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.