Quetzzz
Well-Known Member
- Sep 29, 2023
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Yeah, it really is too bad. My advice to devs is to store a player's every choice in a list or in unique variables, even if the choice isn't expected to play a role. That way, if plans change, the data is all there to be interpreted.I'm finding so many errors on this replay that it's kinda mind-blowing.
One biggie has to do with the new intimidation/charisma stats. One big example, when dealing with Milton at the gate, if you choose to persuade instead of intimidating him, the following checks look for "if intimidation >= 1 ; else". That means, if you chose to intimidate the skank at the tavern earlier, but chose to persuade Milton, everyone will react as if you intimidated him, because you have at least 1 point of intimidation.
Until this last update, Buu pretty much only ever used boolean variables (true/false). With his new stats, he really should have taken some time to study how integer variables are used. However, in the example above, he really should have added a boolean variable for that specific choice and then checked it for the later reactions.
Mistakes like this are the one of the main reasons we end up having to start over after an update, since fixing things like this will either break saves, or take considerable effort to prevent saves from breaking.
Nephilim has so many great opportunities to use a player's answers. Told Eliza that you keep people around because they're useful and they aren't your friends? This could've been used or brought up when the whole situation with the pirate twins unfolded. Instead of forgiving them because "I really do like and trust them," the MC could think that he'll keep them around because they'll be useful in the future.
The same goes for the house and their plans. We get a choice about how we feel about settling down eventually, and we can outright dismiss it. But then the deed falls into Eliza's lap, and the MC is entirely on board regardless.
Pretty much every choice we get to make could have a callback or effect later on. Sadly, as it is now, Nephilim just isn't a satisfying roleplay experience, regardless of Buu's claims that choices matter and that the player is the nephilim. There are just too many instances of the narrative invalidating players' choices.