qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,565
1,697
You wanted a clone, you got a clone. Having to pay more for it is just a surprise (the first time) tax.
But you made it so there are only bad surprises...

I don't think this is a trap. You've been warned that there can be a negative side effect if you do something. Is a lit candle a trap if I tell you that touching it might burn you?
It's a trap if there's a prize behind touching the candle and there's virtually no way to win it before burning yourself.

Anyway, it's not just what the smuggler says... it's also about the fact that the game hints that it works with a dice roll because it literally does... until one of your stat reaches a certain threshold.

If you knowingly proceed with a risky action, shouldn't you be willing to live with the consequences?
Yeah. IF you get caught.

These consequences shouldn't be necessary.

If you think that there's a chance of not being caught each time you buy a clone, will you save scum in hopes of being lucky?
Maybe, maybe not. It's the player's business whether he wants to cheat by savescuming. If you think about "the savescummer" as a player to whom you should make the game challenging... You are missing the point of why he would savescumm in the first place ^^ Someone savescumm when he wants to opt out of the challenge.

Me I would have done like the user who complained, savescumming only to find out if I had a fair shot to begin with.

As a player, how can you tell the difference between a 100% chance of being caught vs. a 25% chance?
By being persistant and trying several times.


Repeatedly being caught (and the message telling you that they are monitoring you) should make you believe that the chance of not being caught (if it exists) is small, but you'd need many attempts to be convinced that the chance is zero. What if the chance were 1%? Would you be okay with a theoretical chance of getting away with it, even if you never happen to be lucky enough?
Yes it's hard to tell from a player point of view. However, there are ways to find out, and as soon it's the case, he's going to pester at unfairness, rightfully.

It's like in Pokemon. Usually you have barely 1% chances to catch some pokemon depending on your pokeball. It can be frustrating to throw 100 at a Pokemon, but as a player you will continue because your gameplay experience tells you there's still a meager chance. Maybe if it doesn't work for long enough you're going to look on internet, or savescum just to find out. But it's fine. Now if the game let you use all your Pokeball even though there was 0 chance for a catch, the game would be scummy and people would hate it.

1% would be infinitely better than the current 0%. I wouldn't be totally satisfied, I'd be more in favor of 25% chances, decreasing to 5% at max rep.

The slaver isn't the one who is pregnant...
Then I guess that could work.

If you want to ninja smuggle successfully, you need to be either a nobody, or have a sacred artifact which prevents getting spied on easily.

A little hint or two from the smuggler of how reputation impacts smuggling. Then it'll be up to people to pay attention to the description of the artifact to know it's useful for smuggling.


Perceiving being caught as a barrier to continuing to play is what’s getting in the way here. It’s just the cost of a clone.
I mostly care about not putting what I several times called "scummy game design". It's not about the cost, it's about leading the player to a necessary losing outcome, no matter how small, I don't like that.

We kind of got rid of that with the changes to charriot races. Thank God ^^
 

joeshmo828282

Newbie
Mar 23, 2022
95
62
This is a crazy interesting discussion. I really like Imperator's lore reasons. I also understand the game design issues.

Perhaps a dialogue change would fix the problem?


$smuggler_info[7] = ' [BALALAIKA]<br>- Okay, okay. It is easier to work with people, as I have already said. But the slavers guild EXTREMELY disapproves of importation of slaves that are prepared in advance. You know, it would lower the prices and your entire organization would be dead.'
$smuggler_info[8] = ' [BALALAIKA]<br>- But if something is bad for the guild, it does not mean it’s bad for one clever representative, right? Some other slavers already take my goods. I will not say who, but they do not complain, and you should think about it.'

I feel like if these lines mentioned some more of the lore Imperator was talking about, or and maybe hint that the 'other slavers' are of lower reputation.

$smuggler_info[14] = ' [BALALAIKA]<br>- All that is left is that you do not get caught. If you fuck up and get kicked out of the guild - do not come to me to cry about it.'

Maybe a hint about being watched here would be good?

Maybe something like:

$smuggler_info[14] = ' [BALALAIKA]<br>- All that is left is that you do not get caught. The guild tends to keep an eye on their best slavers. If you fuck up and get kicked out of the guild - do not come to me to cry about it.'


Haha. dumb thought: stealth-mini game. probably not doable in the engine, but funny to think about.

Now. what did you guys change with the chariot races? Because in the most recent dev version i grabbed, If you have no whip skill and a slave with no pony skill, and if you do nothing but manage reins at 1 KPH... I have managed to flip my chariot over, crush my slave to death, and end up in the hospital. at a speed 5x slower than walking pace. I was thoroughly impressed with myself for what i managed to accomplish just by trying to get some whipping skills, and savescummed.
 

ImperatorAugustusTertius

Engaged Member
Sep 12, 2020
2,061
792
nothing but manage reins
Try "draw reins" instead. The thresholds for passing each section depend on speed and maneuverability. Manage reins resets maneuverability based on various factors, while losing less speed than draw reins. So manage reins can either raise or lower maneuverability. Draw reins always increases maneuverability in exchange for speed. So as long as you can get your maneuverability high enough (or armor up your chariot enough) to pass the initial sections, repeating "draw" should get you through the whole race intact.
 

Thisguy01

Member
Sep 18, 2020
272
90
So, what would be a good and sustainable gameplan to begin with for a beginner?
I've been restarting the game a few weeks in 20-30 times now, because it just seems like I am on a non-sustainable path. I'm on the verge of giving up, which would be a shame, because I definitely feel the greatness of this gem.
 

a1fox3

Loving Family Member's
Respected User
Donor
Aug 8, 2017
23,629
16,164
So, what would be a good and sustainable gameplan to begin with for a beginner?
I've been restarting the game a few weeks in 20-30 times now, because it just seems like I am on a non-sustainable path. I'm on the verge of giving up, which would be a shame, because I definitely feel the greatness of this gem.
Yes it has a very extreme learning curve and can run players off from playing.

Use the custom start part and you will have a good start to learn more about the game.

And if all else fails then use the cheat system.
 
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ImperatorAugustusTertius

Engaged Member
Sep 12, 2020
2,061
792
So, what would be a good and sustainable gameplan to begin with for a beginner?
I've been restarting the game a few weeks in 20-30 times now, because it just seems like I am on a non-sustainable path. I'm on the verge of giving up, which would be a shame, because I definitely feel the greatness of this gem.
Click the "Controls" button on the main menu; it has important tips about tooltips and keyboard shortcuts.

Start with the tutorial. That corresponds to "easy" obedience difficulty (adjustable through options menu in full game).

Read through the lectures. They are filled with important info.

Use the clothing and items provided. Clicking on or hovering over details in the UI will often bring up help text.

When you make changes to rules or clothes or when you interact with the slave, read the text carefully.

Use the info button in the tutorial next to the slave's portrait to see how different actions affect obedience.

There's an important transition when the slave crosses from negative to positive obedience. The slave's motivation/diligence, which affects the quality of the slave's performance, tends to be better after that. Clothes play a big role there too.

When you move from tutorial to full game, the custom start on easy difficulty is the smallest step up in difficulty from the tutorial, and easy custom start includes the in-game cheat menu mentioned by a1fox3 above, so it is effectively a sandbox mode where you can adjust the difficulty to your preferences.
 
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Thisguy01

Member
Sep 18, 2020
272
90
Click the "Controls" button on the main menu; it has important tips about tooltips and keyboard shortcuts.

Start with the tutorial. That corresponds to "easy" obedience difficulty (adjustable through options menu in full game).

Read through the lectures. They are filled with important info.

Use the clothing and items provided. Clicking on or hovering over details in the UI will often bring up help text.

When you make changes to rules or clothes or when you interact with the slave, read the text carefully.

Use the info button in the tutorial next to the slave's portrait to see how different actions affect obedience.

There's an important transition when the slave crosses from negative to positive obedience. The slave's motivation/diligence, which affects the quality of the slave's performance, tends to be better after that. Clothes play a big role there too.

When you move from tutorial to full game, the custom start on easy difficulty is the smallest step up in difficulty from the tutorial, and easy custom start includes the in-game cheat menu mentioned by a1fox3 above, so it is effectively a sandbox mode where you can adjust the difficulty to your preferences.
Appreciate the help, thanks.
 

barabas911

New Member
Nov 25, 2017
1
0
i remember being able to add custom girls in to the game before. but now no matter how hard i search i cant find places to download Image packs for them. does anyone have any girl pack download links?
 

qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,565
1,697
i remember being able to add custom girls in to the game before. but now no matter how hard i search i cant find places to download Image packs for them. does anyone have any girl pack download links?
You're probably mixing up this game with Slavemaker 3 (y)

Jack-o-nine never had "girls" to download, they are all included and share a library of pictures based on their characteristics.

This comes at the cost of fidelity between the full body model and the scenes appearing when launching an action. But it also allows many more slaves in-game (around 600) and better image quality (lots more good quality hentai out there for "any young girl with short brown hair" than for a specific character).

As for image packs, this game had some. I believe most of them were included in v1.7.5 HF. But some people preferred the original from v1.21 or v1.7.3. Best of both world was been achieved in v2.0 (y) Any image packs that came after that has also been included in the base game since, only removing the ones that had censoring or non-fitting objects like smartphones, etc.
 

Waqs

New Member
Jul 14, 2017
6
1
Just trying cow, its super hard. Her sanity broken to get to s+, then i restored it, put it in barn and said its happy. Got farmhand with nursing and secretary maxed, but after sometime nature, temp and int become zero, broke again. Anyway to prevent this?

And whats the deal with farmhand, i put someone but i still do everything manually. I think there should be auto milking, selling, and inseminate after you put farmhand.
 

bews

Member
Aug 1, 2020
145
204
(lots more good quality hentai out there for "any young girl with short brown hair" than for a specific character).
Did you guys try to generate more pics with stable diffusion? It should be really easy and with exact details. Also this way you can add clothes to each girl.
 

Trapquest

Member
Feb 26, 2018
275
572
Okay, so I've come back and forth from this game a couple of different times because I've always appreciated the concept of a "slavemaker"-esque game with higher stakes. I've played through the tutorial and I've been experimenting a bit after that in custom start, trying different things and trying to follow the procedure laid out from the tutorial.

I've done close to max stats but have found that it's a depreciating value because the meal qualities don't hold up to my slaver's strength level, so it drops down immediately. That's fine, not a complaint, but it's small minutiae like that which I feel is holding me back, and I feel like I'm obviously missing certain things.

I started off my latest game very selective about which slave I got, careful not to pick a slave who would try for combat or take extremes, with relatively low pride. ( and a generally low spread of stats but mid-high stats in nature and temperament ) so I figured I had close to an ideal start, barring the presence of some 8 thorns of rebellion to get out the way.

I dislike overmuch cruelty, which for this particular game may be a bit of a mismatch, but be that as it may, I tried to forgo certain punishments at tier 3 in favour of "inbetweens" like erotic bondage or lower rank punishments, rather than floggings or severe beatings that leave marks, I was careful not to over-rely on verbal punishments, but in spite of this my slave ended up quite afraid with something like four ruby flashes, but ultimately slightly spoiled with two pink marks towards the end, but I had managed to sort of achieve an equilabrium where she was neither obedient nor rebellious. But shortly after that she ran away.

Part of the problem I think is managing mood, it seems either very costly or very difficult, or very damaging in long term training to get a slave's mood and temperament right, giving them generous rewards when they haven't earned it spoils them, so does leaving them unpunished, it's costly early game to give them full-on spa treatments, and individual cheaper treatments don't appear to affect their mood. I tried drugs, but even without rebellious marks they outright refuse taking oblivion, and hard liquor just escalates the problem the next day. I need more and better ways to improve slave mood, and I feel like they exist, I just don't know what they are. Once I have that down, I should be able to at least take on the easiest most malleable slaves, though I'll still be lost dealing with problem cases.

Honestly, I could just use gameplay tips and advice in general. Is dialing back punishments super inadvisable? What's the correct thing to do when your slave just keeps fucking everything up, do you punish them for every single mistake without exception till they're severely marked and perpetually depressed? Or is just one punishment a day suitable before dinner and starting the next day? I feel like I'm missing out on context for why I'm failing on certain things, or why even when in a good mood a slave is obstinate in acting disinterested in learning regardless of the consequences to the point that the depression spiral happens again.
 
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Trapquest

Member
Feb 26, 2018
275
572
Did you guys try to generate more pics with stable diffusion? It should be really easy and with exact details. Also this way you can add clothes to each girl.
I imagine that at some point bloated file size becomes a concern. That, and although it's infinitely quicker than hand-drawing every bit of custom art yourself, picking out good samples of AI-generated stuff in the right style with the right context details for every single permutation is still time-consuming and a project of depreciating value when you consider that much of what's available is already pretty good.

If somebody interested in AI-generated porn/erotic hentai took a swing at doing a complete girlpack or overhaul with detailed customization I'm sure it would be a hit with the community, but I sincerely doubt the devs have the time or inclination.
 
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ImperatorAugustusTertius

Engaged Member
Sep 12, 2020
2,061
792
Just trying cow, its super hard. Her sanity broken to get to s+, then i restored it, put it in barn and said its happy. Got farmhand with nursing and secretary maxed, but after sometime nature, temp and int become zero, broke again. Anyway to prevent this?

And whats the deal with farmhand, i put someone but i still do everything manually. I think there should be auto milking, selling, and inseminate after you put farmhand.
Farmhand will automatically bathe the cow when hygiene is B+ or worse and will sell milk to the cooperative when you get above 50 bottles stored and the market price is optimal. Farmhand also tries to keep the cow endurance's at least B+. Milking and insemination are not automated. You can trigger milking from the main screen quick button.

Declining intellect is the only unavoidable nightly effect on the cow (with S+ cow "skill" and with a farmhand; lower "cow" skill or being chained in the barn has more negative effects).

Temperament is reduced when you impregnate the cow, but this is balanced by temperament gain if the cow orgasms. Higher master sex skill and any factors that lead to higher arousal will therefore reduce or eliminate temperament loss in steady state. You can also use her as an extra gladiatrix for additional income and a once-per-decade boost to her temperament and pride.

Cow is an extra non-frozen slave that you can train as often as you want (put current slave in dungeon or cryo storage) while also providing passive income.
 

ImperatorAugustusTertius

Engaged Member
Sep 12, 2020
2,061
792
Okay, so I've come back and forth from this game a couple of different times because I've always appreciated the concept of a "slavemaker"-esque game with higher stakes. I've played through the tutorial and I've been experimenting a bit after that in custom start, trying different things and trying to follow the procedure laid out from the tutorial.

I've done close to max stats but have found that it's a depreciating value because the meal qualities don't hold up to my slaver's strength level, so it drops down immediately. That's fine, not a complaint, but it's small minutiae like that which I feel is holding me back, and I feel like I'm obviously missing certain things.
To be clear, S+ quality meals can maintain S+ strength. S+ quality meals require the proper ingredients and S+ skill of the cook. Mood also affects meal quality when cooking is automated by rules.

I started off my latest game very selective about which slave I got, careful not to pick a slave who would try for combat or take extremes, with relatively low pride. ( and a generally low spread of stats but mid-high stats in nature and temperament ) so I figured I had close to an ideal start, barring the presence of some 8 thorns of rebellion to get out the way.
High nature and temperament make for a more valuable but also more rebellious slave. High pride too, but pride drops naturally as you train a slave, whereas the others usually don't if you're training them well. High pride = arrogant, high nature = resistant, high temperament = hateful.

I dislike overmuch cruelty, which for this particular game may be a bit of a mismatch, but be that as it may, I tried to forgo certain punishments at tier 3 in favour of "inbetweens" like erotic bondage or lower rank punishments, rather than floggings or severe beatings that leave marks, I was careful not to over-rely on verbal punishments, but in spite of this my slave ended up quite afraid with something like four ruby flashes, but ultimately slightly spoiled with two pink marks towards the end, but I had managed to sort of achieve an equilabrium where she was neither obedient nor rebellious. But shortly after that she ran away.
Harsh punishment is optional, as there are ways to raise obedience without it, but other ways may take longer. Do you know what you did that caused the slave to become spoiled? Spoiling has a positive side: she feels more merit, so you can give her larger rewards without spoiling her further, and larger rewards can raise her obedience through awareness (proportional to reward tier) and devotion (certain rewards only).

Part of the problem I think is managing mood, it seems either very costly or very difficult, or very damaging in long term training to get a slave's mood and temperament right, giving them generous rewards when they haven't earned it spoils them, so does leaving them unpunished, it's costly early game to give them full-on spa treatments, and individual cheaper treatments don't appear to affect their mood. I tried drugs, but even without rebellious marks they outright refuse taking oblivion, and hard liquor just escalates the problem the next day. I need more and better ways to improve slave mood, and I feel like they exist, I just don't know what they are. Once I have that down, I should be able to at least take on the easiest most malleable slaves, though I'll still be lost dealing with problem cases.
Ask the slave how she feels and try to minimize how many negatives you stack up while maximizing the positives. Rewards from the same category don't stack as much as varying rewards from different categories. Higher-tier rewards have a longer lasting impact on mood. Many clothes also impact mood. Most slaves have traits that affect their mood too; doing their favorite activity will cheer them up. The "Encourage" interaction is also very powerful when performed by a slaver with high skills. Aura matters here too - wearing reward artifacts from forum missions, noble regalia, having high characteristics, and casting Magna Magnifika, all make those verbal interactions more effective.

Drugs are tactically useful once you get into positive obedience but they do have negative effects and associated addictions so you have to be careful. Potions brewed with alchemy are safer.

Honestly, I could just use gameplay tips and advice in general. Is dialing back punishments super inadvisable? What's the correct thing to do when your slave just keeps fucking everything up, do you punish them for every single mistake without exception till they're severely marked and perpetually depressed? Or is just one punishment a day suitable before dinner and starting the next day? I feel like I'm missing out on context for why I'm failing on certain things, or why even when in a good mood a slave is obstinate in acting disinterested in learning regardless of the consequences to the point that the depression spiral happens again.
Matching punishments to the level of guilt is usually best. Under-punishing can reduce fear and raise mood while also reducing obedience, which is sometimes tactically helpful (for example, if you're trying to train an arena champion, devotion must exceed fear or you lose the slave after she wins the battle, or if the slave is depressed and terrified then under-punishing her can give her some hope). Letting a slave sleep overnight with guilt completely unpunished is a bit more effective in this regard than using a lower-than-guilt punishment method during the day.

If the slave isn't refusing to do what you ask, just not performing well, then look in the mirror for the problem. The slave needs more motivation, but depending on the slave they'll be better at some things than others, so prioritize activities the slave can do well or set the slave up for success with a better trainer (school, tutor, assistant) or clothes appropriate for the task.
 
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