bgtbbb
Newbie
- Mar 3, 2021
- 72
- 264
- 177
Yes, having many of the values adjustable is amazing, which was why i wrote that it was my experience on its default value.
If possible I think making normal enemies able to instant grab when pleasure is passed a certain value could be neat. Make sure to dye them in a specific color to show this as well.
Another idea I'd like to propose is a different enemy type that are like elites but deals extremely little damage. However, all of their moves knocks you down. This means in a situation where you're surrounded, they can knock you into other enemies. That or, have very little knockback so they can quickly grab you.
I think one of the problem is that you're most likely dying first before getting grabbed (unless an elite is there but they also deal massive damage so...)
An unconventional idea is to have enemies deal less damage at higher pleasure level so there's always a chance you can get knocked down. Maybe make your movement even worse or even disabling dash? Add this with the new enemy type and you're definitely running out of potions quick and getting fucked to death.
Thanks for all the feedback. I plan to release a small patch soon with some fixes and extra configs, just stuff that are quick to implement. The im going sit down and ponder next steps for the mod.I only started playing the game, but I already apreciate this mod. But there are some issues I find with its current implementation:
Field of View:
I love the idea, but I'm not a fan oft he default settings. Having a back radius of only 2.5 could be argued with (though i personally prefer something more like 4/5),e specially as enemys fade in/out for a while. But the limited frontal view is definitely a downer for me. Not only doesn't it make any sense to be so short-sighted, it also completely kills the need of scouting the area via camera. It's nice to HAVE that option, for people going for challenge runs and stuff, but I think a default value of 15 or so would make more sense.
Elite Enemies:
Probably great for a second/third run, but I personally don't like it. The random factor is what tilts me off here, as you might end up with an elite enemy in an extremely bad spot.
Deleveling:
Again, I like the idea, but not a fan of it's implementation. You can leave the current options in there, but also add one other toggle: loose EXP only from your currently available pool, rather than from your level. This way, you can't delevel, but still loose all your unspent EXP. Make a second option to drain % based on required level up (current system), or % based on current total amount of unspend XP (this way it never goes to 0, but decreases faster if you got more in the pool)
Trapped Savepoints:
The Game-Over solution doesn't really work. First, you still respawn just fine afterwards, without the "bad end" changing any of your sex stats (but you do loose your EXP and keep your stats since your last rest). Second, I find the triggers as to when it will cause that bad-end too confusing. So here are some suggestions:
Give us options to change/disable the following:
Remove fast travel
Change how many potions are being refilled (0-100%)
Change how much your character is being healed
Remove clothing repair (and costume change)
Disable leveling up function
Disable removal of status effects
This way, players truly are "trapped" in a specific area by limiting their options and/or resources
PleasureParalysis:
I haven't gotten to the point of this in the base game, so IDK how it works in the base game. But I'd find it a bit more interesting to change it like this:
Higher values DECREASES damage taken instead of increasing
Taking normal damage also increases buildup
Reduce potion efficiency (less heal)
In combination with other systems, increases the "danger" of ero events.
For example: Make it harder to struggle out of ero events/restraints. But decreases HP drain.
This would lead to more and prolonged sexual abuse instead of game-overs.
Struggle System:
A much needed change to the vanilla system, but sadly still lacking in options.
For example, I personally prefer to have a rather fixed timer on being downed instead of relying on button mashing. But in it's current implementation, SP drain configuration is shared between downed and ero states. If I remove SP gain through struggle when downed and give SP regeneration to 5 seconds when downed (so my character always stays downed for 5 seconds, no matter what), then I'll also be able to struggle out of ero scenes within 5 seconds. Not exactly great.
Secondly, I'd prefer a "limit" to the struggling. Instead of button mashing, every struggle press will give you stamina regen for X duration, or only regain stamina at most X times per second ( so there is no point in spamming the button more than 5/second)
I'd also like to have some options to change how many times the struggle window appears. Simple stuff such as, probability, min wait and max wait until the next one appears.
EDIT:
Another way to make struggling more interesting would be to drain MP when struggling out of "struggle" windows. Since it's a fairly limited resource, it gives you some more options instead of the healing potion-brute-forcing, but still be limited enough... ESPECIALLY if you don't manage your resources properly.
Or add an option to insta-free yourself by consuming X amount of MP instead of using a potion.
Oh and lastly: Your discord invite in the readme has expired....