2) Yes, that also was frustrating me. I wrote in the roadmap: "make sure that the buyer states all the reasons he refused a slave". But then I didn't really receive complaints this past year so it was a little forgotten. Mainly, we haven't been given an exemple where the refusal message left the player totally clueless as to why the slave was refused.
One thing that really bothered me was that if a slave was refused once by a buyer, they wouldn't bother to look at her. Not only that, but it wasn't clear why she was refused this time. I think we can at least invistigate that before releasing 2.2.
But the game knows what's missing. In the code, there are "charm refusal quote", "skill refusal quote", and so forth.
Thanks... I returned to Jo9T after a long way away, played the old 1.7.5 game on an existing save, and was churning out D-/D+ contract slaves left and right, and never had an issue turning them in (matching the contract specialization grade and the overall grade just fine.)
I started a new game with Johnny (on 2.1dev-loli,) turned in a first contract okay (so I'm not a COMPLETE idiot,) and then it doesn't make sense why I can't turn in the second (I've checked for things like diseases/bruises/pregnancy. I'm sure its another stat other than the specialization skills/overall grade, like IDK... pride/obedience/taming or something? but I've got no clue, and the hgames wiki is old and not really very clear any more. This was with slaves from the auction house, because I froze an almost perfect contract slave I got on the original contract.
1) About needing to savescum contracts, I wholefully agree. Upcoming v2.2 developpment has been focusing on other (arguably more urgent) matters, but we're definitely tackling that for 2.3.
We'll really think this through, we already have paved the way on private messages between devs' for this to happen.
*snip*
-----> About the active torture mini-game, I think that first things first, we should make active sex not be so awful. However I love your idea, I'll put it in the Roadmap "future version".
And again, fighting system will be overhauled
We've already started thinking about the system and made a diagram. We even have working code.
Thanks for the warm welcome, and I'm sure you guys have it well in hand. I see the dev thread, too (I'm playing one of the dev branches, fwiw.) I'll load qmod and so on, on a desktop so I'm not squinting at absolutely tiny text or dealing with a 640*480 hi res compatibility mode. I saw that its a fairly basic scripting interpreted language. Are the inteface/UI implementation in the qsp, or the json or both? I've done some reasonably meaty C++ coding and dabbled with WPF back in the day. If I can deal with Microsoft's fucked up UI coding, I'm sure I can manage this. Seems like you guys have this in hand, but would you like another to push out the updates a little faster (because I'm sure we'd all like a bug free game and more feature enhancements... Jo9T has so much potential, and is surprisingly addictive for its repetitive play...)
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Also, I've been mulling making the underlying psychology (I've done quite a bit of academic reading on the subject) a little more accurate to how behavioral extinction/operant conditioning actually works. I'm not suggesting these even need to go onto a roadmap, because I like to design before I code, but I wanted to get thoughts on this. These are just thoughts and not a complete design.
There are a few things that don't make sense:
1) Guilt being random from 1-5 (it seems like,) when the "correct" and non-spoiling thing to do is to match the punishment to the guilt level. Would a slave feel guilty enough to be tortured over a flame pit (and spoiled otherwise,) when they're a new slave and just refused a consensual blow job? My concept is that the slave should not be guiltier than 1 (or 2 randomly maybe?) more than the maximum fear that they've experienced. Thus that could ramp up quickly, but just starting out with torture doesn't give much of a realistic progression.
2) Spoiling is surprisingly persistent if you don't nip it in the bud, even with a slave that's punished appropriately and harshly on regular occasions, and "put in place" isn't viable. The game does need challenge, so it shouldn't be press one button to win, but at the same time, it doesn't seem like horrific consequences are as effective on a spoiled brat as they should be.
(And I get depression is, too... but I see that as the thing which prevents just pure punishment from being too effective, which would take any kind of challenge out of the game, but I have some ideas to improve the system beyond exploiting quirks like items for happiness and so on, and employing more consistent psychologically valid approaches. I like the stockholm vs. mindbroken dynamic but its a bit of a mess at the moment.)
3) One of the most important things with operant conditioning is consistency, adaptive punishments (a punishing/reward act isn't a punishment/reward technically, if it doesn't alter behavior) so escalating threats/promises with follow through of associated punishments/rewards should result in a graduated measure of punishment_consistency and reward_consistency, which is how much a slave trusts whether a master will follow through on threats and promises, and that their refusals/agreements have consequences (this is already partially in place with obedience/fear/mood/taming but operant conditioning has a concept of frequency and regularity of punishment and reward effecting behavior. I think these two consistency stats would allow a more appropriate forced type of communication of how slavery works, even when the slave is uncooperative.)
4) Incredibly aversive acts for the slave should have slaves begging for the slaver to not do those things, unprovoked -- provided that punishments are consistent with guilt (And there could be multiple cognitive behavioral messaging options in response. I.E. Glass half empty "I'm doing this because you refused to do what I want," or Glass half full "If you don't do what I want."
5) Are imprisonment and isolation mechanics clear and do they make sense? They're not explored on the wiki.