salking

Member
Mar 24, 2018
202
45
Might I suggest having the skill decay as an option for custom characters at least?
Maybe balance it by making it expensive to turn it off.

Or hey, maybe even make a parameter out of it and call it retention or something similar.
With almost no decay at S

A dude can dream can't he
 

Evangelion-01

Devoted Member
Apr 12, 2018
10,662
7,169
It's the feature of v2.3 exactly. Slavers get different stats starting points and after attaining an "unnatural" threshold there's stat decay. In exchange, some of the very high stats can trivialize slave training, a combination of certain stats can turn you into a nutritionist, you can have free theater tickets, etc.

I think the idea is good, it encourages replayability and minmaxing. But the execution is maybe too punitive, and the feature seems unpopular based on first feedbacks. I reckon the game was hard enough without that and it's a middle finger to players that want to farm their way to perfection in every skill area. We should aim to find a balance to that, and that means being more charitable to the players; there's a fine balance between Dark Souls and Kaizo Mario and JONT should be like the former.
My thought on the matter... as far as I recall all stats used to cap at S (green color), while there was also an S+ (golden color) in the game (might have been S+ and S++ though I am not entirely sure anymore)... so why not make unique characters/backgrounds able to achieve the S+ (S++?) Stats in their field of expertise and reduce the decay to -1 each 3rd day (week or billing period maybe?)... which should enable players to atleast maintain their skill Level unless they completly neglect them.
 
Last edited:
  • Like
Reactions: SamHaim

qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,623
1,796
Might I suggest having the skill decay as an option for custom characters at least?
Maybe balance it by making it expensive to turn it off.

Or hey, maybe even make a parameter out of it and call it retention or something similar.
With almost no decay at S

A dude can dream can't he
It's already the case. You might have opted-in during custom start. Option is below the portait.
 
  • Like
Reactions: ebemise42069

CORNEVS

Newbie
May 23, 2020
22
19
I'm still pretty far off from being on good standing with the Slavers' Guild in any attempt I've done, but they give you a free slave?

Or is she apart of a quest reward?
You need a blue (B+) guild reputation, and after selling any slave at the guild auction you get a free slave, as I understand it.

Here’s her stats
You don't have permission to view the spoiler content. Log in or register now.

And she has a few hidden traits:
You don't have permission to view the spoiler content. Log in or register now.
 

qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,623
1,796
My thought on the matter... as far as I recall all stats used to cap at S (green color), while there was also an S+ (golden color) in the game (might have been S+ and S++ though I am not entirely sure anymore)... so why not make unique characters/backgrounds able to achieve the S+ (S++?) Stats in their field of expertise and reduce the decay to -1 each 3rd day (week or billing period maybe?)... which should enable players to atleast maintain their skill Level unless they completly neglect them.
S++ is S+ and the skill boost from an outfit. If characters can achieve S++ without skill boost, then we need to invent S+++ for them whenever they get the boost. Powercreep ^^

-----> Maybe high stats can simply get their effects buffed. I was reminded that in v1.7.5 we could train a concubine in 20 days. I don't think it's possible in v2.3. The longer length of training happened organically and it's too complex to easily revert. However, this could be an objective metric: high stats slaves should be buffed enough that training a concubine in 20 days is doable with around the same level of challenge as in v1.7.5.

Reducing the decay is in my opinion necessary.

-----> But how much can we afford to do so and still encourage players to minmax according to their characters backgrounds?
 

CORNEVS

Newbie
May 23, 2020
22
19
We should aim to find a balance to that, and that means being more charitable to the players; there's a fine balance between Dark Souls and Kaizo Mario and JONT should be like the former.
I don’t know, such a mechanic a little bit strange to me. For what? For the difficulty? For the variety? But why for example Johny doesn’t have any bonuses except magic? Because of difficulty? I haven’t played souls–like games, maybe that’s why I don’t understand it. But as it has been shown, the skill decay is so unintuitive that there are often players here who mistake it for a bug. I mistook it for a bug myself when I first downloaded 2.2.7.2 dev version.


I reckon the game was hard enough without that and it's a middle finger to players that want to farm their way to perfection in every skill area.
For me, the greatest pleasure in this game is leveling up, progression. When you turn a loser like Johny to a megagigachad with big penis and a strong aura. But in 2.3 i got a white town patrician status, and those funny skills (considering I disabled skill decay through the console on the 100th days because I was tired of my Strong Johny becoming Vigorous after a couple of days)
You don't have permission to view the spoiler content. Log in or register now.
and stats
You don't have permission to view the spoiler content. Log in or register now.
626 days. I didn’t use physical violating punishment, which is why my punishment skills are so low. Yes, I may not be a high–skill player, but in the same number of days in 2.2.3 I reached all S+ skills and stats on the same difficulty.

Maybe the reason is that I have such a playstyle - to take quality, not quantity.

UPD I) And a couple of recommendations for those, who wants disable skill decay on mid or late game.
You don't have permission to view the spoiler content. Log in or register now.
 
Last edited:

qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,623
1,796
I don’t know, such a mechanic a little bit strange to me. For what? For the difficulty? For the variety? But why for example Johny doesn’t have any bonuses except magic? Because of difficulty? I haven’t played souls–like games, maybe that’s why I don’t understand it. But as it has been shown, the skill decay is so unintuitive that there are often players here who mistake it for a bug. I mistook it for a bug myself when I first downloaded 2.2.7.2 dev version.



For me, the greatest pleasure in this game is leveling up, progression. When you turn a loser like Johny to a megagigachad with big penis and a strong aura. But in 2.3 i got a white town patrician status, and those funny skills (considering I disabled skill decay through the console on the 100th days because I was tired of my Strong Johny becoming Vigorous after a couple of days)
You don't have permission to view the spoiler content. Log in or register now.
and stats
You don't have permission to view the spoiler content. Log in or register now.
626 days. I didn’t use physical violating punishment, which is why my punishment skills are so low. Yes, I may not be a high–skill player, but in the same number of days in 2.2.3 I reached all S+ skills and stats on the same difficulty.

Maybe the reason is that I have such a playstyle - to take quality, not quantity.
Well, strength tends to decay no matter what, even outside story mode, to mimic how you need to continue muscle training in real life. It's easily counterbalanced by keeping a routine however.

Then the idea is more, table RPGs I guess? In which you need to remain grounded for believability, and starting attributes are important all the way to endgames.

Johny simply isn't meant to be strong, if you go against his nature, it won't be easy. I guess that's the reasoning. And indeed his story mode is supposed to be the most challenging on purpose. So for veterans, it's cool. Non veterans should simply consider it as a long term challenge, like in Gasha games in which endgame levels takes a year to complete to allow devs to be lazy to feel rewarding :HideThePain:

Well anyway, if you still hate the idea despite the reasoning, let it be known. Maybe it should be opt-in for story mode too.
 

CORNEVS

Newbie
May 23, 2020
22
19
Well, strength tends to decay no matter what, even outside story mode, to mimic how you need to continue muscle training in real life. It's easily counterbalanced by keeping a routine however.
Yes, but in the real life your muscles need a rest for a couple of days after training (the number of days depends on the training program) for healthy muscle growth, whereas in the game my muscles deflate the day after training. I needed to beat Ironclad twice a day to maintain strength (exactly to maintain, not to build), and that can be tiring to say the least.

But how I can build strength any other way? By dancing? My slaves learn artistry faster than I can improve it. Athletics? But Athletics of my slaves higher than mine strength, or they improve faster than I do. Gladiatrix? The same.

Current balance literally locks you into one play style.

And indeed his story mode is supposed to be the most challenging on purpose. So for veterans, it's cool.
Okay I want to hear how many days it took some veteran to upgrade Johny to S+ slaver, and what play style he used. Maybe I am wrong and even cringe, idunno.


if you still hate
It’s not that I hate the idea, it’s just that I don’t understand it even now.

P.S. There may be misunderstandings due to translation difficulties. My english isn’t very well, and I am practicing it, including in this dialogue.
P.P.S. It’s all just my opinion and maybe skill decay is a needed feature and brings a new experience, and maybe it’s has a place in story mode. But at least you should warn players who start a normal mode about this feature. And btw strength doesn’t degrade in custom mode, I’ve checked.
 
Last edited:
  • Like
Reactions: somethingpersonal

SamHaim

Member
Aug 23, 2019
261
329
S++ is S+ and the skill boost from an outfit. If characters can achieve S++ without skill boost, then we need to invent S+++ for them whenever they get the boost. Powercreep ^^

-----> Maybe high stats can simply get their effects buffed. I was reminded that in v1.7.5 we could train a concubine in 20 days. I don't think it's possible in v2.3. The longer length of training happened organically and it's too complex to easily revert. However, this could be an objective metric: high stats slaves should be buffed enough that training a concubine in 20 days is doable with around the same level of challenge as in v1.7.5.

Reducing the decay is in my opinion necessary.

-----> But how much can we afford to do so and still encourage players to minmax according to their characters backgrounds?
The decay is killing me. There's already a major grind in this game and now my MC has stats decayed that I can't train back up because the slaves stats are too high and even if I did manage to the skills decay so fast they would be gone by the time I move on to the next slave. The character lore is interesting but it shouldn't pigeon hole each starting character. 99.99% of players are never going to play more than 1 character in a grindy game and it limits what they can experience in the game (most players never finish a full play through of the majority of games).

I've put in hours of research just to understand some of the mechanics, items and abilities in this game. This is not a good trait for a game, good games are intuitive and clear without needing research. There's a room for improvement using tooltips on hover to explain item and action effects more clearly.

It would be nice to have a consolidated page at day end with stats delta changes instead of 5+ click throughs every day end.

Thanks for continuing development of this game. Hope this is taken as constructive input that may or may not be worth considering.
 
  • Like
Reactions: somethingpersonal

Evangelion-01

Devoted Member
Apr 12, 2018
10,662
7,169
S++ is S+ and the skill boost from an outfit. If characters can achieve S++ without skill boost, then we need to invent S+++ for them whenever they get the boost. Powercreep ^^

-----> Maybe high stats can simply get their effects buffed. I was reminded that in v1.7.5 we could train a concubine in 20 days. I don't think it's possible in v2.3. The longer length of training happened organically and it's too complex to easily revert. However, this could be an objective metric: high stats slaves should be buffed enough that training a concubine in 20 days is doable with around the same level of challenge as in v1.7.5.

Reducing the decay is in my opinion necessary.

-----> But how much can we afford to do so and still encourage players to minmax according to their characters backgrounds?
OR You allow Players to train S++ skill while and receive a S++ in a Skill they aren't naturally good with thanks to an uniform.
I mean previously The only Stat that benefitted from S++ was Combat as you could equip a 3rd skill... in the original game there was a Skill cap at S+ so even equiping something had no effect
 

kluij

New Member
May 29, 2021
1
1
I have a question, how do you change the amount your assistant eats everyday?
Cause I have an assistant and she is either getting +100 calories a day and her Endurance dwindles if I use her in more than 1 activity or she is getting +1000 calories a day and get really fat because of it

Is there any way to control the amount of food she gets?
 
  • Like
Reactions: SamHaim

qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,623
1,796
I have broken down a solution, in four steps:
  1. Exp bar for the slaver on mouse hover tooltip
  2. Getting back around v1.2.1 and v1.7.5 duration of training and level of challenge for normal mode.
  3. Make stats decay an opt-in tickbox for Story Mode (including strength).
  4. Consequentially reduce the time needed to reach max slaver stats based on how shorter it is to reach end-game (in normal difficulty)

Let hard difficulty be a simulation mode/challenge that lets you meet roadblocks every step of the way.

Normal difficulty should be a hard but fair challenge that evolves into a comfortable routine which unlocks a trivialized end-game thanks to an OP slaver. Basically the game as we learnt to love it.

Finally, easy mode should be a fancy hentai portfolio for which every sex acts is achievable during the first day.
 

gangstern

Newbie
Apr 2, 2018
17
15
Hello! Just hopping in to give my thoughts about the ways to improve slaver start variety without having to resort to decay, I will propose ideas for early, mid and lategame :

First: How to emphasis slaver nature without decay in the early game:

Context :
The core gameplay of jack o nine tails is understanding how to deal with slaves and how to process them in order to make profit. In almost every versions thus far, and especially in those later ones, this is something you find especially at the beggining of your runs, because your slaver simply doesn't yet have the necessary skills to train proper slaves in all categories.

As such, It's also harder to train your slaver in categories they're not good at since they will hit their own training cap on slaves on subjects they're not apt in. This alone is sufficient to encourage players to focus on areas their slavers are good at when training slaves, because of that, they will not focus much on areas their slavers is not good at, thus slowing even further progress towards areas they're not adept at.

The ideas:

- In order to encourage making every slaver feel different , rather than using decay that only gives frustration from taking away progress that was originally harder to achieve than normal (and thus should feel rewarding instead), you should focus on improving the effects that the specific abilities of slavers have. This way the player will instinctively focus on what they feel is working.

In order to do that : give some buffs to specific actions depending on slavers, make it known through text that thanks to slaver's experience, the effect was better than if they were working on something else.

- focus on variety can also be improved through a small revamp of the ranks for slaves: At the moment, since you always need a plethora of maxed common and sexual skills for your slave's rank to improve, you force the player to maximise their skills in different areas in order to make high rank slaves, this goes directly against the stat decay and as such gives a feeling that the game is working against the player progressing.

A solution to that would be to make ranks of specific slave archetypes more closely related to their field, and less about making them jack of all trades that can also do specialised stuff.

This way, the player will focus by themselves on making high rank slaves that fit their slavers, before focusing on other slave archetype that require other skills to achieve.

Secondly, You should make training low level stats (of the slaver) more related to money :

Context:
In order to finish the game's story, a slaver needs to deliver high rank slaves of different archetypes to different people. This can currently be done in any order no matter the start.

Objective: The idea is to raise the bar needed to improve low starting stats, this will induce the player to focus on raising high rank slaves of a specific archetype (related to their starting slaver) to get money in order to fund their improvement towards training other archetypes, and thus storyline progress.

The added value is that this make the mid and end game feel fresh, as your slaver suddenly needs to "relearn" how to train slaves in other categories (albeit slightly easier than at the start thanks to quest items and funds).

Last: Lategame improvements regarding slaver stats

As for lategame, when the stats of a slaver is high, you currently get to raise that specific stat even higher by just spamming training, which is easy because again, that stat is already high : Somewhat grindy yet fast and not very satisfying.

The idea:
Consider giving less exp by grinding training and instead giving exp "bonus" when selling a slave that's well trained in areas related to those stats.

The objective :
- Gameplay wise : Rather than being able to make perfect slaves from the start, this will make players increment the rank of slaves they produce itterativelly, giving a feeling of progress and preventing too much "rank skipping" -> This change along with the first change should make every new slave focused towards a certain archetype feel like a new challenge instead of just a more grindy version of something they've already achieved.

- Enjoyment wise : No matter how the player chooses to train their slaves, they will be rewarded based on the result of their training efforts rather than grinding (which doesn't prevent them to choose the grindiest options if they want). Lore wise, you can make the appraising for the sale a testament that the slaver did well in his training, reinforcing his know-how in a field.

---------
TLDR: improve the benefits of training specific archetypes, reward with progress players that succeed in challenging themselves, renew the game's core gameplay multiple time during a single playthrough.

PS: I hope I made sense and didn't leave a mess after editing my text so much, I've loved the game for a long time and hope it can become an enjoyable experience, both for casual players and for those that want to give themselves a challenge. I wish you all happy slave-making o/
 

masadeer

New Member
Jul 12, 2018
6
0
are there requirements other than an S+ alchemy slave to make a philtre? I'm playing teacher, and trained isabella up to S+ alchemy via tutors. all my attempts at making philtres keep turning into moonshine
 

aspbody

Newbie
Aug 15, 2019
55
15
so, I am playing johnny and my strength is at strong/blue/lv 4. I eat A+ food, fight and fuck most days and bathe before sleeping, yet my strength keeps decreasing by 2 each day. This happens only when my strength is at blue, when it falls down, it doesn't decrease until its level rises again. I don't know why this happens. A similar thing happens with fighter level where if I don't fight, it decreases a bit. If I don't fight for too long, it drops down to the previous level. I wish the game had numerical expressions for where those levels were currently at but my question is: is this normal?
 

Ingvar77

Newbie
May 1, 2021
84
45
so, I am playing johnny and my strength is at strong/blue/lv 4. I eat A+ food, fight and fuck most days and bathe before sleeping, yet my strength keeps decreasing by 2 each day. This happens only when my strength is at blue, when it falls down, it doesn't decrease until its level rises again. I don't know why this happens. A similar thing happens with fighter level where if I don't fight, it decreases a bit. If I don't fight for too long, it drops down to the previous level. I wish the game had numerical expressions for where those levels were currently at but my question is: is this normal?
This is because Johnny is not a fighter. His strength is soft capped at B+ and his fighter skill is soft capped at D-.
 

aspbody

Newbie
Aug 15, 2019
55
15
This is because Johnny is not a fighter. His strength is soft capped at B+ and his fighter skill is soft capped at D-.
Do you know what exact effects are in place? I can easily see it for strength, but I wonder if it is possible to max my fighter ability. I have been grinding like a maniac
 
4.00 star(s) 62 Votes