Actually, I have been seeing these a lot too and have been thinking about this.@Faerin
Yo
Been reading the posts and it seems many players accidently pass triggers by gaining to many hearts or stars.
Would it be possible to put a stat blocker ingame that follows key triggers? Instead of a heart i get a message like.. "Hmm i must be missing something".. This would alert the player it's time to do something else instead of loosing the trigger and miss out on the event all together.
Cheers mate![]()
The problem is that each event has as a set of conditions that can be very complex and the events are not (really) linear.
So that means that it's hard for the game to "know" which event is next, except by looking at the current stats,
(this is how the new hints system works as well).
So when players max their stats, the lower and upper limit of an event condition gets exceeded and they won't trigger anymore.
The only real solution I see would be disabling the stat cheat altogether (which would not really be a good solution either).
So I got some more thinking to do...
I hope so, I think it will make it a lot harder to get stuck and hopefully you won't need a walkthrough anymore at all.This is a good idea. I doubt this happened to anyone playing the game early on because of the nature of each update, but someone just picking this up now might easily gain "too many" hearts and miss certain triggers because they weren't in the foyer on Saturday afternoon or whatever. With Ashley, for example, I can imagine a player going from less than 40 to 60+ hearts without stumbling on the 40-heart or 50-heart trigger.
Perhaps the Hint system @Faerin is implementing might make this a moot point, though?
However raising the stats too high, would still be problem.
Actually now that I think about it, one solution would be to cap the stat raise cheat to the event that matches the number of stars (however this would be a lot of work to implement).