I always considered the Arena a side gig, that you can explore if you are into that kind of stuff, same as ponygirl racing etc, not an essential part of your income.
It's a porn game and we all have different kinks. Making some a hard requirement for financial survival is a bad move
They're not essential. But, if you choose not to supplement your income in
any of the multitude of ways that you can do so, the implication is that you will need to have savings to cover your expenses while training, because if your only income is a periodic sale then you are living on the proceeds from your last sale(s) until the next one.
This might mean that you need to spend some time living in the Slums and saving up sparks before you move into an apartment. How long it takes you to produce a saleable product and how much you can get for that product will determine how much you need to save.
Minimizing training time and maximizing value are goals that pull in different directions. The more time you invest, the higher the value can become, but some slaves take more time than others to reach the same level.
D and C ranked slaves are not very valuable. A B+ slave is valued 3.5 times more than a C+ slave. Therefore, once you have enough savings to cover your expenses for training a slave to B- or B+, investing the time to do so will give you more sparks and more time for the next project.
Also the game seems to weigh the "nice" path much more favorably than the cruel one now. One gives you a good chance of quickly lowering resistance and achieving training cooperation and stat increases / rewardable behavior while the other will just instantly lock you into a pointless spiral of beatings and depression.
JoNT always had a mechanism to discourage just beating them into submission - the Bruises. It didn't need another one.
Example here:
https://f95zone.to/threads/jack-o-n...ntsman-community-development.390/post-7851927
The effectiveness of punishments varies depending on the master's skills, the slave's attributes and traits, and the punishment type. In general, punishments increase obedience faster than rewards, so there's reason to use both. Enforcing rules on disobedient slaves is also a powerful tool for building obedience faster. However, punishments or forced rules impact the slave's mood negatively, and if you don't compensate for that, the slave will gain despair. Despair is an original JONT gameplay mechanic. It is manageable, and it needs to be managed if you want to avoid breaking the slave. The impact of negative mood depends significantly on the slave's empathy attribute, a fact that is clearly stated in the help text for that attribute. "
a less sensitive slave is hardened against depression and endures suffering"
Consequently, using a one-size-fits-all approach to slaves will tend to yield lower cashflow (income over time) than using an adaptive approach tailoring your approach to each slave. If your average cashflow is less than your average expenses, you're heading for a game over.
You are compelled to pay the costs of feeding the master. Almost all other expenses are discretionary.
Handing out dresses, cat ears and chocolate doesn't spell slave trainer to me. It can be one way to do it, but it shouldn't be the only viable one. (Which it currently seems to be because from my experience with the Dev version NOT giving them a sundress or something would usually already make them hate you simply for being naked to the point of refusing basic orders).
Leaving a slave naked has benefits as well as drawbacks. Whether it's better or worse depends on the slave, the master, and what else you're doing. By itself, it's not decisive.
It just feels SO repetitive doing the "encourage -> explain position -> give sundress -> forbid masturbation and orgasm but nothing else" routine with *everyone* as to avoid the death spiral of depression and rebellion you'd otherwise face
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If it feels repetitive, try doing something different. It's not the only way, nor the best way.
I'd even be fine with the violent approach being less efficient if the game would afford us the time to walk that path, but since Living expenses are up to basically 1 decent slave sale PER WEEK you just can't.
Living expenses can be reduced. If you find that you don't have enough savings to pay the bills for more than one decade, then you can cancel the rent until you save up enough to cover your expenses for a longer project. Producing more valuable product will increase your cashflow, so you can afford more expenses. Supplemental income also helps, but again, is optional.
And if I sound frustrated now it is because I (and others) raised the exact same points that Gussifritz did with the Dev version weeks ago and they clearly weren't considered then (in fact you made it worse with lowered sale prices in addition to keeping the insane rent)
They were considered, and in response the rental costs were reduced for normal and easy game difficulty.
Take for example the training example that Imperator Augustus posted a few pages back. By making very specific choices (e.g. sending her to school over training her himself) he managed to have the slave perform in a way that she could be rewarded, having further positive impact on her mood, her resistance, her stats, further training etc. If by some other choice she would have performed poorly she would have had to be punished, lowering her mood, making her perform more poorly in the next task, asking for more punishment and so forth.
Essentially the game rn runs on two self-reinforcing loops now, a positive and a negative one and if you don't do your damndest to catch the positive one you are screwed.
Are you familiar with the idiom "flogging a dead horse"?
You don't need to only punish, or only reward. You can do both. If the slave's mood drops too low, recognize that can lead to despair, a fact which is clearly stated in the tutorial and other places in the game. If you don't want despair, then do something to raise the slave's mood. For example, let them go to sleep with unpunished guilt, or punish them less harshly than they expect, or give them a break from some of the rules they dislike, or give them a break from assignments they refuse, or ask how they feel and consider how else you can remove negatives or add positives.
No one is forcing you to choose a particular interaction with your slave. Act in ways that will give a result you want. A slave feeling guilt is an outcome that you can elicit when you want to punish her; a slave feeling merit is similarly an outcome that you can elicit when you want to reward her. Sometimes a slave will surprise you, but you should be able to predict the outcome more often than not.
In order to fix this the "bad" path needs to be made viable again. Even a depressed or scared slave should try to perform well in her tasks (if only out of fear of punishment), so she can actually get into reward territory again and break the cycle. Which is what would happen realistically.
A slave with depressed mood can be made to perform tasks well enough to earn merit. Fear contributes to this, as does her clothing and (in case of lessons) who is teaching her. But despair makes it harder, although even maximum despair can be overcome, as shown here:
https://f95zone.to/threads/jack-o-n...ntsman-community-development.390/post-7851927
But rn failure invites punishment which invites a mood drop which invites more failure which invites more punishment. Punishment doesn't seem to achieve ANYTHING at all other than making the slave miserable and inefficient. Which is unrealistic. Fear is a damn good motivator and both paths should have their pros and cons.
Again, punishment effectiveness depends on various factors, with the master's skills and attributes being an important element.
It is important to distinguish
refusals (obedience) from
inadequate performance (diligence). Mood is an important factor for diligence, and it's one that is fairly easy to boost. While it's possible to get adequate performance with a stick-only approach, switching from stick to carrot when the slave stops outright refusing can save a lot of time.
For example I clearly remember "Spoiling" being a big problem in the original version, where being too nice could screw you as much or more as being too cruel.
This is a master/slave relationship after all so girls should be more taken aback by you showering them in gifts than by being asked to do housework....
Giving lots of gifts already does spoil slaves. If you're not seeing this happen in a situation where you think it should, please give a specific example.