sabadongelov

Member
Aug 21, 2018
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Not sure what the expectation of an "average" penis size is. I know a lot of men believe myths about penis size, both flaccid and erect. Porn games tend to perpetuate this misunderstanding. I find nothing wrong with games having large / abnormally large / ludicrously large penis sizes (though sometimes they are laughably huge), but I find it funny that people complain if the thing isn't a half a meter long.

For the record, regardless of your preferences in your entertainment, irl the size is generally in the ballpark of what @Nottravis has rendered
An average penis is about 6 inches (15 cm). The one in the game is supposed to be 7 inches (17,8 cm), which is big, but not huge, but visually it looks more like 5 inches (12,7 cm), which is small, but not tiny.

Nobody should feel "humiliated" by having a smaller dick; it's just basic biology.
That might be as it may, but it is still a fantasy/fetish among some people, the same way rape is a fantasy/fetish among other people.
 

Huitieme

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Since we're having this conversation, I actually measured it. On my screen, the visable penis is 13 cm long. As the head isn't visable, I took its size relative the shaft from the image Before*, which would mean that the penis would have been 17.3 cm long on my screen had it all been visable (the head is roughly one forth of the entire lenght). Annies face is 28 cm long on my screen. Her mouth is open about 4 cm, meaning the face would actually be 24 cm long. That means the penis is about 72 percent of the lenght of Annies face. If we assume that Annie has an average face (17.7 cm long, or 7 inches), that would mean the penis is about 12,8 cm, or 5,1 inches long. A bit longer than my initial estimate, but still smaller than average (about 15 cm/6 inches) and substantially smaller than the stated size of 7 inches.

* In that image, the penis is 8,5 cm on my screen, compared to Annies face, which is 12 cm. Going by that image, the penis size would actually be slighty smaller, not even clearing 5 inches.

Measurements in cm rather than inches, since I'm european and don't own any measuring device that measures in inches.



Each to his own. And I wouldn't consider it to be a qualitative flaw, had the intention been that the MC has a slightly smaller than average dick. I mean, I wouldn't have liked it on a personal level, but it wouldn't be fair for me to grade a game based on my personal fetishes, or lack thereof. But in this case, the MC is supposed to be big, not small, and thereby it becomes a qualitative flaw.



I agree. But if you can't do it properly, then why do it at all? It's not as if the scene calls for it, on the contrary, it would actually had made more sense if the MC was hard by the time he got his pants off. Then again, this is more of a detail than my main objection.
An average penis is about 6 inches (15 cm). The one in the game is supposed to be 7 inches (17,8 cm), which is big, but not huge, but visually it looks more like 5 inches (12,7 cm), which is small, but not tiny.



That might be as it may, but it is still a fantasy/fetish among some people, the same way rape is a fantasy/fetish among other people.
the-shit-i-put-up-with.jpg
 

Goblin Baily: DILF

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Sep 29, 2017
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An average penis is about 6 inches (15 cm). The one in the game is supposed to be 7 inches (17,8 cm), which is big, but not huge, but visually it looks more like 5 inches (12,7 cm), which is small, but not tiny.



That might be as it may, but it is still a fantasy/fetish among some people, the same way rape is a fantasy/fetish among other people.
you have an unhealthy obsession with the male genital member
 

somebodynobody

Engaged Member
May 11, 2017
3,253
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@Nottravis

Chapter 2 1.1
Small bug has returned.
When using phone for info, multiple of the choices put a white bar on the left side of the screen.

After meeting mike, when looking at the ID card, I have a mike head overlay from the text bar on the phone that comes back every time I mouse away from a name.
 

-CookieMonster666-

Devoted Member
Nov 20, 2018
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An average penis is about 6 inches (15 cm). The one in the game is supposed to be 7 inches (17,8 cm), which is big, but not huge, but visually it looks more like 5 inches (12,7 cm), which is small, but not tiny.



That might be as it may, but it is still a fantasy/fetish among some people, the same way rape is a fantasy/fetish among other people.
So 6" is the expectation of "average", but not reality. (The article I linked shows it to be 5.5" irl.) Fine, it's fantasy, but my point is that reality doesn't match fantasy, so no one should actually get depressed or anything if they don't match a fictional rendering. There's a difference between failing to satisfy a fetish/fantasy and actual depression. I would encourage everyone to avoid comparing themselves, that's all.
 

Skylaroo

Well-Known Member
May 28, 2017
1,761
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that's because the wt was a simple breakdown of the script.
It's irrelevant because it's not the WT's presentation that I was talking about. It's the logic of the relationship between the options that is convoluted. The WT simply confirmed it.

I respectfully disagree as I feel this game is meant to be played by taking into account that the characters all have their own personality and agenda. It tries to give as close as a real life experience as possible, and this can't be obtained by playing it as a "I need to do X to get Y", but more as a "I want to do X to please or piss off this character". The aim of the game, in the end, is to give every player their own adventure, which explains the number of options that ultimately don't change the big scheme of things.
That has nothing to do with my criticism at all though. Trying to be realistic with the personalities/agenda is not something that means it must be presented in a convoluted way.

For example, to get the boxing invite by Chris, you must pick "Make smalltalk" during her free time. But the way the options are presented it's in the order of "Complain about the crew", "Ask about the mission", "Make smalltalk", "Nothing" in which that if you don't pick "Make smalltalk" first, then it's gone. But if you pick "Make smalltalk" first, then the other options are still available. The way it's presented simply doesn't make sense.

The game itself however is not. Choices matter and I haven't seen any other game here do it better. Ultimately, it's a role-playing experience, so the amount of "if x, then y" is necessary and important. That's where the gameplay is.
Just like the others I replied to, you are missing the point of my criticism. Yes choices matter. My criticism is that the choices are presented in a convoluted way that the game simply lacks clarity. It's great for "choose whatever you want and roll with it" (which is my original playstyle) but it's bad for "oh damn I missed something, and now I have no idea how to find it without looking at walkthrough" (which is my criticism).

Let's take a look at the very first options in the game, when meeting Sarah. The choices are meant to show what kind of character the MC is. But for some reason, it already somehow affected Sarah's points. This is done blindly without knowing what kind of character Sarah is. If she's too casual, is it really bad to be more firm with her? If I play along, is that something that will make her have no respect to me? We simply don't know. And ultimately, we have no idea either how big those choices affected things.

Basically my criticism is about the lack of clarity in design. If you bake a cake and it came out wrong, you'd know what to fix. Cake is too sweet? Use less sugar next time. Cake is burnt? Take it out of the oven earlier or lower the temperature of the oven. And so on. With this game, if you miss something at the end of the chapter, you might not know how to fix it without consulting the walkthrough.
 

Huitieme

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It's irrelevant because it's not the WT's presentation that I was talking about. It's the logic of the relationship between the options that is convoluted. The WT simply confirmed it.

That has nothing to do with my criticism at all though. Trying to be realistic with the personalities/agenda is not something that means it must be presented in a convoluted way.

For example, to get the boxing invite by Chris, you must pick "Make smalltalk" during her free time. But the way the options are presented it's in the order of "Complain about the crew", "Ask about the mission", "Make smalltalk", "Nothing" in which that if you don't pick "Make smalltalk" first, then it's gone. But if you pick "Make smalltalk" first, then the other options are still available. The way it's presented simply doesn't make sense.
Looks like we'll agree to disagree, then.

When you mention Chris' options "Ask about the mission" and "Make smalltalk", did you tell Chris things she might not like to hear? Our skipper can be quite the petulant child, and if you did scorn her in any way, she'll just treat you as hostile and refuse to talk things further. If you were nice to her, you get the option to make small talk with the lady. That's why I said it was trying to feel "real", people don't like it when you badmouth them or their friends.

I know, I know, you said it seems convoluted, and I tend to agree with you that when I tried the game at first, I thought so as well. The point I'm merely trying to make is, once I tried to think of the characters as real people, I stopped clicking on dialog options just to advance in the story and instead started to take their feelings into account. The game became a lot easier to follow afterward.

Of course, it's not perfect, as there's only a handful of choices, so it's far from realistic, but I'd rather play games like this one that other games I won't name where you can have the same bit of badly written dialog again and again until your roommate starts to munch on your dick.

Let's take a look at the very first options in the game, when meeting Sarah. The choices are meant to show what kind of character the MC is. But for some reason, it already somehow affected Sarah's points. This is done blindly without knowing what kind of character Sarah is. If she's too casual, is it really bad to be more firm with her? If I play along, is that something that will make her have no respect to me? We simply don't know. And ultimately, we have no idea either how big those choices affected things.
Well, this example actually works in favor of my point. The MC can either be a dick or a smooth guy. This is your choice as a player to make a good or bad first impression, and of course Sarah will judge the MC in consequence. IRL, when you act like a dick the first time you see someone, it will impact the way they see you, independently of the reason behind your behaviour. I dare say the lack of foreseeable consequences is a gamedesign point.

Just like the others I replied to, you are missing the point of my criticism. Yes choices matter. My criticism is that the choices are presented in a convoluted way that the game simply lacks clarity. It's great for "choose whatever you want and roll with it" (which is my original playstyle) but it's bad for "oh damn I missed something, and now I have no idea how to find it without looking at walkthrough" (which is my criticism).
(...)
Basically my criticism is about the lack of clarity in design. If you bake a cake and it came out wrong, you'd know what to fix. Cake is too sweet? Use less sugar next time. Cake is burnt? Take it out of the oven earlier or lower the temperature of the oven. And so on. With this game, if you miss something at the end of the chapter, you might not know how to fix it without consulting the walkthrough.
Well my friend, this might be where the problem resides. The player is not meant to discover EVERYTHING during the first playthrough. It's perfectly normal not to see all the scenes, and most big scenes are mutually exclusive anyway (go with Chris' or Annie's plan in the first chapter, go see Sarah or Annie in the second, etc.). Nottravis wanted the player to experiment as the MC lives things instead of just giving you evident choices. And the MC, as well as the player, does not have every bit of information about the other characters. I would go as far as decided to use even go want to do look more like saying the "convoluted" choices are a core part of the game design.

tl;dr you make valid points, but if you try playing the game not as a porn game but a visual novel, it does get better
 

Akamari

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May 28, 2017
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For example, to get the boxing invite by Chris, you must pick "Make smalltalk" during her free time. But the way the options are presented it's in the order of "Complain about the crew", "Ask about the mission", "Make smalltalk", "Nothing" in which that if you don't pick "Make smalltalk" first, then it's gone. But if you pick "Make smalltalk" first, then the other options are still available. The way it's presented simply doesn't make sense.
If your opening is to complain about the crew, why would she want to make small talk with you? Isn't that logical? See, the thing is the game encourages you to use your bone box. To think about what you say. First choice is not always the best choice. If you say something that will piss the other off, you should expect there is a consequence to it. Like in this case she won't discuss anything not related to the mission. This is actually a great example how to do it right in my opinion.

Just like the others I replied to, you are missing the point of my criticism. Yes choices matter. My criticism is that the choices are presented in a convoluted way that the game simply lacks clarity. It's great for "choose whatever you want and roll with it" (which is my original playstyle) but it's bad for "oh damn I missed something, and now I have no idea how to find it without looking at walkthrough" (which is my criticism).
All the choices are logical. If you miss something, there was a hint or a clue along the way. This is subjective of course, but for me missing something was always a motivation to try again and perhaps think differently. There is replayability in it. Once you learn to pay close attention in chances of you missing something important go down. I have never used a walkthrough here and I won't either. It's part of the fun.

Let's take a look at the very first options in the game, when meeting Sarah. The choices are meant to show what kind of character the MC is. But for some reason, it already somehow affected Sarah's points. This is done blindly without knowing what kind of character Sarah is. If she's too casual, is it really bad to be more firm with her? If I play along, is that something that will make her have no respect to me? We simply don't know. And ultimately, we have no idea either how big those choices affected things.
Kind of like real life, no? When we make the decisions we don't know the consequences. We don't know if saying this or that will give us "points" one way or another. It's subjective, but I really don't like, if the game spoils what "stat" differences choices make. The beauty of the whole "choices and consequences" concept is that you don't know. You should think to choose what's best in relation what personality you're playing as and what your goals for the character are.

Basically my criticism is about the lack of clarity in design. If you bake a cake and it came out wrong, you'd know what to fix. Cake is too sweet? Use less sugar next time. Cake is burnt? Take it out of the oven earlier or lower the temperature of the oven. And so on. With this game, if you miss something at the end of the chapter, you might not know how to fix it without consulting the walkthrough.
Games can have some difficulty, no? This is a VN, choices are pretty much all it has in terms of gameplay. Why should they be super easy? Walkthrough means that you give up and cheat basically.
 
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tontoman

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May 4, 2017
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A fair opinion.

I'll note that it's the walkthrough that is extremely convoluted, playing just by following it would probably give me a headache.

The game itself however is not. Choices matter and I haven't seen any other game here do it better. Ultimately, it's a role-playing experience, so the amount of "if x, then y" is necessary and important. That's where the gameplay is.
Yeah the walkthrough is more complex than needed, assuming you don't have to do things EXACTLY to get 10 out of 10 relationship points say, to trigger an event. If you only need 6/10, then just guessing the right option that makes sense is probably enough and you don't need all that detail. Depends how much slack is in the game.

The hard switches are mentioned in the walkthrough though, which is the most useful. Like choosing which solution to save the ship, isn't obvious you're also opening/closing the Chris DOM paths. That's definately need to know for a walkthrough. But easily found on save scumming.

Walkthrough I'd guess is actually stripped out coding, semi translated to english (some great work done there) which is why it will give some a headache and looks complicated. It has EVERYTHING even if probably not needed.

But having choices that matter and getting more complicated for me in inclusive. If a choice just triggers something on the next page (and only that), that's not real meaningful choices. If it opens/closes different paths, that's meaningful but also more complex to follow. Don't think you can escape that, just have to accept it.
Bit like puzzle games, the old school and the new. Old days of Lucas Arts and Myst, you had to get info from everywhere to use it to solve a puzzle. Nowadays, you find all the items in the same room as the puzzle (*Find key, use key in door, SOLVED!).
 

tontoman

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May 4, 2017
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...
For example, to get the boxing invite by Chris, you must pick "Make smalltalk" during her free time. But the way the options are presented it's in the order of "Complain about the crew", "Ask about the mission", "Make smalltalk", "Nothing" in which that if you don't pick "Make smalltalk" first, then it's gone. But if you pick "Make smalltalk" first, then the other options are still available. The way it's presented simply doesn't make sense.
...
Pro tip on the gaming side of this stuff: When you lose options like that, save scum that screen :). What all the saves are for. Not disappearing choices bug me (like so often in Fallout).

"Your mother is a dirty whore"
"Can I borrow $20?"
Shouldn't work out the same way regardless of the order I use them heh. You might not agree with when/where your options get reduced (smalltalk before work/crew complaints makes sense to me), but it's not like you don't notice it and can try again.

Actually, big dialog options are pretty much a save point for me regardless. Even though I'm playing through story wise, I do so as never quite sure what I think my choice is going to be, is the same as the writers. If it is, I continue on, it not might try others.
Lesser version of Fallout 4 FUBAR choice of having generic conversation options on release, when you had no idea what your choice would actually come out as. Had so many folks saving at every conversation.
 
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Goblin Baily: DILF

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For example, to get the boxing invite by Chris, you must pick "Make smalltalk" during her free time. But the way the options are presented it's in the order of "Complain about the crew", "Ask about the mission", "Make smalltalk", "Nothing" in which that if you don't pick "Make smalltalk" first, then it's gone. But if you pick "Make smalltalk" first, then the other options are still available. The way it's presented simply doesn't make sense.
This particular case makes perfect sense.. if you annoy someone first you can still talk about the important stuff later
 
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Goblin Baily: DILF

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If you bake a cake and it came out wrong, you'd know what to fix. Cake is too sweet? Use less sugar next time. Cake is burnt? Take it out of the oven earlier or lower the temperature of the oven. And so on. With this game, if you miss something at the end of the chapter, you might not know how to fix it without consulting the walkthrough.
But you are not the baker, just a fat kid drooling over the bakery's vindow.
Notty knows what she's baking. And if this first cake will have any flaws (becca being just a tutorial girl doesn't count) the next one will be even tastier
 

frap

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Oct 17, 2018
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Basically my criticism is about the lack of clarity in design. If you bake a cake and it came out wrong, you'd know what to fix. Cake is too sweet? Use less sugar next time. Cake is burnt? Take it out of the oven earlier or lower the temperature of the oven. And so on. With this game, if you miss something at the end of the chapter, you might not know how to fix it without consulting the walkthrough.
This isn't like baking a cake, though. It's more like walking through the buffet line with a very small plate. You can't get everything in one trip, you just have to pick what you most want at that time.

The list of things at the end of the chapter aren't there to say "if you didn't get all of these you're a loser," because there is no way to get all of them in one playthrough. They are more like the placard at the table where you sit with your tiny plate of food, telling you of all the wonderful things the buffet still has to offer, and enticing you to take another trip through.

Notty's buffet line will only get longer the more chapters are released. Can't wait to see what that final desert tray will look like.
 

Goblin Baily: DILF

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Sep 29, 2017
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This isn't like baking a cake, though. It's more like walking through the buffet line with a very small plate. You can't get everything in one trip, you just have to pick what you most want at that time.

The list of things at the end of the chapter aren't there to say "if you didn't get all of these you're a loser," because there is no way to get all of them in one playthrough. They are more like the placard at the table where you sit with your tiny plate of food, telling you of all the wonderful things the buffet still has to offer, and enticing you to take another trip through.

Notty's buffet line will only get longer the more chapters are released. Can't wait to see what that final desert tray will look like.
I'm doing loops since new year's eve
 

pay.nl

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Jul 7, 2017
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There's no such thing in my opinion. I like knowing all I can personally.
Agreed. I can confirm that the existing guide can be used with only one free hand, which is all that matters for a walkthrough imo. I've already played for the story; sometimes you have to go back and catch the things you've missed.
 

batanegra

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Here is a compressed pc and mac version of Ch2 v1.1!

PC (130MB): - - - -
Mac (131MB): - - - -

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maybe just me, but with your version i have a full black in the dialogue when there is no dialogue
 
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