Just decided to come back and try this game after a little over a year. There's a lot of changes made, and I don't think they were for the better.
Thanks for the feedback. I'll assume you're playing with a properly installed v2.2.6.2.
Given that 3 people liked your post, you might have hit a spot. Maybe they played and agree with you, maybe they didn't but your diagnosis scared them about the game targeting the wrong direction.
I'm open minded about the idea that the game difficulty needs a course correction to hit the v1.21 and v2.2.3 sweet spot. I'll naturally try to defend our vision, but I believe we might find some healthy compromises. Let's examine your critiques.
Slaver skills seem to decay incredibly fast. I look up after a few decades training an artist and my herculean strength is now next to nothing.
This has been introduced for last dev' version: "Story mode (normal start) now decays slaver skills that are not aligned to the chosen background when they get above a certain level (D- for mage/fighter skill, B+ for others)".
So from now on, if the skill is above the soft cap for that slaver, the skill decays by 2 points nightly.
Say if you choose Johnny's story mode, you're gonna have to min-max based on his strengths and weaknesses. It creates more replayability if different characters play differently, and it's close to original RPGs.
If it's been happening to you on custom mode, tell me, and we'll examine that further.
Things that used to work fine to boost mood or force obedience now fail routinely.
We need to isolate variables, because it might not be a new version problem, but a slave's traits problem. Had you tried the same actions with the same slave some versions ago, it might have led to the same outcome.
If you'd like the upcoming version to feel like you want, I kindly ask you to submit evidence. Detailed reports of what happened, what you expected to happen, and your saves. Please
And we'll examine.
It's no enough for a new player to figure out "raise her fear high enough and she'll accept a lesson she wouldn't before,"
This was never, ever the case. It'll sound like a nitpick and semantics, but it's fundamental: you need to raise her obedience, not her fear. Fear is one variable. It's neither a necessary nor a sufficient condition.
Let me say it bluntly: the game in normal difficulty will have the player fail, deservedly so, if he hasn't understood that. The tutorial is very clear about it, the aura and in-game texts continuously hint at it.
now the basic gameplay loop seems to require "buy her a full housemaid outfit and equip it for the cooking lesson, then change her clothes to outfit 2 for the next part of the day.
This is simply another variable, a tool for you to train slaves, that you just discovered. Yet it has always been there. So by design, it's cool you found new ways to make the training work ^^
I don't play with outfits, personally. It's also neither a necessary nor a sufficient condition.
Also make sure you spar at the coliseum to avoid slaver decay and by the way
In light of what I wrote above, maybe you'll have less of a hard time with custom start, or a tougher slaver in story mode? From memory, I don't think strength is supposed to decay infinitely, unless maybe you starve the trainer or stuff like that. But I might be making a mistake and if you prove me wrong, we'll try to figure things out.
For example, if the strength decay is too fast, it might be a good idea for us to tweak it based on scientific literature about it. Let's say it takes 6 months in real life to lose a year's worth of muscle training progress... it'd make sense that if the slaver strength can go from 0 to max in 35 decades, it could also go from max to minimum in half that (unless if, in real life, you never really lose all of your gains). Also maybe you'd win those progress back faster if you've been to max before than if training for the first time... and perhaps age would influence things negatively for Johnny and Uncle Tom. Food for thoughts, what do you think?
Your assistant is losing obedience for reasons that you'll have to crawl six previous release notes to figure out."
Not normal. Please confirm if your assistant has effectively been losing obedience over time, because I don't like it either.
I think this game has become a game for the people making it and them alone. Good luck to you, but these rules are way too arcane and byzantine to navigate for me, even for though I used to be familiar with this game.
Well the game is open source, so potentially the entire playerbase could participate in the development and make it "for them" too.
In art, it's inevitable that you make things for you first, we're not in the head of the playerbase, or the "average player". Also, this game wasn't designed with the "average player" in mind; it created an new kind of average player! Because rare are the other hentai games that are this difficult to begin with and forced its player to git gud just finish the tutorial.
One might be familiar with the game but also not have the average level of skill with it. We've received comments that it was too easy, and we can't simply guess "this comes from a player that is stronger that the median skilled JONT player". Vice versa.
Anyway, I hope I changed your mind with this post: we make these updates as a hommage to the original version, and we think the playerbase is to be listened carefully, at least as much as the dev team's intuition and reason.