I don't, for the life of me, understand why you need so many steps, so needlessly complicated. Writing stuff down...What for? You have a progress button, use it. Meanwhile, characters have only 2 places you can visit + phone call and maybe invite, if implemented. If character specific events don't trigger, just wait for main story ones to pass first.
At least for this step, you can skip it by clicking the "progress" button at the bottom of the screen. Although it does not specify how many incomplete events there are, it lets you know that there are events available for which character, or main events available, or happy events available
Thanks! Somehow, I totally missed the (tiny, barely visible) progress button. How long has this been there? Haha. I feel like an idiot for missing it all this time. That will save me a lot of clicking and writing down (or typing in notepad, I didn't use actual paper, I am not a Neanderthal).
There are a number of AVN developers who have worked to come up with a workable balance of hand holding and being thrown into the deep end. Some, like Xavster put little icons on the ship map to show which rooms contain repeatable or new scenes. Others, like NLT and many others will leave the player to explore, but provide a hint mechanic to give some small nudge. It's a difficult balance to achieve. Some do it well, some don't.
Very true. LiL is a lot less grindy than many games. I wouldn't even use the word grind to describe it. I think somewhat repetitive at times, is as good a description as any. With some interface tweaking, if Selebus is game to try it, could take the edge off so to speak.
I pretty much avoid all sandbox games, and anything with a hint of grind, because I just don't have the patience for it. There are so many great games to play, not to waste my time clicking all over a map or room to try to find the next scene, or repeating the same scene over and over to increase stats. A few games around here are especially egregious offenders. Room for Rent is a prime example. At first glance appears like it might be decent, but the mind-numbing grind kills any potential enjoyment for the game.
LiL is great enough, that I never minded the sandbox-lite nature. However, after playing up to this point, I am realizing that the mechanics of triggering the next character scene could be improved, for me at least. The progress menu, which I never knew about, will help a lot, but even if you know what character you are trying for, there are about 12 combinations of places, times, and days you have to try to attempt to trigger the scene, with each scene with each girl, and sometimes it still doesn't work because I haven't triggered a main event yet.
Maybe I am in the minority of fans, but a little more guidance to reduce repetitive clicking would be much welcomed.
Thank you for reminding me of the Thomas Covenant books!
Thomas Covenant was much worse, as an actual rapist. I couldn't get past that part, and put away the series in disgust. I am sure Thomas Covenant was very sorry and wretched afterwords, but that still didn't make me want to spend another 1500 pages with him.
When I read novels, the main character doesn't have to be perfect (how boring). Imperfect, flawed characters and even those with sketchy morals, make it interesting. But I have to at least like the character in some way. They should have at least a few redeeming qualities. Think of Takeshi Kovacs, from the Altered Carbon trilogy, Logen Ninefingers or even Inquisitor Glokta from Joe Abercrombie's, The Blade Itself (if you've read either of those books). They are criminals and killers many times over, but each of them have some spark or sense of internal ethics, even if twisted by modern standards, that make them interesting to read about and root for.