Poker_king70
Member
- Sep 23, 2021
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It makes sense - Null is serving as a cognitive behavioral therapist for Jean.I'm a psyche major. I had direct input over Jean's non-kink anxiety as I very much understand her senioritus![]()
It makes sense - Null is serving as a cognitive behavioral therapist for Jean.I'm a psyche major. I had direct input over Jean's non-kink anxiety as I very much understand her senioritus![]()
Anytime I see/hear someone end a word with itis(or something that looks/sounds like it), my mind automatically goes "Inflammation of the (Insert word here), makes absolutely no sense."I'm a psyche major. I had direct input over Jean's non-kink anxiety as I very much understand her senioritus![]()
I'm actually not responsible for that. I just helped the depiction of her anxiety. I left everything else to the writers because I specifically didn't want it to seem like Null was genuinely her behavioral therapist.It makes sense - Null is serving as a cognitive behavioral therapist for Jean.
Yeah I'm with you on that one. Senioritus isn't a real thing. It's just a joke name a bunch of seniors came up with to describe their increased stress as they get closer to graduating... and man am I chronic.Anytime I see/hear someone end a word with itis(or something that looks/sounds like it), my mind automatically goes "Inflammation of the (Insert word here), makes absolutely no sense."
It would be interest to see (i.e., I ain't volunteering) how many of these games feature, deliberately or not, legitimate psychological techniques to get laid.I'm actually not responsible for that. I just helped the depiction of her anxiety. I left everything else to the writers because I specifically didn't want it to seem like Null was genuinely her behavioral therapist.
Apocalypse also uses Celestial technology, though. Is he just wearing that armor or is it bonded to his body?While the ideas you propose are hilarious and I wanna add Apocalypse suddenly crumbling to dust the second he is touched to that list, remember that for that Null needs to actually get close enough to them, hard to nullify Magneto when you can't get close without a manhole cover hitting you from the sides at 40 mph.
Also we have seen what happens if you suddenly take away Chambers power, it was not pretty.
I think it mostly depends on where Null is in this example. if he's at a distance greater than lets say 10 feet, I don't think it would work because it might be the same as if firing from a laser based gun. if Null is closer to Cyclops at lets say less than 10 feet, he could probably move fast enough to close the distance keeping Cyclops power temporarily nullifiedI got to thinking, because of what Cyclop's blasts are, would null's nullification really work against them?
ThisThe optional quest " Do some "training" at the mall " with Laura still does not start
Not at all. I always welcome good, constructive conversations.sleepingkirby, hope you don't mind if I double post it here, just to give a little more feedback
If there are clues in canon to this, I don't know them. But if it's possible to do it by shaping metal and applying magnetism, while still accomplishing the main purpose of blocking telepathy, then it probably can. Magneto seems to have vast resources.But can it block a 50cal round?
To be fair, it was spelled "senioritus" in the post you quoted, which suggests an etymology more like that of "tinnitus".Anytime I see/hear someone end a word with itis(or something that looks/sounds like it), my mind automatically goes "Inflammation of the (Insert word here), makes absolutely no sense."
Can you direct me to said forums or forum posts? I cannot find any here so far, and while I also really love the game so far, having to go through a 3 minute long "meanwhile on earth 69" screen when it crashes every 5 minutes is making it unplayable.I know some people on the forums have posted work arounds that increase stability.
Don't get me wrong, the game is absolutely playable and even fun to play in general. Since most of everything that can be considered gameplay is in relationship/sex sandbox. This is where you make your moves, your choices, where you get rewards, where you explore, where your progression is: the core gameplay loop, practically by definition. And you are adding story to the whole mix, which is great, but here is some discussion on how well these two parts are integrated, how they inform each other.We kinda just assumed people would put two and two together as the systems are not THAT complex or hard to understand. The characters give explicit instructions and Nightcrawler breaks the 4th wall more than once. I genuinely attribute half of the complaints to a complete lack of patience and willingness to read. This is indeed a game, not a skinner box where you press a button and get the sex.
I get what you mean, and you are right. It is the whole From Software vs Ubisoft approach. The thing is I would consider RLE (hope mentioning it is OK for you) to be more intuitive (mostly), even if it has fewer explanations, less of a "step by step" guide in the form of quest-log. So it guides you less, encouraging your own goal setting. But the big difference is, your action have clear reactions. You can more or less directly observe what your choices do. As you can in THN in some cases, but in others you are not engaging clear game mechanics, just some vague story concept.However, that isn't me telling everyone to shut up. We are and will continue to add feedback such as more tool tips and more UI notifications but eventually we're gonna cross the line from being intuitive into stupid proofing territory.
Well, I haven't encountered many bugs, there were problems with phone text not scrolling, which was quite annoying, but it is fixed already. So I would affirm, the game seems well tested. But I will posit a possibility, that tester, who probably seen several iterations of the game already, are probably well attuned to what you are trying to do. Or I am a dummy, and/or just haven't read carefully enough. It is, as saying goes, sometimes better be silent and be considered fool, than speak and leave no doubt, but so far I seem to be doubling downEdit: We do have over a dozen beta testers so if they don't have problems with the instruction then we don't know there's a problem until you guys tell us. This is part of why I attribute it to lack of patience for a lot of people. Note that I'm not accusing you of this. Just stating in general.
So far I have always chosen determined, IIRC, so I hope it will not bite me in the ass.I haven't said it in awhile so it's on me for not mentioning it recently but chapter 1 is more just to establish the setting.
As I've said before, to you, future chapters will have more noticeable changes than just characters commenting on your behavior.
So what you are saying is (am I Cathy Newman now?I know I can be sassy and a little overly direct. Though I do read EVERY comment in this thread. All of them, and pass along the general consensus to the dev team regularly.
So if you don't mind I'm moving our conversation here, as it makes more sense for meNot at all. I always welcome good, constructive conversations.
TNH has an idea and a plot, but not a good primary gameplay loop.
I could be wrong, but I feel like there's so little player interaction at that point that it's not really a game. If there's something telling you every answer or guiding you every step of the way, what's the player doing besides clicking the thing the game tell you to click? (Not a rhetorical question. Honestly asking to see if I missed something or to develop the idea further.)
IMO the main loop, next to a setting, Is what both games have most in common. You can progress your relationships in similar fashion. With added story bitts, that (ideally) build on it and around it. And one other major difference on development side is that Oni have a strategy of adding girl one by one in somewhat complete fashion, TNH on the other hand has 3 girls in parallel and none is complete.Which, again, if the gameplay loop is about the relationships, why is are the relationship points based off of the story and not the other way around? This tells me that the primary gameplay loop is the story, not the relationship.
This. To a degree, they are antagonistic. So it is not an easy task to harmonize them. It is possible, that's what great RPGs do, which I see a one (or maybe the) most complex narrative structures in our culture.That's a good question. Because if this was a visual novel, all those would be good things. Very good things. But, to my knowledge, none of those contribute to it as a game. If they were to contextualize it to the game, it should progress/be brought up/be given with game progress. i.e. during the primary gameplay loop of relationship/sex. Again, I'm not saying these are bad things. But they don't contribute to the game as a game. They contribute to the story that gameplay happens to be in. Which is why they seem so antagonistic to gameplay.
And he puts friction points, obstacles that you need to overcome, building both anticipation and sense of agency. He can actually suggest goals to you, even by at the beginning saying you can't do it. For example, girls leaving your cum when they go in public wasn't something I thought of before playing RLE. But game suggested it to me, and I thought "kinky! I like It! I want it!".This is how Oni "anticipates" your goals. He doesn't. He established a good/fun primary gameplay loop and then built things up from it and around it. You want to fuck the girl. You do things to get to that goal. All the other stuff around it is giving you a variation on that and/or helping with that.
That's really cool. I'm from a moderate sized city in Poland, so not much of such opportunities here. Especially when I was younger and there was no YouTube, or even easy Internet access.I have A LOT of experience and have talked about this type of stuff A LOT with, often seasoned professionals, since I was very young.
It makes sense - Null is serving as a cognitive behavioral therapist for Jean.
I have a lot of experience with CBT (no, not that kind) as well as other types of therapy as well, so, while not intentional, I imagine some of that's probably bleeding in from my side as wellI'm actually not responsible for that. I just helped the depiction of her anxiety. I left everything else to the writers because I specifically didn't want it to seem like Null was genuinely her behavioral therapist.
Not at all. Just a note that I won't be going into as much detail because I just spent a day making the SLDR's cheat injector for RLE for the Prime mod and that took more time than I'd liked. So I want to spend more time working on my side project.So if you don't mind I'm moving our conversation here, as it makes more sense for me
(just as a reference, we started our conversation in RLE thread, so that's what I'm answering)
Agreed. This is part of what I meant when I said it's not focused.IMO the main loop, next to a setting, Is what both games have most in common. You can progress your relationships in similar fashion. With added story bitts, that (ideally) build on it and around it. And one other major difference on development side is that Oni have a strategy of adding girl one by one in somewhat complete fashion, TNH on the other hand has 3 girls in parallel and none is complete.
Correct. Because a story is a story. A game is a game. One is passive while the other is active. I can see they want to tell a story. Which, cool, good on them. But a story isn't a game. And, as such, a story, being passive, can't have a game play loop.But as I've written above in the story department, I would agree that it might not look like a game for example from Game Theory perspective. Story itself does not have its own loop.
Agreed. But this is a well traveled path. From the movie Memento to Suzumiya Haruhi to Live-A-Live to Earthbound/Mother. Each have their complex narrative structures. It's not easy, but it's also not hard if you have a good idea of what you want to do. i.e. a good focus.This. To a degree, they are antagonistic. So it is not an easy task to harmonize them. It is possible, that's what great RPGs do, which I see a one (or maybe the) most complex narrative structures in our culture.
Right. But notice how that still is built around the primary gameplay loop.And he puts friction points, obstacles that you need to overcome, building both anticipation and sense of agency. He can actually suggest goals to you, even by at the beginning saying you can't do it. For example, girls leaving your cum when they go in public wasn't something I thought of before playing RLE. But game suggested it to me, and I thought "kinky! I like It! I want it!".
It's my view that just because it's porn, doesn't mean its less artistic. There are cultures that, prior to colonization and/or globalization, that saw, what we considered porn, to be just as foundational to literature as romances or comedies or tragedies. It's just that sex, much like fart jokes, can be easily exploited for an instant reaction. But also like fart jokes, it can easily be overused. Like, in the US, nudity is considered taboo and scandalous. But when you've taken a ton of figure drawing classes, a nude body invoke less a reaction than seeing that same person dressed in lingerie. (Speaking from experience. My favorite thing to draw was the human figure. There are days for me, when seeing someone nude is not that much different than seeing them dressed.)That's really cool. I'm from a moderate sized city in Poland, so not much of such opportunities here. Especially when I was younger and there was no YouTube, or even easy Internet access.
There was a time that I was actively trying to find some resources about how you're supposed to build stories, or even express why you find some good and other bad. Even tried Literary Theory Yale courses (on YT), but it was mostly waste of time, full of post-modern philosophy nonsense (and I'm one of the freaks that actually like philosophy). But you can find some very interesting things these days. I'll just mention Brandon Sanderson university lectures on writing. And, as much it feels weird to mention him on a porn related forum, Jordan Peterson is the psychologist (/philosopher) that is treating stories the most seriously.
This is fair and concise. I'll pass it over to the dev team.Here's an idea for the map UI. Navigation is not as efficient as it could be. There are hotkeys, but not for every location. But I was thinking, a good majority of the time you're going to a place because an exclamation-mark-event or some other character is there. When this happens, we have the convenient X-Tracker on the map screen to tell us where it is. So for example it might have a list item that says "Grounds" followed by the icons for Jean and Laura - well, what if you could click the word "Grounds" and it takes you to the Grounds?
You know what? Fair. I'll mention this if discussion of it comes up.If there are clues in canon to this, I don't know them. But if it's possible to do it by shaping metal and applying magnetism, while still accomplishing the main purpose of blocking telepathy, then it probably can. Magneto seems to have vast resources.
I wish I could my dude. We're 268 pages in. I can ask the discord users if they have the know how because some of our beta testers are android users.Can you direct me to said forums or forum posts?
Yes but several on this website, and no offense to RLE, are not the complex ones.So I would say all good (engaging) games are in a sense Skinner boxes, just more complex ones
More than okay. We just have 3 unofficial rules of conduct. Not accusing you of breaking them, just establishing them.The thing is I would consider RLE (hope mentioning it is OK for you)
The thing about this is that RLE doesn't have quests or longform narrative. It's an open sandbox that has girls airdropped into it as development goes on. There are small introductions and the occasional event, such as the Halloween one, but for the most part it's just a sex simulator.to be more intuitive (mostly), even if it has fewer explanations, less of a "step by step" guide in the form of quest-log.
This is a very good point and I'll make sure to use this metaphor when I talk with the devs.Borrowing Game Theory language, if I don't understand my moves, and I don't know payoffs, it is difficult for me to formulate strategy as a player. Without moves and payoffs, it is difficult to even consider it a game.
No you're fair in this assessment. Our beta testers have most likely figured out the system and don't think to mention potential improvement in this aspect since from their time working with it, they don't consider it an issue.Or I am a dummy, and/or just haven't read carefully enough. It is, as saying goes, sometimes better be silent and be considered fool, than speak and leave no doubt, but so far I seem to be doubling down![]()
I'm not allowed to spoil but let's just say that constantly choosing the "boyscout option" may have people call you a boyscout.So far I have always chosen determined, IIRC, so I hope it will not bite me in the ass.
This is not an attack on Oni but this statement is simply incorrect. Oni frequently airdrops girls with limited, and I believe in Storm's case NO, sexual interactions(The irony is not lost on me). When we launched our first alpha, you could go through the story, romance, and then fuck all three of our girls to completion.Oni have a strategy of adding girl one by one in somewhat complete fashion, TNH on the other hand has 3 girls in parallel and none is complete.
Don't you fuckin' lie (I joke)(no, not that kind)
This is the kind of solidarity I like to see.
Wait till you read up on intermittent reinforcement (Vegas style positive reinforcement). That is far more insidious and difficult to break out of.. basically sets people up for addictive behaviors.So I would say all good (engaging) games are in a sense Skinner boxes, just more complex ones