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.
-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.