CREATE and FUCK your own AI GIRLFRIEND TRY FOR FREE
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Twiton

Well-Known Member
Jan 25, 2019
1,834
2,442
There's just no way to please everyone, that's the true sisyphean struggle.
You make Selkie cum, she's erect and ready to cum in you again. Sisyphean struggle.

You want to ask Alma for something, she immediately puts you in a dress. Call that the Sissyphean struggle.

The rest of your post is this hyperbolic strawman about the Cum Cannon spell with overly complicated calculations that... doesn't resemble anything in ToA, at all.
Jess is the only Dark Magician who still knows that magical spell, one day she'll teach it to Trudy if she can stop fucking with him.

Is this when I complain about the extreme lack of my particular fetish, or the lack of updates geared towards my favorite girl? :Kappa:
BRRRHHHIGGGGAAAAHHHNNNDDDD
 
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Tenty

Newbie
Dec 29, 2018
15
70
What are you talking about. Most of the changelogs don't include many combat changes, and small numeric changes don't require much time at all anyway. You are just... entirely, factually wrong about this - I'm not sure what universe you're posting this from. In this one, a frequent complaint - in fact, a complaint that was brought up multiple times on this forum in the week before this update dropped, ironically, is that not enough has been updated about the combat system lately. The rest of your post is this hyperbolic strawman about the Cum Cannon spell with overly complicated calculations that... doesn't resemble anything in ToA, at all. But I'm sure Angry Video Game Nerd would be proud.

I have one update with a bunch of combat changes exactly to address the issues in your post (simplistic strategies being too effective, variation of what's effective against each enemy type), and I'm talking about AI to address the issues in your post (not having unique AI per character), and... you yadda yadda over that to complain about it. Brilliant.


Like I said, sorry If I come of like a presumptuous dick, but I still stand by my points. And I thought I lined out pretty well what my criticisms are. The cum cannon was intended as a humorous umbrella hyperbole for my frustration with the pointless feature bloat in the combat system over the years. Not in this specific update, but accumulated over the years. These features add little to nothing, but take up dev time with updates that dont adress the core issues. I can give examples in detail.

-After parry was implemented which was a simple "dodge and remove weapon from enemy if they attack into you during the stance" skill, it was overhauled with a weapon grip strength number tracking system which no doubt took a lot of thinking, code and testing to add. What for?
-The magic system for some reason was overhauled from a simple and easy stance and spell system to multiple levels of incantation, as well as multiple spell elements that in effect just mean more/less damage here and there. Once again (I assume) lots of work, for what? You changing it once again in this changelog illustrates my point. No doubt to be changed again afterwards after some time.
-The berserk stance an was added for some reason (again work) and exists in limbo since then

I can continue listing more of these examples that accumulated over the years of development. Haymaker, Wrist shot, Head shot, Ashi, Stonewall, the 50+ Sex stances, whatever. I don't even remember all the exact iterations they went through. I just wanted to illustrate that you dont seem to have a strategic design goal for the combat system.

These features add little. Instead, they persist and take up time when they are changed again and again and again. This changelog updated the haymaker, stonewall and whatever stance. Why do they exist in the first place? What do they add to the core aspects of the game? I can't imagine returning to an older version of the game and thinking "damn, things are just not the same without Haymaker!". Guys, does anyone here give a single fuck about Haymaker? The update where the magic attack was split into three elements and three stances? Why?

My criticism was that right now you could remove like 80% of all abilities that were added in the last 5 years and nobody would care. And I dont think the solution should be working around these abilities and tweaking their numbers to make them fit like you do now. Even if after countless iterations you find the sweet spot where picking haymaker, or going deep incantation+lightning is actually the optimal strategy, what purpose did it serve? It't an erotic game. I picked the drunk spell as an example because it is one of the few abilities that have an interesting premise. Same goes for the grappling stances and seducing stances. But they just get overshadowed by all the efforts to make the bloat work. My "strawman" was pretty apt tbh. Adding an unnecessary, overly complicated feature that doesnt add anything to the core erotic aspects of the game and ties up devtime with countless iterations is what happened time and time again. You could have replaced the "cum cannon" with "parry" and the "cum meter" with the "grip strength meter". I hope my examples cleared up what I meant.
 

Majalis (ToA)

Member
Jul 31, 2019
231
876
Like I said, sorry If I come of like a presumptuous dick, but I still stand by my points. And I thought I lined out pretty well what my criticisms are. The cum cannon was intended as a humorous umbrella hyperbole for my frustration with the pointless feature bloat in the combat system over the years. Not in this specific update, but accumulated over the years. These features add little to nothing, but take up dev time with updates that dont adress the core issues. I can give examples in detail.

-After parry was implemented which was a simple "dodge and remove weapon from enemy if they attack into you during the stance" skill, it was overhauled with a weapon grip strength number tracking system which no doubt took a lot of thinking, code and testing to add. What for?
-The magic system for some reason was overhauled from a simple and easy stance and spell system to multiple levels of incantation, as well as multiple spell elements that in effect just mean more/less damage here and there. Once again (I assume) lots of work, for what? You changing it once again in this changelog illustrates my point. No doubt to be changed again afterwards after some time.
-The berserk stance an was added for some reason (again work) and exists in limbo since then

I can continue listing more of these examples that accumulated over the years of development. Haymaker, Wrist shot, Head shot, Ashi, Stonewall, the 50+ Sex stances, whatever. I don't even remember all the exact iterations they went through. I just wanted to illustrate that you dont seem to have a strategic design goal for the combat system.

These features add little. Instead, they persist and take up time when they are changed again and again and again. This changelog updated the haymaker, stonewall and whatever stance. Why do they exist in the first place? What do they add to the core aspects of the game? I can't imagine returning to an older version of the game and thinking "damn, things are just not the same without Haymaker!". Guys, does anyone here give a single fuck about Haymaker? The update where the magic attack was split into three elements and three stances? Why?

My criticism was that right now you could remove like 80% of all abilities that were added in the last 5 years and nobody would care. And I dont think the solution should be working around these abilities and tweaking their numbers to make them fit like you do now. Even if after countless iterations you find the sweet spot where picking haymaker, or going deep incantation+lightning is actually the optimal strategy, what purpose did it serve? It't an erotic game. I picked the drunk spell as an example because it is one of the few abilities that have an interesting premise. Same goes for the grappling stances and seducing stances. But they just get overshadowed by all the efforts to make the bloat work. My "strawman" was pretty apt tbh. Adding an unnecessary, overly complicated feature that doesnt add anything to the core erotic aspects of the game and ties up devtime with countless iterations is what happened time and time again. You could have replaced the "cum cannon" with "parry" and the "cum meter" with the "grip strength meter". I hope my examples cleared up what I meant.
Again, this very update added more to the weapon grip system, which is meant to add a layer of strategy to trying to disarm your opponent or avoid being disarmed. The same way that your shield takes damage from blocking whenever using a skill that has block on it (not just skills which exclusively use block), your weapon grip takes damage from parrying part or all of an attack. This means that using skills which parry (including just about any attack, since almost all attacks have 1 Parry and 1 Evade by default) puts you at risk of being disarmed, which can be capitalized on by an opponent, and vice versa. Since enemies also behave differently when disarmed - some try to re-equip their weapon, giving you time during which they're defenseless, some will change their strategy, like Urka wrestling you, and some will enrage, like the Ogre - this also ties into having different strategies for different characters. Note, the behavior I'm listing already exists, but there's more to come.

I'm sorry, the magic system went from "simple and easy" to... not that because of the addition of one extra casting stance, Deep Casting, which was added early in development? The elements absolutely do not just "add damage here and there" - Chill/Frostbite and Overheat hurt Agility (an important stat) and Stamina Regen (more important now), and Ablaze can potentially do a ton of damage over time while destroying your opponent's armor - something mages are typically weak at. Shock attacks can paralyze your opponents entirely. I also did not "change it once again", I added new perks to the kit to make magic as a playstyle stronger. Game in development adds new passives - news at 11. I spent 1 week - 1 - on a balance pass, and that's when you chose to post this. Your principle thesis, here, that we're constantly doing major overhauls is wrong. So anything following from that premise is similarly incorrect.

Your point about Berserk is... what, exactly? It's substantially stronger as of this patch. I have no idea what you mean by "in limbo". The original design of the game involved 3 basic combat stances (Defensive, Balanced, Offensive), along with 3 advanced defensive stances (Counter, Focus, Stonewall), and 3 advanced offensive stances (Blitz, Berserk, Haymaker), making up the core combat stances. And we've added sex stances over time... so? Are you aware what kind of game this is?

As for whether people would care if we removed 80% of the abilities... that's wrong. To the extent that it's true, it's true we could remove *100%* of the abilities and some people wouldn't care. Some people would much prefer if the game had two buttons that said "Win Fight" and "Lose Fight", and those people will be happy when we get around to letting you choose the battle outcome to skip it entirely as a part of cheat mode. And sure, there's people in between who want a simple battle system. But I'm not making the combat system for those people.

So I'll say it loud for the people in the back: I don't remotely care if you don't want to have an interesting combat system. I could have easily made an RPG Maker game where you select Fight - Defend - Magic - Run; they're not alien to me. I don't live on another planet; I know some people want an erotic game with no frills combat that ferrets them from one Fuck to the next.

I just don't care. Their opinion is irrelevant in regards to the combat system. They can turn it off, if they like. The people who want a fantasy combat simulator where they might be parrying and disarming their opponent's weapon one moment, and the next moment find themselves with a fat set of orcish nuts in their face is who I'm trying to provide fun for. So when you say the "core aspect" of the game is fucking-as-battle, you made a wrong turn at some other game, and now you're at my complaint desk, and I absolutely cannot help you with your problem. The core battle system of this game is Fighting And Fucking.

Though, while I have you here: if you're thinking, "THIS time could be better spent adding cool stuff like character's acting drunken and flirty when they drink, or characters who are disarmed or overpowered suddenly trying to flirt with you instead, or characters responding to you losing your weapon by humiliating you about your small penis" - that's what the AI work is for.

Hey, did you know if you hit the Golem with a shock spell, she'll get a boner and malfunction? Did you know if you chill the Naga enough she'll fall asleep? Hey, maybe next if you burn off a character's clothes, they'll surrender. Oh, wait, that's in my notes! Maybe if you hit the Fire Elemental with a fire spell, she'll grow hotter. Yep, that's in there too. Here's a fun one that I didn't have time to get to this week while I was implementing the new enemy armors and hand/head/feet interactions - when you hit the Dullahan's hand, she drops her head, and her body goes Berserk, as she has a tendency to do, and her head calls after you while she goes wild with you. That's the fun of making a system with a lot of moving parts.
 

vanas_1111

Newbie
Mar 16, 2022
36
31
Counterpoint: I like how you've cleaned up the UI/made character reactions/actions more responsive, and would love to see a more in depth tutorial once the gameplay is in a state you think will be final.
 

Majalis (ToA)

Member
Jul 31, 2019
231
876
Counterpoint: I like how you've cleaned up the UI/made character reactions/actions more responsive, and would love to see a more in depth tutorial once the gameplay is in a state you think will be final.
Yeah, an optional tutorial battle that'll walk you through a basic battle you can access from the Help menu is something we have planned, but it's lower priority.
 

T0RQU3 J0N3Z

New Member
Dec 31, 2022
13
16
Haven't played for a few months.. loving the new updates. still wishing for artwork for the beast hunter dire cat mounting hiro and dark knight putting her feet in hiros face lol
 
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Fleep

Member
Jul 16, 2018
308
674
I think the point is: "Combat feels bloated" And personally, I agree. You can have all the awesome flavor of Naga going to sleep when chill and all that without 9 different stances with blurry diferences. Combat depth is having cool and unique interactions with your easy to understand abilities, being able to combo one into another and having different responses depending on the enemy. I think that's partly what we're getting with the AI update and I'm looking forward to it. But at the same time, there's too much fluff in the combat system and what Tenty says (I think) is that some of it could be trimmed to make it more elegant and intuitive without losing depth.

In my opinion, it's a well formulated critique, and there's no need to get mad about it.
 

Majalis (ToA)

Member
Jul 31, 2019
231
876
I think the point is: "Combat feels bloated" And personally, I agree. You can have all the awesome flavor of Naga going to sleep when chill and all that without 9 different stances with blurry diferences. Combat depth is having cool and unique interactions with your easy to understand abilities, being able to combo one into another and having different responses depending on the enemy. I think that's partly what we're getting with the AI update and I'm looking forward to it. But at the same time, there's too much fluff in the combat system and what Tenty says (I think) is that some of it could be trimmed to make it more elegant and intuitive without losing depth.

In my opinion, it's a well formulated critique, and there's no need to get mad about it.
It is just that - an opinion. A factual claim would be something like there being "9 different stances" that could conceivably be said to have "blurry differences", which you will not be able to name without naming a bunch of the sex stances while pretending that has something to do with the critique of the standard combat stances or the magic stances, which it does not.

It's actually a very annoying shell game that's happened a few times now - somebody says "there's just too many skills/stances that do the same thing", and when asked to name any of them, they name the sex stances, which are not the skills or stances in question. The specific critiques given were "Haymaker and Berserk stance are pointless and Weapon Grip doesn't add anything" and those are entirely opinion. "Combat depth is having cool and unique interactions with your easy to understand abilities" is... just an incorrect definition of combat depth if it's meant to be factual, and just an opinion if it isn't. It sounds more like a constructed definition working backwards from an opinion, in fact.

Like, I'm down to have an informed conversation on balance issues or confusing elements or skills that don't behave as expected, but since the beginning people have seen the combat system and been like "what? I have to learn things? In a porn game? This is too complex. Make it simple," and I've heard it a thousand times and the answer is no, it will always be no, and the only thing I'll add beyond that is "no, lmao."
 
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Budouka

Member
Aug 15, 2022
462
411
Again, this very update added more to the weapon grip system, which is meant to add a layer of strategy to trying to disarm your opponent or avoid being disarmed. The same way that your shield takes damage from blocking whenever using a skill that has block on it (not just skills which exclusively use block), your weapon grip takes damage from parrying part or all of an attack. This means that using skills which parry (including just about any attack, since almost all attacks have 1 Parry and 1 Evade by default) puts you at risk of being disarmed, which can be capitalized on by an opponent, and vice versa. Since enemies also behave differently when disarmed - some try to re-equip their weapon, giving you time during which they're defenseless, some will change their strategy, like Urka wrestling you, and some will enrage, like the Ogre - this also ties into having different strategies for different characters. Note, the behavior I'm listing already exists, but there's more to come.

I'm sorry, the magic system went from "simple and easy" to... not that because of the addition of one extra casting stance, Deep Casting, which was added early in development? The elements absolutely do not just "add damage here and there" - Chill/Frostbite and Overheat hurt Agility (an important stat) and Stamina Regen (more important now), and Ablaze can potentially do a ton of damage over time while destroying your opponent's armor - something mages are typically weak at. Shock attacks can paralyze your opponents entirely. I also did not "change it once again", I added new perks to the kit to make magic as a playstyle stronger. Game in development adds new passives - news at 11. I spent 1 week - 1 - on a balance pass, and that's when you chose to post this. Your principle thesis, here, that we're constantly doing major overhauls is wrong. So anything following from that premise is similarly incorrect.

Your point about Berserk is... what, exactly? It's substantially stronger as of this patch. I have no idea what you mean by "in limbo". The original design of the game involved 3 basic combat stances (Defensive, Balanced, Offensive), along with 3 advanced defensive stances (Counter, Focus, Stonewall), and 3 advanced offensive stances (Blitz, Berserk, Haymaker), making up the core combat stances. And we've added sex stances over time... so? Are you aware what kind of game this is?

As for whether people would care if we removed 80% of the abilities... that's wrong. To the extent that it's true, it's true we could remove *100%* of the abilities and some people wouldn't care. Some people would much prefer if the game had two buttons that said "Win Fight" and "Lose Fight", and those people will be happy when we get around to letting you choose the battle outcome to skip it entirely as a part of cheat mode. And sure, there's people in between who want a simple battle system. But I'm not making the combat system for those people.

So I'll say it loud for the people in the back: I don't remotely care if you don't want to have an interesting combat system. I could have easily made an RPG Maker game where you select Fight - Defend - Magic - Run; they're not alien to me. I don't live on another planet; I know some people want an erotic game with no frills combat that ferrets them from one Fuck to the next.

I just don't care. Their opinion is irrelevant in regards to the combat system. They can turn it off, if they like. The people who want a fantasy combat simulator where they might be parrying and disarming their opponent's weapon one moment, and the next moment find themselves with a fat set of orcish nuts in their face is who I'm trying to provide fun for. So when you say the "core aspect" of the game is fucking-as-battle, you made a wrong turn at some other game, and now you're at my complaint desk, and I absolutely cannot help you with your problem. The core battle system of this game is Fighting And Fucking.

Though, while I have you here: if you're thinking, "THIS time could be better spent adding cool stuff like character's acting drunken and flirty when they drink, or characters who are disarmed or overpowered suddenly trying to flirt with you instead, or characters responding to you losing your weapon by humiliating you about your small penis" - that's what the AI work is for.

Hey, did you know if you hit the Golem with a shock spell, she'll get a boner and malfunction? Did you know if you chill the Naga enough she'll fall asleep? Hey, maybe next if you burn off a character's clothes, they'll surrender. Oh, wait, that's in my notes! Maybe if you hit the Fire Elemental with a fire spell, she'll grow hotter. Yep, that's in there too. Here's a fun one that I didn't have time to get to this week while I was implementing the new enemy armors and hand/head/feet interactions - when you hit the Dullahan's hand, she drops her head, and her body goes Berserk, as she has a tendency to do, and her head calls after you while she goes wild with you. That's the fun of making a system with a lot of moving parts.
Well, the guy had one point right. I'm making a wiki for this game and I read people's questions to cover more potential questions they have. Since 2018 people complain that the system is waaaay more complex and confusing than it should be. So many different characteristics to each skill. Hundreds of skills. And still nobody is using them because they simply don't work.

For example — using Ablaze to destroy armor? But why? It costs half your mana and you need to spend tons of time to just be able to cast it or more mana to use Quick Cast. Literally staying in the same position is:
* safer because attacking skills have more defense and you don't get wrecked
* more effective because you hit people's armor and you inflict damage with each attack
* you won't run out of mana, never.

Face it. The skills system already was hugely, extremely bloated, to the point people drop the game because they don't have any idea what skills to use. And instead of removing excess, you add more. I'm super annoyed now that there are three pages for perks, even though I never used 75% of them even when there were less. I don't think I will use Berserk or Blitz now, because the skills are 20% better than usual, but I need to waste 200% more time. New spells, like Inflict Wounds and all? But WHY? I can inflict bleeding in one hit by using Spring Attack. Even if you nerf this skill, which is sad, I still can inflict Bleed effectively without EVER USING THIS USELESS SPELL.

So, yeah, basically you waste your time right now. It's not like spells and all can't be useful. It's just you need to rebalance all the “added in early development” deadweight for this system, like Deep Casting (I remind you again, you lose all of your mana for two or three spells anyway, that's enough of a balancing). Or... nothing changes ultimately. People will keep asking: “Why the hell there are so many skills? Do I understand it right that the combat system is developing with quantity, not depth?” (real question) And it will be 80% of perks people never use instead of 75% previously.
 

Budouka

Member
Aug 15, 2022
462
411
Not gonna lie I think this is too much combat talk for a horny game. We have Elden Ring for that.

Y'all jerked off once before coming here didn't you? The post-nut clarity can be seen in every argument.
More Urka dick less armor crusher bullshit please.
Okay, then, did you notice that if you choose Help in the tavern and they give you a bunny suit there, it is replacing your current outfit. So you have to play the rest of the game dressed as fancy bunny in glasses (or choose the boy clothes which are comically large).
 

LandBeach

Member
Jun 3, 2019
351
324
Okay, then, did you notice that if you choose Help in the tavern and they give you a bunny suit there, it is replacing your current outfit. So you have to play the rest of the game dressed as fancy bunny in glasses (or choose the boy clothes which are comically large).
I just want to be able to take glasses off
 
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