rather than just "sex", "molestation", "stalk" and "fight", it could be "sex" for general consensual sex, "prostitution" for sex that's consensual but done for an ulterior motive, "molestation" for someone just wanting to get off quick using the player's body, and "rape" for someone taking full control and advantage of the player.
"Sex" and "molestation" would allow the player to take some form of control or appease their attacker, and perhaps even take control as is so often requested, while "prostitution" and "rape" would mean the player has to satisfy the NPC in a certain way and has little control of the situation. This could also set an actual task the player has to complete in order to get out of the situation submissively. "Fight" and "stalk" would remain largely the same, total combat rewrite notwithstanding.
That sounds great too, I'd love to see a feature like that introduced at some point. It could add another interesting layer of consequence to sexual activity that the MC needs to wrestle with.- There is a lot of unused code revolving around bruising that could be revived. It might need to be a toggle, but the challenge would be there for players that want it. It could come with ways to become inoculated to repeated use that scales with bodypart skill, and maybe the player could become a client at the spa to speed up the recovery process.
I can't speak for Vrel, nor am I inclined to answer a provocative question asked by an account 2 days old with only 1 post. I advise you come to your own conclusions and don't bother anyone who comes to a different one.Just curious, do you know if this is because Vrel wants to backpedal on the lolisho theme the game initially had? Or he just wants to not get in trouble by repeating the disclaimer over and over?
These are separate. Combat UI, even when in radiobutton-columns, is hidden deep below the text and graphics, and graphics can be deep below the text. It just screams for dedicated areas.The combat UI itself isnt even that bad currently. Its simple and easy to use even if its not pretty. The main issue is that combat is kind of stale.
I disagree, at least when it comes to school. I did maybe four playthroughs of DoL over the years, if you even want to call it playthroughs, as you cannot really "finish" the game. The boredom that is the school system becomes evident even before the first term finishes. As your skills/fame increases, some new events pop up that can make the second term at least somewhat interesting again, but soon enough, even those are boring. I think I described the flaws of the school system fairly accurate in my post a couple of pages back.School system: One of the downfalls of a game that has an open "beta" (or whatever you want to call DoL's current status) for many years is that players will obviously experience what already exists the most. Someone who's put a thousand hours into the game will naturally find certain things a lot more annoying and tired than brand new players...such as the school system. This isn't really the fault of the content in question nor its general level of quality or implementation, it's just a natural function of having put too many hours into one game, learning all there is to know, and having done it all so many times that it's become rote and stale.
I agree with what you say, however I don't think it applies to school. If we were talking about something like LIs, jobs or locations what you said is true and it can be circumvented by using alternatives since there are plenty of them to choose from. But school is different, it's mandatory and there are no alternatives.This isn't strictly the fault of the content in question nor its general level of quality or implementation, it's just a natural function of having put too many hours into one game, learning all there is to know, and having done it all so many times that it's become rote and stale.
Yep, in terms of difficulty it's not really Bailey payments that is problem, you're sayin' max 4k but it's really players choise to Pay for Robin, not mentionin' there is slider we can lower payments to 0% or play like Me with x3 Iron Man Mode with blocked slider with max 12k/week.School system: One of the downfalls of a game that has an open "beta" (or whatever you want to call DoL's current status) for many years is that players will obviously experience what already exists the most. Someone who's put a thousand hours into the game will naturally find certain things a lot more annoying and tired than brand new players...such as the school system. This isn't strictly the fault of the content in question nor its general level of quality or implementation, it's just a natural function of having put too many hours into one game, learning all there is to know, and having done it all so many times that it's become rote and stale. Over-consuming something, even something you originally found great, has a tendency of ruining whatever that is for you, which is why I generally recommend people try taking breaks from hobbies when it seems clear and obvious that they need one. Though I guess some people are able to watch shit like The Office a gazillion times and never ever get tired of it no matter what, so maybe this rule is more or less applicable to certain people. Anyways, point is, if the development cycle of your game is going to be five or more years long, it's going to be very tough to always be on top of certain content getting 'old' for your most loyal playerbase, and I'm not exactly sure what you can do about it outside of frequently adding on to or re-doing work you've already done.
Difficulty: I'm in favor of the game getting more difficult generally speaking, though at times I find the monthly payment to Bailey a bit burdensome once its reached its max of 4000. It's not that it's impossible to make that by any means, but rather that it starts funnelling you into certain ways of playing that maybe the player would rather ideally not go down (or at least stick with) if they didn't have to. When something becomes too difficult, it often becomes a game of "what works is not very fun, and what's fun sadly doesn't work". Once you've reached that maximum monthly payment, the player necessarily becomes more constricted and loses a bit of their agency to be able to interact with what they wish to interact with - unless they find a way to break the money system entirely, of course. But some level of challenge is good, so becoming a bazillionaire is not ideal either. It's a tough balance to perfectly strike: I want to struggle, but not so much that I feel like I can't afford the time to do random jobs while wandering the streets between all the different things I'm already supposed to be doing, you know? I don't think there's necessarily any fix for this, pretty much all singleplayer games with some kind of money system are exploited and broken by the player sooner or later, and I don't see DoL being able to magically fix that age-old problem.
School is grindy and boring... fuck, that's perhaps most realistic aspect of the gameI agree with what you say, however I don't think it applies to school. If we were talking about something like LIs, jobs or locations what you said is true and it can be circumvented by using alternatives since there are plenty of them to choose from. But school is different, it's mandatory and there are no alternatives.
I found the game not too long ago and haven't played that much, there is a lot of content I haven't seen yet but during my first playthrough I found school tedious, repetitive and mostly barren of content. Like some people mentioned before I quickly found myself spamming the same options in quick succession just to get it over with and go find content elsewhere. I can safely say that mine is not a case of burnout, there's a lot for me to see and school is just a hurdle I need to get through.
I tried that, but nothing with all feats came up. Could you help by giving me the precise keywords or something?The search feautre is your best friend on that one.
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There's also theI tried that, but nothing with all feats came up. Could you help by giving me the precise keywords or something?
check your settings, there was a bug with the animation setting being set to off which should now be fixed.It's a pity the animations don't seem to work on mobile during scenes, this is for the 0.4.0.9 version too
Yes of course. But balancing is hard.Yep, in terms of difficulty it's not really Bailey payments that is problem, you're sayin' max 4k but it's really players choise to Pay for Robin, not mentionin' there is slider we can lower payments to 0% or play like Me with x3 Iron Man Mode with blocked slider with max 12k/week.
I think noone Will disagree it's balance issue, some Jobs are useless with minimal progression, some are overprofitable even without progression.
Barman? The VIP or "listen" option can be quite profitable, but not very often... It's mostly a pass time to keep the wraith away^^.For example waiter job progression is Just boring (nothing happened, 5 bucks... 5-10 times in raw, meh...) if I've not known it's opening buns makin' job I'd never bothered workin' there.
Barman - pfft, waste of time.
Striptease job gives miserable profit even with max dancing and high allure, useless without prostitution events. (even shitty strip dancers in my poor country get much more money)
Dogs... 5-15/h bruh, used only to lower dogs agression and needs a lot waste of time even for that.
Office - not much useful with low grades/stats, worthless by the time You have high grades/stats
Ask for work in apartments, docker job - same as with office.
Yeah, school was already boring and grindy when I first discovered this game.School is grindy and boring... fuck, that's perhaps most realistic aspect of the game