- Aug 20, 2017
- 10
- 4
(I don't remember if you need him to be the mentor for this, most probably not.)Anyone got "total submission" open in gallery?
While i tend to disagree, a cheat option could be useful for QA purposes/scene hunting, but it is supposed to be a game as well.I know this has already been brought up a lot, but I play these for porn, not for a 6 hour long text-based roguelike. The content itself is great, and the format is great when things are going as planned, but the unforgiving nature of the card randomness is madness. I just played 3 hours straight going for a trust route and I've had to abandon my run because I failed a payton the merchant 2 trust check with 6 trusts in my deck. The only purpose of me playing at that point was to see payton's questline to the end. The fact that it's intentional to have to replay the same 3 hours of text and cutscenes to get back to the same point and try the roll again hurts my head.
Is there at least a method via save editor to reset the roll? Otherwise I would strongly suggest adding at least a reroll button to be used once for each check, makes it focus more on the deckbuilding and less on the randomness.
But im not interested in cg rip, I enjoy the pace and the story and the choices, I just don't like spending 3 hours to have my payout ruined by rng.While i tend to disagree, a cheat option could be useful for QA purposes/scene hunting, but it is supposed to be a game as well.
Imo with games like this you should wait for it to be completed and do 3-5 playthroughs that get progressively less "yolo", until you reach your current level of frustration and drop the game .P
Why I'd be against a "QA option" is that "we're" playtesting gameplay, not playtesting QA operations. The finished product should be a game, not a slideshow, just wait for CG rip bro .P
Use the seasonal checkpoints, they reset the Princess's decisions.But im not interested in cg rip, I enjoy the pace and the story and the choices, I just don't like spending 3 hours to have my payout ruined by rng.
Huh fair enough, I hadn't checked that option. Does it reset other progress? like cards and previous events? Also from a game design prespective have you considered a reroll mechanic? either once per choice or on a longer cooldown (maybe even once per season)? I can only see positives to it.Use the seasonal checkpoints, they reset the Princess's decisions.
It resets everything back to how you were at that checkpoint this run. So cards, stats, relationships, they'll all be the same.Huh fair enough, I hadn't checked that option. Does it reset other progress? like cards and previous events? Also from a game design prespective have you considered a reroll mechanic? either once per choice or on a longer cooldown (maybe even once per season)? I can only see positives to it.
Excellent, sorry about the previous negativity, that pretty much solves my issue. Yea I mean, as is mentioned in the game, video games are all abstractions and macguffins, can't be too hard to come up with a lore reason for it, it would just feel good from a mechanics and balance perspective, give the player some extra agency over choices, and make it less likely for terribly unlucky rolls to happen without making much difference on less likely rolls.It resets everything back to how you were at that checkpoint this run. So cards, stats, relationships, they'll all be the same.
As for revolts, it conflicts with the theme. The Princezs is making these decisions, how did you playing as Maria make her reconsider? Maybe as an heirloom.
Heirloom for Maria's ending could be interesting.As for rerolls, it conflicts with the theme. The Princezs is making these decisions, how did you playing as Maria make her reconsider? Maybe as an heirloom.
I don't mean it doesn't match the theme in terms of how it physically happens, I mean in terms of what emotions the game and story is trying to evoke. The game is simulating what giving advice to a real person is like. And people tend to do what you don't want them to do all the time. Being able to retry decisions could work as something you add in exchange for something else to push for scenes you want (like an heirloom) but as a base game mechanic it goes against what I'm trying to evoke.Excellent, sorry about the previous negativity, that pretty much solves my issue. Yea I mean, as is mentioned in the game, video games are all abstractions and macguffins, can't be too hard to come up with a lore reason for it, it would just feel good from a mechanics and balance perspective, give the player some extra agency over choices, and make it less likely for terribly unlucky rolls to happen without making much difference on less likely rolls.
For example, if you need to roll a paranoid but only have 1 in deck, the reroll won't help much, still a low percentage chance as you didn't prepare your deck well enough for it, but if you had 3 paranoids and didn't get it, the reroll would be a great save. Thinking about it more, once per x weeks (anywhere from 2 to a whole season) would make it a rare and powerful mechanic that adds quite a bit of depth and strategy to the game.
There is going to be a new meditation mechanic for .7 actually. Right now it's planned to be an ability to guarantee a draw that week in exchange for deleting the card you force drew.Heirloom for Maria's ending could be interesting.
Alternatively it could be a new meditation mechanic like visualization, although I don't know if re-rolls should be a temporary buff or based on stored "roll points".
(After pointing out in my review about the game's lack of flexibility to try SOME routes without starting from scratch) This is going to be quite hypocritical of me, But here I go anyway.There is going to be a new meditation mechanic for .7 actually. Right now it's planned to be an ability to guarantee a draw that week in exchange for deleting the card you force drew.
Now if you're asking "wait, how is force passing some checks different than rerolls?" well they both compromise against the theme, but we're getting towards the late game, some compromising has to be done ti make the game actually enjoyable.
I guess I need to clarify. This is a new mechanic for .7 content onwards, things that happen after the Festival of the Sun. You can't use it in the existing stuff. By the Festival of the Sun dual color cards are pretty played out and there needs to be something to keep the monthly meeting deck building interesting. Originally I was planning on triple color cards but that just makes the not drawing a specific card problem even worse. Forcing a dual color card for a better chance at passing an advanced check at the cost of losing it after that week has a nice risk reward balance. Do I just keep pruning the deck or do I tilt this weeks odds in my favor at the cost of weakening the deck in the future?(After pointing out in my review about the game's lack of flexibility to try SOME routes without starting from scratch) This is going to be quite hypocritical of me, But here I go anyway.
I, for one, am really glad I got to play the game before the force draw mechanic is implemented.
A significant part of the fun was/is the nail-biting moment as the cards start to line up and the sheer joy when it passes the requirement. If force draw was a thing from the beginning, my lazy ass would have most definitely abused it and simply skimmed through every route.
What I'm really trying to say is : The original card mechanics of the game was amazing and it needs no further improvement.
(But, at the same time, I also understand the need for such a compromise and I hope it is well received.)
We're at week 37 of 55 so there's actually 18 more weeks. 14 of those are "real" gameplay weeks and 4 of those are "story" weeks.Ah, I'm sorry. I was the one who completely misunderstood what you said.
Interesting to see a new mechanic at this stage of the game.
With only around 5 (or 10?) more weeks left in the calendar, I'm quite excited to see how big a role the new mechanic will play in the final outcome of the game
Wait, really?!We're at week 37 of 55 so there's actually 18 more weeks. 14 of those are "real" gameplay weeks and 4 of those are "story" weeks.
That would suggest that it's completely optional/avoidable. Is that correct Apollo Seven ?There's a tentacle and tape tag because there's a tentacle rape scene in the game. Only one though and it's pretty minor and a little hard to find.