Yeah, it's pretty hard to bring a meaningful topic when people around have that kind of attitude. "Git gud", "Just cheat if you wanna a quick wank", etc. Some users should realize that not everyone here have the "full save pls" mentality and are posting insights based on their experiences with the game.post
For the guys that want a example on what I've talked before: you can stack multiple negative stamina (that won't show up on the interface) when grappling, while the enemy recovers stamina way faster than you do. As a result, you'll end up losing (and getting dicked) with no chance of recovering a lot of times. I don't think this is balanced (or even properly working) ATM.
From a dev standpoint one of the most difficult aspects of having too much mechanics implemented is balancing. Focusing on a couple aspects, polishing and refining them and then gradually experimenting new stuff is the way to go. Seen a lot of games (indies and AAA) that went overboard with ideas and ended up delivering a sub-par experience for the player.
The other one being having that many combat/magic skills presented as soon as you hit a level up. It's overwhelming, to say the least. Advanced skills should be level-locked and not even presented to the player until he reaches a certain milestone, be it a fixed level or story event.
Another point I wonder if dev is going to develop further is the combat/sexcombat artwork, especially for the enemies that show up multiple times like Brigands, Goblins, etc. A beat up enemy image could show some roughing like ripped clothes, minor cuts, destroyed equipment, etc. Having grappling/sexcombat graphics/animations to illustrate the many dominating sex positions you can use would be a great addition.
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