Well, thanks for taking your time for giving me insight. I am not offended, you were not rude, so there is no problem.
As for the things you listed:
1. Hit rate.
There is a formula for the HIT rate. Not many people do actually know.
HIT RATE: (80+(user.level+ user.atk-10 + user.agi-10+(user.luk/4)))
EVA RATE: (5(this may vary)+(user.level+ user.mdf-10 + user.agi-10+(user.luk/4)))
Then it's HIT - EVA = percentage of sucess of the move.
In old builds, the level did not count(Maybe that's the one you played?), so I think some people may have noticed a slight "up" in the hits ratios now.
I think I can turn up to 85 maybe... But it affects gameplay. I will have to ask my patrons before doing that.
2. Teasing.
Well, sometimes things don't go as we want. At least in the prologue, there was always a plan on you finding the ones that you spend the night, and consummaing it. The problem is that the game got too big. : P
I am planning on a re-design, and with that I will add more stuff to the actual scenes. I still would probably not put a "Full sex scene", but I am definitively planning on an actual orgasm and a senseof "finishing", instead of that raw cut that is annoying as f@ck.
As for the rape scene...
I felt like showing the thing would be more impactful. I personally don't like rape, but as the story progressed to a point... I didn't feel that it made sense they don't try anything with Diana. She is a woman, she is hot and that's what they were doing before she got there.
ALSO, your choices were not for nothing, they just didn't have impact in what you thought they did. If you got all the "provocative " choices, the captain hates you and put up the toughest defense he can. If you just leave, he will chase you into the woods and you can fight there without sacrificing Jack's friend.
3. Hunger and Injury.
The hunger is there because I felt like in RPGs, helping others is too easy. It's too easy for the Main Character and to show how GOOD he is and turn down a reward while saying that "it's okay, you guys need it more than I do".
You can do that here sometimes, but you need money to EAT and if you don't eat, is game over. In turning this into a mechanic, it helps me with the narrative. You may not like it, and it MAY need some adjustments, but it does serve it's purpose.
Its also important for a plotwise reason. Zack comments that the Ambulemus is the "try not dying from hunger travel", which is true because when one becomes a Rinet, their system starts to work and digest nutrients faster.
As for the wounds, I wanted to punish players for KOs, but not withdrawing experience(I personally find it more annoying). I wanted the fighting to feel serious and you to be able to get hurt. You have to take care... that's it really. You f@ck up, you need money to heal.
You may want to offer a counterpoint to that, and while I will listen, I will not be taking them out. I may tune it down, reduce the penalties for some injuries, maybe make the food reduce more hunger, but thats it really. I want to make the game like that and if it will cost me, then it will cost me. I want the players to think about surviving.
The prologue quests.
Yeah, I kind of think you are right here. AS I said before, I will be remaking some things in the future and I definitively can see myself making make Josh be more incisive and maybe telling you about the available quests. I wanted to let the players have the option of just skipping that part, but I think it's not very well indicated that it's h-scene dependent.
Final:
I just wanted to say that I am glad you liked the game enough to write that much stuff that you think would help. I really wish you gave the game another chance, there is definitivelly some cool stuff waiting to happen in the story. : P
PS: As for where you stopped... You can wreck the elementals with one "Break And Fix" and you can buy items in the Camp that protect against fire attacks. There is also a "difficulty" in the options that you can adjust. Maybe in the future I will give Lauren a way to deal with them, because it makes sense.