diebesgrab
Active Member
- Feb 25, 2019
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I mean, I'm not saying it isn't an issue, but using me as an example probably isn't the best support for that statement: I'm incredibly impatient, and the entire reason I was able to write those guides is that I played the game enough times in a short enough period that a lot of the information I needed to write them stuck, and to make me want to make those playthroughs more efficient—and savescumming is pretty much the only way I'd have had the patience to do all that, even with far fewer random events.When even the writer of guides for the game talks about savescumming as a part of how they play the game this is an issue.
Personally, I think the main thing that needs to happen in terms of making the game, perhaps if not fun, at least easier to get to the good parts, is to reduce—though not necessarily eliminate—the amount of randomness. I think that could actually pretty easily be done by tweaking the existing system. Just as examples of ideas:
- Take the ruler events that are now tied to specific castle locations out of the pool of random events to reduce the number of events available;
- Limit more events to more specific date ranges (not sex scenes or important events that gate further content)—this limits the mutability of a playthrough a bit, but again, reduces the number of available random events to pull from at any given time.
- Make more events tied to locations, especially the ones that are just there for lore-building. Make them available at different dates so players interested in the lore at least have more reason to go around checking every location every week, and again, this reduces the number of available random scenes.
- Make more events the result of player choice instead of simply randomly popping. You don't have to implement a full blown relationship stat for every NPC, but maybe certain choices made during events tied to certain NPCs open up more lore-building events tied to that NPC, instead of them just randomly occurring at the end of a week—as you experience more events connected to Cla-Min's thread of events, maybe you open up the Cla-Min ruler events (like the counterfeit gold one). This one's admittedly more difficult as it involves restructuring trigger paths for events, though.
- Restructure Alexia's job system somewhat so the player has a bit more control over what job events he sees. There's clearly a limit to how far this can be taken without it being a major pain in the ass for the devs, but I feel like some means of reducing randomness is going to have to be worked into the job events, or else the increasing pool of is going to reduce the odds of getting a specific one to maddening levels. It's already gotten pretty annoying just savescumming for them in the current version (though to be fair, I have monumentally bad luck with RNG).