Terakahn

Active Member
Oct 5, 2017
828
401
Tried out some of the 5.3 fixes. Got some notes. I don't know your roadmap for the next few updates, but if you're looking for ideas on specific mechanics or whatever that's cool. (Edit: I just noticed you have a roadmap posted on 3/27 & updated 4/20? I didn't see that before. I'm dumb lol. I'll try to center feedback more around that stuff in the future if the're suggestions.)

-Bugs I only found one. Discarding a clothing item, at least with the starting clothing, seemed to just delete the last item in the list. So I tried to discard my starting shirt, and it just deleted whatever was last on that screen, and if I kept trying to discard that item, it would delete items until that was all that was left.

-So heat seems to result in you just losing resources. Either you get raided and lose money, or lose shipments/resources. I was hoping for some more interesting events. I don't know what you could do, but I guess I was hoping that having high heat would be a different way to play, instead of just being punished for it. Like there could be pros and cons to it. Maybe you could have some police in your gang or on your payroll and they could give you a heads up that you're about to be raided in exchange for some favors.

-To that end, it would be nice to integrate more gang member occupations into that system. Like you have travellers, taxi drivers, hardware engineers, salespeople, etc. I think there's a lot of potential with the heat system to make those relevant. Maybe your engineer can design a stash in your warehouse that police can't find but you can only put X amount of shipments into it.

-I'd like to see some benefits to having a high cunning thug or a high combat thief, or maybe seeing more roles in the gang beyond those 2 traits. Right now when I go to meet people if its not a good combat thug or a slick thief I just autopass because they're not worth the increased cost that I have to pay the gang for morale etc. The only exception to this is if they're a great driver. But I only need 1 of those as far as I know. I still don't know what a chauffeur does aside from some flavor text. I just use the same guy for both driving jobs.

-Making money seems to favor certain methods much more than others. Like in the early game, combat will give you 1.5-3k per fight in the harbor regardless of your rank. This is a ton of money early on, and not as much later. Where as like the gloryhole is 2-400 per activity. The kakoshicoin farms are great long term, but it takes a long time to make your money back. Once you have a gang, coin washers/racketeers seem to be really good if you can manage the heat. But that's also a fairly new system. I don't know if you plan to change how much money you make in what ways or if you want some ways to just be far better at the same stage of the game. Steroid and drug dealers seemed to not be worth using. Like if my goal is to make a ton of money before I get a gang for whatever reason. I'm just going to the harbor, doing 4 fights, hoping I get a random sex event like riding around the limo (Which are 3-5k-ish), and then going to sleep to do it all over again. And repeating that until I have enough. Also in terms of weapons, I found the metal chain to be way better than everything else.

-Some of this is QoL ideas and doesn't have a huge impact outside of that:
When you complete a giggles job it would be nice if that was indicated somewhere on the page. Like a job complete stamp or just having it removed. Or maybe replaced by a new job before the 3 day timer is up, but that might make it too easy. I noticed that some of the jobs are REALLY good later but suck early on. Like a guy wanted 8 guns that cost 4k each. And was paying 15k. But at higher ranks, that same job was paying 50-60k. Unless we had a way to get weapons aside from buying them. If there is a way I haven't found it.

-When you look for a random dealer and buy from them, it would be nice to be able to go from dealer to dealer easier instead of clicking buy, going back in to look for another, etc. Unless you really don't want players using that to acquire large amounts of those resources early on. I know you get a much bigger quantity once you get the club open, but that's 150k and for me it takes me a long time to get that much.

-When buying at shops, a lot of items can be bought by quantity now, but the default is 0. It would be great if it started at 1 instead. Also when transferring items to stash, I can transfer one or all. But not any other quantity.

-When equipping clothing, it would be great to see it sorted by item slot instead of one big list. So you'd have tops together, bottoms together, dresses together, etc. And if you have one item on and want to switch it, having the option to just equip the new item without unequipping the previous item first would be nice. Maybe even having an indicator of some kind telling you if its making you more/less stylish/slutty. Or a button to equip most stylish/slutty clothing. It would also be nice to see at a shop if you already own an item.
 

Kroo

Newbie
Game Developer
Aug 27, 2017
63
107
Also incorrect sum on check if enough money (says 100)
Fixed, thanks.
Why do people stop fucking the MC once they start working for her? Still being able to call on one of your guys or girls would make sense.
Priorities... I just haven't added it yet because it has no gameplay impact. You're hooking up with randos to build relationships - it's part of the core loop. There's no real benefit to banging your own crew, so I don't really feel like investing time into something that doesn't matter mechanically but requires some tweaks to be implemented. I'll get to it eventually. Same thing with gang events.
-So heat seems to result in you just losing resources. Either you get raided and lose money, or lose shipments/resources. I was hoping for some more interesting events. I don't know what you could do, but I guess I was hoping that having high heat would be a different way to play, instead of just being punished for it. Like there could be pros and cons to it. Maybe you could have some police in your gang or on your payroll and they could give you a heads up that you're about to be raided in exchange for some favors.
Nah, it’s meant to be a straight-up punishment. No pain, no gain - yada-yada-yada. Sure, it’d be cool if heat actually changed how you play, but small tweaks wouldn’t really make a difference and might feel misleading. And going all-in on a proper system would just be way too much work.
-To that end, it would be nice to integrate more gang member occupations into that system. Like you have travellers, taxi drivers, hardware engineers, salespeople, etc. I think there's a lot of potential with the heat system to make those relevant. Maybe your engineer can design a stash in your warehouse that police can't find but you can only put X amount of shipments into it.
Eh, could be cool, but it might just turn into a chore - grinding for specific NPCs just to negate a single fail-state. We'll see.
-I'd like to see some benefits to having a high cunning thug or a high combat thief, or maybe seeing more roles in the gang beyond those 2 traits. Right now when I go to meet people if its not a good combat thug or a slick thief I just autopass because they're not worth the increased cost that I have to pay the gang for morale etc. The only exception to this is if they're a great driver. But I only need 1 of those as far as I know. I still don't know what a chauffeur does aside from some flavor text. I just use the same guy for both driving jobs.
That's fair. I’ll think of something.
-Making money seems to favor certain methods much more than others. Like in the early game, combat will give you 1.5-3k per fight in the harbor regardless of your rank. This is a ton of money early on, and not as much later. Where as like the gloryhole is 2-400 per activity. The kakoshicoin farms are great long term, but it takes a long time to make your money back. Once you have a gang, coin washers/racketeers seem to be really good if you can manage the heat. But that's also a fairly new system. I don't know if you plan to change how much money you make in what ways or if you want some ways to just be far better at the same stage of the game. Steroid and drug dealers seemed to not be worth using. Like if my goal is to make a ton of money before I get a gang for whatever reason. I'm just going to the harbor, doing 4 fights, hoping I get a random sex event like riding around the limo (Which are 3-5k-ish), and then going to sleep to do it all over again. And repeating that until I have enough.
Yeah, combat gives that much money because idk how to motivate anyone to take combat stats by any other means, lmao - it’s kinda lame right now, barely any activities and no real late-game scaling. It's basically sitting on bandaid fix till i do something with it(if)...
And about money... Well, i'm trying to take into account how easy it is to maintain passive money-makers when setting their profit. It's pretty effortless to crank out a bunch of drugs, set up some dealers and just chill. That's why their payouts aren't very high. Racketeers are kinda similar, but they're ""balanced"" by generating a lot of heat, so at least some trade-off. Maybe there's a need for more dealers slots though, eh.

Anyway, thanks for the feedback. And yep, noted all the QoL suggestions.


Meanwhile, v0.5.4 is now live for everyone, and there's a sneak peek at v0.6 up on my patreon if anyone's interested.
 
  • Like
Reactions: Terakahn

youraccount69

I'm like a karate chop
Donor
Dec 30, 2020
5,976
2,767
ShadyDeals-0.5.4
You don't have permission to view the spoiler content. Log in or register now.
rpdl torrents are unaffiliated with F95Zone and the game developer.
Please note that we do not provide support for games.
For torrent-related issues use here, or join us on !
, . Downloading issues? Look here.​
 
  • Like
Reactions: Kroo

Terakahn

Active Member
Oct 5, 2017
828
401
When you said the sneak peak was up on your patreon I thought you meant a download link. I got all excited lol. Damn.
That crypto stuff sounds uber complicated btw. Maybe it isn't but on first reading that's my expectation.
 
Last edited:

arnoeran

New Member
Jun 17, 2020
1
1
Small bug report with v0.5.4 cheats:
increase cunning option doesn't work. (variable name is cunning in the relevant line instead of cun)
 
  • Like
Reactions: Kroo

Kroo

Newbie
Game Developer
Aug 27, 2017
63
107
Description might be bugged or is it intentional? because 8 is high combat. this happened to 4 - 8 character.
Oh, I see what you mean now - yeah, that’s just broken English on my part. I used "obvious" as an adjective without thinking it through properly. I'll change it.
How's 0.6 coming?
Should be out today - aiming to push it out this evening.

Edit: aaaand it's out! It will be available here on 04.06.
 
Last edited:
  • Like
Reactions: Terakahn

GasparGames

Newbie
Mar 11, 2024
35
88
This is a bit of a hidden gem. More of an actual game than 99% of HTML slop you see out there were griding is mistaken for gameplay. Godspeed Dev.
 
  • Heart
Reactions: Kroo

Terakahn

Active Member
Oct 5, 2017
828
401
Tried the new update. Honestly can't tell if crypto farms are good or not. It has a lot of upkeep. 5-700/day in dirty, 120/day for the engineer, and that's just one farm. And progress on coins can be kind of slow. I find that my upkeep for my gang is really high early on and it's a constant battle just to break even. In the pre gang phase when I need money I just go do a few fights. But I need a gang for so crypto now or they just break down. And it used to be a small trickle of dirty and clean money.

I find myself wanting to trade crypto now that I have the charts and ways to influence it. Like doing a truck robbery tanks the price of one coin. I want to short sell the coin before, and buy it back after. Pocketing the difference. Not sure if that's something you ever plan to add, or if it's just a way to sell what you mine. I'd love to buy and sell crypto.

I only got up to the point where I made a gang and tried to maintain one farm, so we'll see how the rest of my progress goes. I found a couple bugs but they're on my tablet at home so I'll try to post that later.
 
  • Like
Reactions: Kroo

Dante

Newbie
Aug 12, 2016
22
2
Similarly have mixed opinions on the new crypto changes. Makes crypto seem more like an endgame goal than something I progress while building power. You don't have a massive influx of dirty money early game and if your not aware enough to turn off your farm it'll use your clean cash which just leaves your money tied up in a coin when you could be using it to hire people or buy businesses/upgrades.

Also makes doing heists more of a hassle because I don't want to do a heist if it effects a coin that I'm trying to pump up.

Just noticed as well I seem to have a bug when I turn my farm off and start a new day, it's breaking the spending on crypto farm and maintenance, the clean cut value and my clean cash.


Untitled.png
 
  • Like
Reactions: Kroo

Terakahn

Active Member
Oct 5, 2017
828
401
The way crypto is affected would make a lot more sense if you could buy it. Landing strip and distributor are in direct competition. Helping one hurts the other. So naturally you'd do a bunch of shipments with the landing strip, then buy the cartel coin, and start doing shipments for them, then sell off the coin, etc.

But currently you can't do that. And mining doesn't take less time with a cheaper coin, so you really only ever want to be mining the most expensive coin, unless you're actively manipulating the price up. But the amount of upkeep the farms take makes it feel like it's not actually making that much. Maybe it changes at higher rep levels.

If you are doing shipments with the landing strip, you should have an excess of dirty money. I don't think that's the issue. Is crypto mining supposed to be a way to clean? Like I spend all my dirty money on upkeep on farms, and then sell the coins for clean money? That would mean I want racketeers but not coon washers. Which is opposite to how I'd been playing until now.

It really incentivizes bulk selling too. Pushing a coin high with shipments or other activities, mining a ton of it, like 40-50. And selling all at once at that high price, because the game guarantees that sell price.

Ditto on the heist. I sold off all my cvc because the robbery was going to tank the price.

Maybe I don't understand the design philosophy behind what crypto is supposed to be used for now.

Unrelated note though: dampers are AMAZING
 

Kroo

Newbie
Game Developer
Aug 27, 2017
63
107
I find myself wanting to trade crypto now that I have the charts and ways to influence it. Like doing a truck robbery tanks the price of one coin. I want to short sell the coin before, and buy it back after. Pocketing the difference. Not sure if that's something you ever plan to add, or if it's just a way to sell what you mine. I'd love to buy and sell crypto.
Ehh, i’ll be adding more ways to acquire crypto (some of them are actually coming in the next patch), but I’m not so sure about allowing direct buying. Feels a bit too easy to abuse. Maybe much later, as an endgame ability.
Just noticed as well I seem to have a bug when I turn my farm off and start a new day, it's breaking the spending on crypto farm and maintenance, the clean cut value and my clean cash.
Damn, i’ll fix it in the next patch.
But currently you can't do that. And mining doesn't take less time with a cheaper coin, so you really only ever want to be mining the most expensive coin, unless you're actively manipulating the price up.
It does take less time though.

The crypto changes are somewhat meant to be more of a mid-to-late-game thing - something that scales with your whole operation, since it depends on components, a house upgrades, shipments and dirty money flow. But yeah, I’ll be tweaking the system more for sure. Thanks for feedback.
 
  • Like
Reactions: GasparGames
4.80 star(s) 6 Votes