Kroo

Newbie
Game Developer
Aug 27, 2017
78
136
The development speed of this game is pretty impressive, especially for the standards of this site. I don't know if I should play the current version or wait for the final release.
Eh, doesn’t reflect completion percentage. I’ll definitely go beyond v0.10.
I think there is a programming glitch whn a gang member recruits some1 for u, coz they are lowkey useless in all aspects, and the jobs u can assign them are very limited (and sometimes dont get any options.)
Nah, they’re just veeeery random. It’s actually the only way to recruit someone who can have maxed-out stats right from the start.

Also, v0.7 is out. It'll be available here on 16.06.
 

Darkbreed

Member
Dec 17, 2020
383
451
Eh, doesn’t reflect completion percentage. I’ll definitely go beyond v0.10.

Nah, they’re just veeeery random. It’s actually the only way to recruit someone who can have maxed-out stats right from the start.

Also, v0.7 is out. It'll be available here on 16.06.
Listen, some more suggestions that may/ May not be useful, Mainly involving money.

Firstly, I suggest the dirty/ clean money mechanic should be overhauled, basically all crime (Non business ) money should be Dirty, and u can convert like 4K cash by default to white in the bank. To increase this no, along with coin washers and all, include business owners type of npc, which can take ur dirty cash and give u a "salary" of say 3/4 the amt, and u dont need no gang for such contacts.

Secondly, I liked the war mechanic, only wish it wasnt limited to taking over those gangs. It may be a good idea to have local thugs recapture a territory if u mess up in some way, so the war mechanic goes on.

Thirdly, we can do extortion/racketeering ourself aswell.
 
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Askovan

Newbie
May 22, 2017
43
44
hey man. Really enjoy the game so far.

I got a question and a couple of suggestions.

My question: Is the Image folder for "captivity" already implemented in the game? and if yes, how do i get the scenes in the game?

My suggestions would be:

1. make some of the random events "expandable". for example the downtown event with the aphrodisiacs, when you pretend to take them but the character is already anal queen give the option to stay for dp, and after that of she stays again, then proper gangbang.

2. Give players an option to force a random event by making the character do something (flirt or something)

3. More Events for the character to be flirted with or when she gets defeated. Maybe even walking around with provocative clothing, getting grabbed (kidnapped or something)

Just giving a bit inspiration (i hope)
love this game and cant wait to see how far it will go.
Cheers and Thanks
 
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Terakahn

Active Member
Oct 5, 2017
844
412
I think captivity is the submission gig that may later be part of a larger event. It's not fully implemented and I recall them saying they might not go ahead with it.

I think dirty and clean money is OK but I think the player needs more control over how much of each they have. For example, late game you need a ton of dirty money for the bikers, but early game you basically need all of it clean except for crypto now.

If not for heists, I think I would run out of money at a pretty rapid rate. I basically have to go lockpick for safes to stay afloat and that's without any additional spending on clothes etc. Gangs cost a lot to maintain before the swimming pool/high morale. And I think morale needs some rebalancing. It seemed like the highest I could get was -1 per day without the pool. I think you should at least be able to hit 0 by giving the max payment. Gang members not assigned to a job should have minimal upkeep.
 
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1n17

New Member
Jan 5, 2018
9
23
this is.. surprisingly good.

ui is not too bad but it needs some 'streamlining', couple prime candidates:
inventory/stash handling is particularly atrocious (at least use table layout with dynamically adjusted transfer buttons in the middle) - tho personally id get rid of explicit stash entirely and handle everything automatically on common sense basis
lab/cooking should show currently held amounts (eg. as sub/super-script on respective buttons/labels)
ditto for warehouse, its already pretty good but add current count to cargo name in shipments menu and make it the default screen, making 'check your cargo' menu superfluous (nb. 'check your inventory' already is)

money system is a bit of a mess and could use reimagining for consistency, to keep it simple:
clean = bank, all taxed/able income, actually needed for real estate purchases and bills, and non 'self contained' business operating costs part.
nb. as manual deposits would effectively clean money they should be limited - but by amount (eg. up to 500~1k a week, as an early game pacer - being virtually only source of clean money before establishing operations). also there is no point in having withdraw mechanic, clean counter can be account balance
dirty = cash, all non-taxed income, can be used for most things and take priority when possible

crypto economy needs serious rebalance, both mining - with current 6/5.2/4/0.6/0.1 ratios per mint there is no point ever mining anything but cvc, and the 'market' simulation part - it needs bigger (much, much bigger) 'cap', as selling literally couple coins affects it way too much

energy system is overly simplistic, not saying go full sim like dol/cot (tho that would be awesome xD) but being able to go multiple combats a day, each starting fresh, is a bit much - id start by adding element for hp to main ui, not initializing/resetting hp variable on fight and introducing base regeneration rate, eg. +1hp per hour, with additional +0.2~0.3 per fitness level bonus, then see how that feels gameplay wise

thug/thief/(traveler?) should be preferences (ie. in game terms provide efficiency bonus at preferred role) not limiters

almost forgot, end of day calculations are too slow, with 15~20 members browser starts popping up kill process dialog^^ - im guessing much of it is done in twine widgets, it should be moved to js code having twine only parse final results
 
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Lostandgone

Newbie
Dec 15, 2023
22
15
On 6.2 I can't seem to gain access to to the stolen cars at the "Wheel and Deal Auto Workshop". Is that no longer an option or have I missed a new step?
 

Dante

Newbie
Aug 12, 2016
25
5
A few bugs or questions that I keep forgetting to mention

1. Slick Rick has been able to challenge me in the morning despite not being part of my gang yet
2. The lab has some text describing your setup all the way until it's fully upgraded, then it goes missing, there does appear to be some text for it in the code so i'm assuming something is off
3. When asking the red phone about missing skills it doesn't list the driving trait
4. There is a a gig that is just a '?'
5. When able to create 5 drug shipments the link turns into "x3", still functions correctly just appears as 3 instead of 5
6. You can hire more than the intended 20 chemists
 
Last edited:
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Terakahn

Active Member
Oct 5, 2017
844
412
Ah thanks. That's going to really slow down heists unless there is a way to have to boosters target specific cars.
You can also steal the car yourself. It's random, but you should be able to find them easily enough. I don't remember needing anything except a van for missions. And I don't dismantle any vehicles.
 

Lostandgone

Newbie
Dec 15, 2023
22
15
You can also steal the car yourself. It's random, but you should be able to find them easily enough. I don't remember needing anything except a van for missions. And I don't dismantle any vehicles.
It was just vans that I was thinking of. I tried stealing them myself but I can't see how to choose which type to target that way either. I got one van after maybe 10mins of reloading the page. It's not game breaking, it just changes the pacing for heists.

Edit: It could just be RNGessus but I'm having a lot more luck finding vans in the Outskirts.
 
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Terakahn

Active Member
Oct 5, 2017
844
412
It was just vans that I was thinking of. I tried stealing them myself but I can't see how to choose which type to target that way either. I got one van after maybe 10mins of reloading the page. It's not game breaking, it just changes the pacing for heists.

Edit: It could just be RNGessus but I'm having a lot more luck finding vans in the Outskirts.
I think it would be a big benefit if you could have your booster look for a specific type of vehicle. Especially now that we have vehicle collections. I didn't even think about that until now because I didn't really do much with cars in this update.

I think we just need more ways to make more money. Heists are good. Lockpicking safes is all right at higher ranks. I haven't seen much from the nightclub, Brothel, etc. Crypto is good now but I don't know how to boost the value of coins besides ctc with the distributor and the occasional landing strip job which is pretty slow. Unless I wait a really long time and sell all at once.
 

Kroo

Newbie
Game Developer
Aug 27, 2017
78
136
Secondly, I liked the war mechanic, only wish it wasnt limited to taking over those gangs. It may be a good idea to have local thugs recapture a territory if u mess up in some way, so the war mechanic goes on.

Thirdly, we can do extortion/racketeering ourself aswell.
Most probably will do something in this direction. We'll see.
My question: Is the Image folder for "captivity" already implemented in the game? and if yes, how do i get the scenes in the game?
Yep. It's one of the random "fluff" gigs.
My suggestions would be:

1. make some of the random events "expandable". for example the downtown event with the aphrodisiacs, when you pretend to take them but the character is already anal queen give the option to stay for dp, and after that of she stays again, then proper gangbang.
Dunno if i'm gonna expand them. I'd better just add more.
2. Give players an option to force a random event by making the character do something (flirt or something)
They all have cooldowns and high spawn chances, and i don't think there's enough of them to justify a force option... Maybe as a cheat option. Or later.
3. More Events for the character to be flirted with or when she gets defeated. Maybe even walking around with provocative clothing, getting grabbed (kidnapped or something)
There'll be more bold approaches for sure. It's just a matter of time until i get to more events... And most of the random events are already triggered only by provocative clothing. Kidnapping and any means of non-con is no-go with patreon though.
If not for heists, I think I would run out of money at a pretty rapid rate. I basically have to go lockpick for safes to stay afloat and that's without any additional spending on clothes etc. Gangs cost a lot to maintain before the swimming pool/high morale. And I think morale needs some rebalancing. It seemed like the highest I could get was -1 per day without the pool. I think you should at least be able to hit 0 by giving the max payment. Gang members not assigned to a job should have minimal upkeep.
Yeaaah, seems like morale is the most annoying thing right now, and it became a bigger problem when i changed how gang payments are calculated... i'll do something with it soon.
inventory/stash handling is particularly atrocious (at least use table layout with dynamically adjusted transfer buttons in the middle)
Honestly, i just slapped in ChapelR's(of course, everything is in the credits) simple inventory code for MVP and rolled with it. But yeah, transfer of specific amounts is needed for sure. I'll ponder on that sometime soon - if its gonna take more than an hour, i'll do it after finishing the stuff i listed as work-in-progress in the roadmap.
tho personally id get rid of explicit stash entirely and handle everything automatically on common sense basis
Right.
lab/cooking should show currently held amounts (eg. as sub/super-script on respective buttons/labels)
Right.
ditto for warehouse, its already pretty good but add current count to cargo name in shipments menu and make it the default screen, making 'check your cargo' menu superfluous (nb. 'check your inventory' already is)
Right. I just forgot to remove "check your inventory" after the warehouse redesign. Initially(pre–fifth version?) it was... bad.
crypto economy needs serious rebalance, both mining - with current 6/5.2/4/0.6/0.1 ratios per mint there is no point ever mining anything but cvc, and the 'market' simulation part - it needs bigger (much, much bigger) 'cap', as selling literally couple coins affects it way too much
Uhh, i tried to balance cvc by making it the easiest coin to dump, but yeah, i'll ponder on that.
energy system is overly simplistic, not saying go full sim like dol/cot (tho that would be awesome xD) but being able to go multiple combats a day, each starting fresh, is a bit much - id start by adding element for hp to main ui, not initializing/resetting hp variable on fight and introducing base regeneration rate, eg. +1hp per hour, with additional +0.2~0.3 per fitness level bonus, then see how that feels gameplay wise
Fair. Right.
thug/thief/(traveler?) should be preferences (ie. in game terms provide efficiency bonus at preferred role) not limiters
Will require a sizeable rework, doubt i'll do anything with it.
almost forgot, end of day calculations are too slow, with 15~20 members browser starts popping up kill process dialog^^ - im guessing much of it is done in twine widgets, it should be moved to js code having twine only parse final results
Me iz too st00pid for js (or too lazy for another syntax, or both), tho seems like the problem is only in gang members' foreachs? I'll rewrite them slowly on js.
1. Slick Rick has been able to challenge me in the morning despite not being part of my gang yet
2. The lab has some text describing your setup all the way until it's fully upgraded, then it goes missing, there does appear to be some text for it in the code so i'm assuming something is off
3. When asking the red phone about missing skills it doesn't list the driving trait
4. There is a a gig that is just a '?'
5. When able to create 5 drug shipments the link turns into "x3", still functions correctly just appears as 3 instead of 5
6. You can hire more than the intended 20 chemists
Thanks, will fix everything! And the "?" gig is just a... question mark? It's not supposed to do anything, yep.
I think it would be a big benefit if you could have your booster look for a specific type of vehicle. Especially now that we have vehicle collections. I didn't even think about that until now because I didn't really do much with cars in this update.
Right.
I think we just need more ways to make more money.
Its just a matter of time...

About money.
Firstly, I suggest the dirty/ clean money mechanic should be overhauled, basically all crime (Non business ) money should be Dirty, and u can convert like 4K cash by default to white in the bank. To increase this no, along with coin washers and all, include business owners type of npc, which can take ur dirty cash and give u a "salary" of say 3/4 the amt, and u dont need no gang for such contacts.
money system is a bit of a mess and could use reimagining for consistency, to keep it simple:
clean = bank, all taxed/able income, actually needed for real estate purchases and bills, and non 'self contained' business operating costs part.
nb. as manual deposits would effectively clean money they should be limited - but by amount (eg. up to 500~1k a week, as an early game pacer - being virtually only source of clean money before establishing operations). also there is no point in having withdraw mechanic, clean counter can be account balance
dirty = cash, all non-taxed income, can be used for most things and take priority when possible
It'll add a lot of hassle, no? Well, everything can be automated, of course, but idk if it's worth it. I do agree that a lot of money gains are kinda weird, and pawnshop/gigs/prostitution income etc. probably shouldn't give you clean money. It would look much better if it was streamlined and had more logic behind it, but idk, maybe i'm just too lazy to rewrite everything. Point taken though. And the longer i stall with it, the worse the problem becomes... uhhh... can’t make any promises here, honestly...

Oof. Sorry for the wall of text, i was busy over the weekend and had no time to respond on the forum. Thank you everyone for feedback, i really appreciate it.
 
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bilirua

New Member
May 23, 2021
2
1
Whoa, I’ve already formed my own gang. Once the game balance stabilizes, I’ll dive into gang wars:LOL::LOL:
And one suggestion: Perhaps the game needs to add a new reputation tier ,like slutly level or something . This occurred to me while buying clothes - it makes no sense that a girl needs high reputation tier to purchase scandalous outfits meant for dark alley work.
Other wise, reputation tier is positively correlated with game progression, and sex content(most used to resolve trouble in a submissive manner ) damages reputation—meaning the content player desire would halt game progress,a contradiction that inevitably makes players hesitant. Perhaps introducing a new level system could resolve this issue. This new system would primarily tie into the player's sex content, and playing a secondary role in overall progression. For example:
Unlocking more revealing outfits;
Influencing how gang members perceive the player ( Reducing the player to nothing more than gang slut and making humiliating demands);
Slightly increasing tolerance from other factions, but limit the player's selection of gang types and boss types ;
It has an impact but won't interfere with unlocking game content.
From the perspective of the game's theme, this better reflects the dilemmas a woman faces in a gang-dominated world of men:
You can fight like the men, carving your path through harsh challenges—or leverage your femininity as an advantage, taking shortcuts and avoiding enemies. But in that way even after attaining high status, the underworld still refuses to change its perception. A luxury whore, even luxury ,still a whore.

By using the translation software. hope there are no inappropriate and offensive words in my wording.:):)
 
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BobBaluga

New Member
Aug 31, 2018
4
3
Help. I can't get Engineers and Mechanics to work for me. What does "He doesn't want to get involved with a criminal as a mere worker. You might need to loosen his chains a bit first... " mean?
 
4.30 star(s) 8 Votes