- Dec 16, 2022
- 1
- 0
You hit the nail on the head. I really like that boned mod makes the game more difficult and makes it an actual challenge to try to avoid being raped. But the RNG escape is a horrible play experience. Like you say, the difficulty in Dark Souls is an enjoyable difficulty exactly because what fucks you up is predictable, and therefore through practice you learn the enemy patterns and how to beat them. Boned is free to ignore this as they want. But my feedback as another person who really wants to love the mod but is finding it turning into an un-fun slog, the escapes need to work on a system that isn't RNG. Your idea about tying successful escape to the timing of specific enemy animations within the animation cycle is a good one I think. If boned wanted to still be able to force the player to endure insemination as a consequence of playing badly, perhaps the ability to escape could be removed temporarily after a certain number of escapes in a row, or when the PC is below a certain amount of health?I have to agree with some others in this thread. There's hard that's well designed, fair and enjoyable to overcome and then there's hard that's just random, unfair and annoying. Your mod feels like more of the latter. The sex parts are great and so is some of the tuning done to the enemies, but the guaranteed grabs, RNG-based escape from rape and zero stamina on trap knockdowns are just simply unfun. It doesn't really make the game harder, but rather limits playstyles and makes you sigh every time you get grabbed because escaping is more of a chore than a part of a fun gameplay. Sometimes you get out on the first click and other times you go through 1-2 full animations, especially if the de-buff kicks in.
You compared this to Dark Souls, but those games have very little RNG-based difficulty and don't try to limit players' playstyles. Imagine if you would get the full damage from attacks every time you tried dodge-rolling too close to the enemy in Dark Souls. Most people would probably just play ranged or block builds and it's kinda how it is with this mod. I'm basically either standing still and blocking or just dodging backwards and attacking once or twice, rinse and repeat, with occasional dash above enemies' heads if there's space for that. Doesn't really feel harder, just more limiting.
If you really want that grab on dodge, then maybe something like a cooldown on multiple dodges through enemies would be better. You get one free dodge without grab and then x seconds cooldown. If you try dodging through that enemy during that cooldown you get grabbed. Limits the easy dodge spamming without disabling it completely. As for escape, maybe make it more about figuring out when to start mashing the button based on animation, like increasing the chance right before the insertion or when the enemy is changing position. This way players could learn when's the best moment to escape from every enemy instead of hoping for a good dice roll.
Anyway, it's your mod, so obviously you do you. I've played with it for a while and really enjoyed some of its parts but finally decided to remove it because of the issues I mentioned. Still, it's always awesome to see people making mods for the games you enjoy, so thanks for that.![]()
I also agree with this. I like the idea of having to recover stamina before being able to get back up, but the fact that an enemy can knock me down and send me flying an entire screen length away, and I won't be able to recover before the enemy lazily saunters over at a casual stroll feels ridiculous. Consequences for mistakes is good. Locking the player out of any control over the character for an extended period of time, not so much.I think the only thing that needs to be changed is the stamina regen on knock down. It's way to slow, making any knockdown a guaranteed grab.
Exactly, yeah. The game uses the "jump button" as the universal method to "exit a menu". If you bind your jump button to something else, you will have to use that key from that point on in order to exit a menu.As far as I could tell, the "exit menu" function is tied to the jump button. If I remember correctly, the default jump button is the space bar.
Thank you. Yeah, I also heard it was bugged too tis a shame but that weapon tho lol for the lovin' life outta this game I can't figure it out.enemy is bugged. it is the sex bench in the last few maps.
weapon I do not have it either.
The entry of that weapon doesn't appear in 1.07. This is my weapon records screen:I can't seem to be able to find these last two entries, especially the weapon between the rapier and nightingale. Someone, please aid me. :>
I just checked the thread again to check for updates or anything new and came across the dev's post in the previous page, it's pointless to try and give him any sort of criticism since it seems he believes he's working on Dark Souls 4 lmao, not gonna bother typing a whole lot mainly because he simply plugged his ears and La La La'd his way out of any feedback, but also because if you just download v0.1 of his mod, there're no grabs, so you get more or less the ideal experience without the comical 'difficulty' he seems proud of.You hit the nail on the head. I really like that boned mod makes the game more difficult and makes it an actual challenge to try to avoid being raped. But the RNG escape is a horrible play experience.
Yeah, tbf to boned though, I do understand that a lot of feedback from players is often braindead and totally useless, and that game dev by committee always ends up a clusterfuck, so I understand boned's defensiveness. I do think the mod would greatly benefit though from boned drawing more of a distinction between satisfying-to-overcome difficulty, and just-plain-not-fun difficulty.I just checked the thread again to check for updates or anything new and came across the dev's post in the previous page, it's pointless to try and give him any sort of criticism since it seems he believes he's working on Dark Souls 4 lmao, not gonna bother typing a whole lot mainly because he simply plugged his ears and La La La'd his way out of any feedback, but also because if you just download v0.1 of his mod, there're no grabs, so you get more or less the ideal experience without the comical 'difficulty' he seems proud of.
An update on this idea. I was thinking more about it, and tying escape to enemy animations would be a metric fuckton of work. So perhaps a better non-rng idea would be a system like: Guaranteed escape if player at max stamina, but with every repeated rape/grab within a certain time-frame the rate at which stamina recovers becomes slower and slower until insemination is guaranteed. Something like that could maybe be an improvement while still punishing the player for bad play.Your idea about tying successful escape to the timing of specific enemy animations within the animation cycle is a good one I think. If boned wanted to still be able to force the player to endure insemination as a consequence of playing badly, perhaps the ability to escape could be removed temporarily after a certain number of escapes in a row, or when the PC is below a certain amount of health?
Ok, so there are a number of items that are used just as markers for beating the boss or increasing your potion count. The boss name ideas let you summon them to fight again if you revisit the area later, by activating a red particle effect before the arena. Once you get to the shop in Ragdum you can also use them to buy weapons.I can't use some of the items in the inventory, like the Witch's Elixier or some Ideas. Their menu just won't open. Is there a workaround for that?
I'm using 1.06(Uncensored&Unmodded)
edit: It seems like I can only active the last item (apart from teleportation, they're working all the time) and have to visit the menu every time I'm picking up an Idea.
edit²: I think those are automatically added items, which just got stuck visually. I've defeated a boss, bot it's souls/Idea added to my counter automatically, but the Idea item is stuck in my inventory.
OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, O-MOTHER-FUCKING-P! Seriously, so many jackasses refuse to do the sensible thing and look at the first page for a simple changelog when the damn version number changes and jump straight into asking the same dumbass question over and over and over and over again. Hot damn, too many people looking to be spoon fed basic information around these forums that LOOKING AT THE OP usually fixes.Did this game get any new conntent past half a year?
Your brain is an echo chamber.
I've tried this a bit alongside Boned's mod for 1.07. So far, from my little play testing, they don't interfere with each other, and I haven't seen any new problems occur yet.Here's a small mod I made: NoR Big "O" Counter
NoRBigOCounter.rar
What it does:
- gives a visual indicator when Aradia climaxes
- shows cream pie volumes as they happen
- shows throat pie volumes as they happen
Wut? Why?
I found myself wondering how in the world Aradia was piling up so many orgasms just by me watching monsters rape her. Now I know. Also, I wondered why semen wasn't being treated like damage, with little popups indicating amount delivered. Fixed.
Installation:
Simply extract the included DLL into the Night of Revenge install directory under BepInEx\plugins\
Feedback:
Let me know if you have any suggestions, complaints, issues. I'll see what I can do. This is my first mod of anything, so happy to get input from people who know what they're doing.
Examples attached
Thanks for your feedback!I've tried this a bit alongside Boned's mod for 1.07. So far, from my little play testing, they don't interfere with each other, and I haven't seen any new problems occur yet.
One little thing to note, regarding grabs that end in a Game Over, is that the counters don't appear at the same time Aradia would be creampied/climaxing/throat-pied in the scenes. I'm taking a guess that they appear when the corresponding creampied/climaxing/throat-pied's numbers shown in the status change. Noticed this from one of the Jailers in Ranch.
One last thing, it's just my preference, but I think it'd be nice when the "Climaxing" text appears, it lingers a little bit longer and moves upward a tad bit slower. I'm focusing on the h-scenes, so it'd be better imo, when a red text appears for an h-scene, it's there long enough to recognize she climaxed, rather than seeing it zoom upwards too quickly when one focuses on the action.