Renlaq1

New Member
Aug 6, 2020
4
11
85
It helped me --> The error is that it can't find this file.
After you download the file and move it to the folder, just to be safe, don't forget to delete the "config" folder inside the "BepInEx" folder. After that, launch the game.
- If, after updating the game, it asks you to go to "Patreon" again and doesn't allow you to play, you need to exit, re-extract the "PFFpatch" archive with file replacement, delete the "config" folder, and launch the game.
THANK YOU THIS FIXED IT
 
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Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
694
1,023
299
I think the main issue here isn’t whether you’re digging in your heels but whether the direction actually lines up with what players are asking for. You’ve said content is dropping monthly, but looking at the timeline: Build 35 was released in mid-December, Build 36 in early May, and Build 37 in August — that’s 3 to 5 months between updates, not a steady “every month” release.


And when the update(specifically B37) finally lands, it's a a reworked scene and a few new sprites, while the bigger problems — like the UI — remain untouched. Every time I check this forum I see people raising the same UI complaints, with some even saying parts of the game feel unplayable. That’s not nitpicking; it’s a real issue that directly impacts the experience more than another companion scene or sprite swap. I honestly don't know how your patreons are more bothered by an old scene more than the ability to actually be able to play the game, But I think you should lend an ear to other areas of vocalizing feedback, even if it's from a pirating forum, most of us here could become paying consumers If we see the game going in a good direction, hence why I'm trying to be understandable, while also feeling stomped on the tail by devs not acknowledging that If a bunch of retards on a forum complain about specific issues, all at once from their game, then there might actually be something fucking wrong there...


I get that companion content is popular, but ignoring the core problems while insisting you’re “delivering tons of content” comes across as dismissive of the player feedback you’re getting. If progress on the MSQ or actual gameplay improvements keeps being pushed aside in favor of cosmetic reworks, it’s hard to see that as real delivery.
With all due respect, I'm not trying to underline your work, and disrespect what you guys built over the past few years, because as sure as hell I wouldn't be able to do what you guys are doing, hence why I'm a player since the early days.
And I would very much like to see where the plot wants to go instead of checking the change log every few months(not every month like you said :) ) and see that the only change that was made was... a rework of an older scene...I'm also working on a game, I might not have your guy's experience with developing, but I would very much like to finish the game, tell a story, show something I see, before starting to remake older scenes.
Atm we mostly go by the patreon, substar etc comments and feedback for what we need to improve and focus on, we never really get much in the way of requests to redo the UI, it's almost always more content, especially our companions and Iski. But yeah the UI is something that can be hard to get used to in a degree that we need to figure osmething out for the combat UI. Otherwise I am mostly find with the Ui outside of combat.

Combat is something we are seriously working on, balancing etc. Its a very difficult system to get down, we are still toying and poking at it but no real idea on a complete UI overhaul for it, we have made incremental improvements to it and the tutorial and will continue to do so. IMO combat UI is functional its more the balance that is the REAL issue we need to address, and then the UI.

Uh, fair actually yeah, we do have monthly builds but yeah I misspoke and the content drops are more every 2-3 months. The Hiho scene definitely needed to be re-worked though... it ties into the story she has and character arc much better. Not going to argue too much on the optics, as optically it is sus when older stuff is reworked, but in general we have had a super positive response to the new scene! Especially its pacing. For sure the MSQ needs to move... Scylla's third quest is something I have been fucking dreading because the second quest of hers was so fucking compromised and cut down and fucked with narratively that it is a HUGE complaint we get, her second quest just fucking sucks so you might not like it but we DO need to re-work that sometime.

Developping experience isn't really super important to give feedback or have an opinion on this kind of thing, there's merits to both sides of our arguments here. We could be making a huge mistake and you could be right about that, we might be doing the right thing and... I think we are despite us making some mistakes on the way.

Valaska this is not a criticism, since the game is great, but a suggestion for next projects: make them smaller. There are so many halfway done or abandoned games that I've lost track of. I bet I'm not the only one that's burnt out of games that feel like that never have a propper ending. Smaller, self contained stories can also deliver highly engaging content and for sure can be memorable experiences.
Hey it's a valid criticism to say that we went too big our first go around, I agree that the more prudent thing t be done was to put out a faster smaller project. I am happy we did go big at the end, but like... strategy wise, yeah we should have made a smaller thing.

I'll actually say a bit of insider info here... Gold and Sand? It has largely been pulled together in 2 coming on 3 years, and it is exactly the project we should have led with. Sadly it uh... it had some SERIOUS issues because we left it to contractors separate from the team and I had to go through and make EVERYTHING work together. I should have personally been way more involved in managing them but at the time we were pumping out Avarice.

The pace Gold and Sand has been developed is truly shocking and staggering and like, I'll... have a little hubris and say we NAILED gold and sand and the speed we pulled it together was incredible.

I honestly think our next project can be larger so long as we can afford more people art-pipeline wise.
 
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Daizuken

New Member
Mar 19, 2019
6
7
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Atm we mostly go by the patreon, substar etc comments and feedback for what we need to improve and focus on, we never really get much in the way of requests to redo the UI, it's almost always more content, especially our companions and Iski. But yeah the UI is something that can be hard to get used to in a degree that we need to figure osmething out for the combat UI. Otherwise I am mostly find with the Ui outside of combat.

Combat is something we are seriously working on, balancing etc. Its a very difficult system to get down, we are still toying and poking at it but no real idea on a complete UI overhaul for it, we have made incremental improvements to it and the tutorial and will continue to do so. IMO combat UI is functional its more the balance that is the REAL issue we need to address, and then the UI.

Uh, fair actually yeah, we do have monthly builds but yeah I misspoke and the content drops are more every 2-3 months. The Hiho scene definitely needed to be re-worked though... it ties into the story she has and character arc much better. Not going to argue too much on the optics, as optically it is sus when older stuff is reworked, but in general we have had a super positive response to the new scene! Especially its pacing. For sure the MSQ needs to move... Scylla's third quest is something I have been fucking dreading because the second quest of hers was so fucking compromised and cut down and fucked with narratively that it is a HUGE complaint we get, her second quest just fucking sucks so you might not like it but we DO need to re-work that sometime.

Developping experience isn't really super important to give feedback or have an opinion on this kind of thing, there's merits to both sides of our arguments here. We could be making a huge mistake and you could be right about that, we might be doing the right thing and... I think we are despite us making some mistakes on the way.


Thanks for taking the time to clarify, and I do appreciate you acknowledging the mistake about the update frequency, instead of just straight up starting to gaslight your way out of it, like most devs seem to do whenever they feel "cornered" by actual feedback, and that refuse to take a peek out of their little bubble of emotional protection, we all know how it feels whenever "devs dont listen". I also get that balancing and combat systems are tough to nail down, so it makes sense that they take longer to iterate on.


My main concern was just making sure the core issues like the ability to actually play the game and MSQ don’t get sidelined for too long, since they’re what really carry the game forward for most players. I’m glad to hear you’re aware of those points and working on them, even if it’s incremental for now.


At the end of the day, I’m only giving this feedback because I enjoy the game and want to see it reach its potential. I’ll leave it at that and let you guys keep doing your work — looking forward to seeing how it develops.
 

Falso

Newbie
Jun 23, 2017
46
37
82
Atm we mostly go by the patreon, substar etc comments and feedback for what we need to improve and focus on, we never really get much in the way of requests to redo the UI, it's almost always more content, especially our companions and Iski. But yeah the UI is something that can be hard to get used to in a degree that we need to figure osmething out for the combat UI. Otherwise I am mostly find with the Ui outside of combat.

Combat is something we are seriously working on, balancing etc. Its a very difficult system to get down, we are still toying and poking at it but no real idea on a complete UI overhaul for it, we have made incremental improvements to it and the tutorial and will continue to do so. IMO combat UI is functional its more the balance that is the REAL issue we need to address, and then the UI.

Uh, fair actually yeah, we do have monthly builds but yeah I misspoke and the content drops are more every 2-3 months. The Hiho scene definitely needed to be re-worked though... it ties into the story she has and character arc much better. Not going to argue too much on the optics, as optically it is sus when older stuff is reworked, but in general we have had a super positive response to the new scene! Especially its pacing. For sure the MSQ needs to move... Scylla's third quest is something I have been fucking dreading because the second quest of hers was so fucking compromised and cut down and fucked with narratively that it is a HUGE complaint we get, her second quest just fucking sucks so you might not like it but we DO need to re-work that sometime.

Developping experience isn't really super important to give feedback or have an opinion on this kind of thing, there's merits to both sides of our arguments here. We could be making a huge mistake and you could be right about that, we might be doing the right thing and... I think we are despite us making some mistakes on the way.



Hey it's a valid criticism to say that we went too big our first go around, I agree that the more prudent thing t be done was to put out a faster smaller project. I am happy we did go big at the end, but like... strategy wise, yeah we should have made a smaller thing.

I'll actually say a bit of insider info here... Gold and Sand? It has largely been pulled together in 2 coming on 3 years, and it is exactly the project we should have led with. Sadly it uh... it had some SERIOUS issues because we left it to contractors separate from the team and I had to go through and make EVERYTHING work together. I should have personally been way more involved in managing them but at the time we were pumping out Avarice.

The pace Gold and Sand has been developed is truly shocking and staggering and like, I'll... have a little hubris and say we NAILED gold and sand and the speed we pulled it together was incredible.

I honestly think our next project can be larger so long as we can afford more people art-pipeline wise.
You don't need to rework the whole UI, just change some things to make it playable. The game is made in unity, as for help, I'm sure someone out there can help you out if you don't know how to change the UI. It shouldn't be difficult. But yeah, the cards UI and movement need some improvements.
 

Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
694
1,023
299
Thanks for taking the time to clarify, and I do appreciate you acknowledging the mistake about the update frequency, instead of just straight up starting to gaslight your way out of it, like most devs seem to do whenever they feel "cornered" by actual feedback, and that refuse to take a peek out of their little bubble of emotional protection, we all know how it feels whenever "devs dont listen". I also get that balancing and combat systems are tough to nail down, so it makes sense that they take longer to iterate on.


My main concern was just making sure the core issues like the ability to actually play the game and MSQ don’t get sidelined for too long, since they’re what really carry the game forward for most players. I’m glad to hear you’re aware of those points and working on them, even if it’s incremental for now.


At the end of the day, I’m only giving this feedback because I enjoy the game and want to see it reach its potential. I’ll leave it at that and let you guys keep doing your work — looking forward to seeing how it develops.
Haha, I dunno it's just normal to accept when you misspeak or get something wrong, but thanks we try to be honest people here in TDD. We listen even to criticism here, but we need to filter and prioritise and that might not always feel/sound/seem fair but it's the best you can do. Listening to all feedback can get you constantly re-factoring when something might be "good enough" even if it's not perfect.

We are still really trying to figure out our combat side of things. I feel the systems are good, but now we need to tune the levers and make it more approachable. There are some issues that expert players in the genre would be fine with... like the turn AUTO ENDING as soon as you run out of AP, but those are CANCER for 99% of users. Deck and Arbuz kept defending and dug in heels about how it's more efficient and should be default toggled on. While it is more efficient, it can leave you completely fucking frustrated and not understanding why the turn ended or why things are just happening all at once. I saw it when Pippa Pipkin played the game, she got SUPER frustrated at turns auto-resolving when AP was finished... deck and Arbuz finally relented and it will be a toggle that is auto set off.

You don't need to rework the whole UI, just change some things to make it playable. The game is made in unity, as for help, I'm sure someone out there can help you out if you don't know how to change the UI. It shouldn't be difficult. But yeah, the cards UI and movement need some improvements.
Yeah we might need to outsource the combat UI eventually, not sure yet. It's pretty tricky nailing down a good UI, really eye opening experience making a game... I used to go "the fuck was this guy thinking!?" when I played things like NeoScavenger, CastleRock, FFXIV etc, but like... holy fuck, I was completely ignorant of how tricky it is actually to make a UI.

I don't think we need to completely junk it ofc and we are functional, I have made some suggestions about the UI after completing the current devtest for Gold and Sand. GnS has been a hugely awesome testbed and should really refine Avarice.
 

Falso

Newbie
Jun 23, 2017
46
37
82
Haha, I dunno it's just normal to accept when you misspeak or get something wrong, but thanks we try to be honest people here in TDD. We listen even to criticism here, but we need to filter and prioritise and that might not always feel/sound/seem fair but it's the best you can do. Listening to all feedback can get you constantly re-factoring when something might be "good enough" even if it's not perfect.

We are still really trying to figure out our combat side of things. I feel the systems are good, but now we need to tune the levers and make it more approachable. There are some issues that expert players in the genre would be fine with... like the turn AUTO ENDING as soon as you run out of AP, but those are CANCER for 99% of users. Deck and Arbuz kept defending and dug in heels about how it's more efficient and should be default toggled on. While it is more efficient, it can leave you completely fucking frustrated and not understanding why the turn ended or why things are just happening all at once. I saw it when Pippa Pipkin played the game, she got SUPER frustrated at turns auto-resolving when AP was finished... deck and Arbuz finally relented and it will be a toggle that is auto set off.



Yeah we might need to outsource the combat UI eventually, not sure yet. It's pretty tricky nailing down a good UI, really eye opening experience making a game... I used to go "the fuck was this guy thinking!?" when I played things like NeoScavenger, CastleRock, FFXIV etc, but like... holy fuck, I was completely ignorant of how tricky it is actually to make a UI.

I don't think we need to completely junk it ofc and we are functional, I have made some suggestions about the UI after completing the current devtest for Gold and Sand. GnS has been a hugely awesome testbed and should really refine Avarice.
Focus on showing effects in a clear way. It surprised me that there isn't a number indicating the card cost. All card games have it. Putting the cost within the description and also having like 10 effects appearing on screen at the same time with 4 limbs breaking or something is confusing as fuck.

Clicking on limbs is also confusing because they are so small. Sometimes I click, no action is made, sometimes I click another part of the map and it makes an action when I don't want it.

And the skeletons at the beginning glitched for some reason and the girl sometimes blocks some paths at battle and soft locks the game.

And the movement is a bit sluggish.

The impression the game gives me at the start isn't good. Doesn't matter if it's 40 hours because I can't play it. I've seen some of the art and the comic and it's a shame, because this gets overshadowed by bugs.

There are some videos and articles about gamedev and gameplay feedback that could help you make a better UI and player experience. I think you should make this a priority.
 

Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
694
1,023
299
You don't play cards, so there is no cost. That's the enemy behaviour like I said before.
 

Wabobo

Newbie
Apr 27, 2020
82
117
133
decided to play this game finally, was pleasantly suprised to see some simple character customization, was NOT expecting for the thieves at the start to recognize my jacket was a different color and change their dialogue to be accurate.
 
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na-galm

New Member
May 31, 2019
3
3
13
The writing, animation, art, music, dialogue and basically everything else in this game is top notch, but I still feel rather torn about it still, doubly so for the web comic. Simply because the setting is bleak and the stories revolve around depressing topics (rape, torture, slavery, death, corruption, blackmail, poverty,...)
I can't really enjoy any of the naughty parts when I'm hurt and sad, though I definitely appreciate the artistry, passion, hard work and talent that went into all of it. Honest to god, I'm a bit annoyed at myself because I really want to like the works based on the quality alone, but it's just not the kind of story I'm looking for at the end of the day, I think.
 
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Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
694
1,023
299
The writing, animation, art, music, dialogue and basically everything else in this game is top notch, but I still feel rather torn about it still, doubly so for the web comic. Simply because the setting is bleak and the stories revolve around depressing topics (rape, torture, slavery, death, corruption, blackmail, poverty,...)
I can't really enjoy any of the naughty parts when I'm hurt and sad, though I definitely appreciate the artistry, passion, hard work and talent that went into all of it. Honest to god, I'm a bit annoyed at myself because I really want to like the works based on the quality alone, but it's just not the kind of story I'm looking for at the end of the day, I think.
Oof, yeah there are some darker themes in our setting, especially since this area is in such turmoil. I try to keep it from getting too far down nd have moments of levity, happiness, and good outcomes or just outcomes. But yeah the setting and story does kinda... batter you around etc.
 
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na-galm

New Member
May 31, 2019
3
3
13
Oof, yeah there are some darker themes in our setting, especially since this area is in such turmoil. I try to keep it from getting too far down nd have moments of levity, happiness, and good outcomes or just outcomes. But yeah the setting and story does kinda... batter you around etc.
I went into the game completely blind, but with a name like Price for Freedom: Avarice, I feel like I should have expected a grim setting, that's on me lol
The moments of levity are very much appreciated and especially the game feels less "hostile" compared to the comic, poor Nameless man •︵•
I will join your patreon once I run out of free content because I am pining for Hiho invested in the characters

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Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
694
1,023
299
I went into the game completely blind, but with a name like Price for Freedom: Avarice, I feel like I should have expected a grim setting, that's on me lol
The moments of levity are very much appreciated and especially the game feels less "hostile" compared to the comic, poor Nameless man •︵•
I will join your patreon once I run out of free content because I am pining for Hiho invested in the characters

You don't have permission to view the spoiler content. Log in or register now.
Haha yeah the Webcomic was made when Arbuz wanted toe explore darker themes back in the day and since he has softened up a bit. I won't lie, but yeah the game can explore some seriously dark themes and narrative moments... but I like to give the player the choice whether or not to let Redic backslide into that life or embrace that better nature he abandoned for ease and money in the past.

There will be some truly dark ending frames depending on player decisions, too... but most of them you should be able to see coming and even course correct at some point fr one of the worst. I give PLENTY of subtle warnings for the BIG dark ne lol.
 

SpecterX

Active Member
Apr 29, 2020
561
366
186
How are the RPG mechanics in the game? Are they only superficial?
I remember playing this a few years ago but one of the quests got softlocked so I quitted.
 
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4.00 star(s) 40 Votes