Let me elaborate and argue some points I made:
The struggle mechanic makes sense, you pay a price to get out. The better you are, the better your outcome. You can only take so much before you get to your limit then you have to deal with the consequences. [...] This system is better than the last struggle system version we had which honestly was a clicking clusterfuck. I assume as this goes on, even this will be flushed out a be bitter. Its clunky, but it works.
This one I disagree with - the system right now is just a janky clicker, no skill involved. I like the consequences and I agree conditions should be detrimental to the player - the crux of the matter is how they are applied and how can they be evaded.
The system makes you feel like you have a real and hander time and chance the worse your condition is. The dev has made it apparent that getting any tentacle juice in you will have issues for you and your relations to people. Thus a random chance on first capture to get fucked would be to detrimental to the start.
I agree, a skillcheck might not be the most elegant solution, but personally I would rather leave it to chance (influenced by the character's current state and abilities) than just click like a monkey and hope for the best (that aside, I think you would need an autoclicker for the last stages of struggle, which defeats the purpose of the option - why have it, if it's impossible for a human to succeed?).
I would approach the issue in a different way:
If the game is an FPS with a deadly damage model, then Player should be wary of enemies. "Being good" at FPS games in general is (broadly speaking) shooting accurately, reacting quickly and accordingly and tactics - not random clicking.
In practice, I would say that the Player is expected to watch out for known dangers - such as pools of murky water where tentacles tend to be. If a tentacle is spotted, which shouldn't be that easy, it can be disposed with ease. But it's a creature that attacks through ambushing it's prey - when you're caught, tough luck scrub; git gut and better luck next time - hope you like being a tentacle incubator for the time being.
At most I could see some sort of system that would function like a "get out of jail free card" - for example, if a character has a knife, a taser or the energy to struggle, the player can just use a melee action (or maybe it's a singular input QTE?) to dispose of the threat. It's of course limited somehow - knife's durability, batteries or n amount of times until rested.
Bodies come in all shapes and sizes, just because this one doesn't fit the bill for you doesn't mean its spot on for someone else.
True, hence I underlined it's my subjective opinion. Skimming the thread I got the impression people rather like the model - but personally, I dislike the traits of it I outlined above. I don't even have a specific bodytype preference - I like every type if it's well made: starting from DFC, going through athletic one and ending on thicc and curvy. But this one... with just small adjustments, I believe it could be much better, what can I say more? ¯\_(ツ)_/¯
The dev did say about looking into making the PC modifiable which would be ideal to everyone. But there is a system that takes time. Modify the body means you have to modify the outfits with it. Then any animation needs to account for the changes and be adaptable to work with a array of shapes and sizes. This one is tricky as fuck and I seen a lot of devs get hung up on this step for months on months. Although, having this system in early is much better because any additional systems added in, can be handled one by one rather then having to redesign everything after implementing it from a static model.
I agree and believe me, I know and understand perfectly what a rabbit hole is a customizable body type and what it entails. Please note I haven't said I expect character customization at all, not to mention at this point in the project. But I understand why you made these points, given how often devs get unreasonable requests from fans regarding features.
That said, I believe feedback regarding the model of the PC should be given as soon as possible, exactly because of the points you mentioned.
The one gripe I have is the weather. It's always raining/foggy/cloudy. You can move the sliders down but 10 sec later you are back to more fog than London. Unless delta is making that happen.. which then it all make sense. If the weather is meant to be realistic, them might need a weight system that leverage the weather to more realistic conditions.
I think that's a given - the current implementation is mostly to showcase different weather/time of day. The quick change is probably an omission that doesn't impact the demo much.
On the other hand, doesn't it always rain in cyberpunk settings?
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