One quirk that is likely at play is that NEW cards (the ones with gold borders) are never impacted by stress.Is there ANY kind of LOGIC to the "Stress" levels..?
- at 41 % My shoots are fine.
- at 39% I get 1 bad image per shoot.
- at 31% I her 3-4 bad images per shoot..
LOWER stress gets you WORSE results?
Thanks I have just found a bug, each time you play the minigame on the left it deducts $10,000! It should not do this and appears to be missing the check which may be why you are so far in debt?Dammit, I want to like this game, lol, but i just keep getting more and more in debt, and cause conflict in the mini-game even though almost all of them match...what am I doing wrong?
Well it would help if we knew how to actually reduce stress both in MC and models. Everything seems just so random, giving them breaks seems to do nothing to reduce their stress. As for MC, the only ways I can find to reduce stress is by buying upgrades.One quirk that is likely at play is that NEW cards (the ones with gold borders) are never impacted by stress.
Hiring a new girl will raise your stress, but this impact will not be immediately evident as you are frequently getting the new cards. Trying to get the 8th and last card in a set you are going to be impacted more by your stress level.
It is something players have to be weary of.
There should only be a 3% chance to get all 3 as being bad at 31% stress.
Personally I don't notice much of a different between 30% and 40% stress. Under 20% stress there is a big improvement but early game this is more difficult to keep low.
Also stress levels will not impact the models bad event chances which are the cards with the pill icon and iridescent effect.
Yep, that must have been it, because now I can make money! And I didn't realize the 'Flips' made a conflict. Thank you much!Thanks I have just found a bug, each time you play the minigame on the left it deducts $10,000! It should not do this and appears to be missing the check which may be why you are so far in debt?
As for reducing conflict, each flip produces conflict and the number of conflict icons on both of the non-matching cards will produce that amount of conflict. So this can vary from 2 - 6 conflict for a non-match.
Getting under 12 conflict is enough to "win", in the game below I got 4 conflict from the flips but it would have only produced 2 information. I could have played the last 5-6 moves better where I produce more conflict but got a extra piece of information.
View attachment 2503140
Upgrades and not hiring too many models at the beginning to keep stress low and then stacking concubines to get negative stress at the endWell it would help if we knew how to actually reduce stress both in MC and models. Everything seems just so random, giving them breaks seems to do nothing to reduce their stress. As for MC, the only ways I can find to reduce stress is by buying upgrades.
Skipping a day should at least reduce some stress in all, if not why even bother skipping a day?
Thank you for reporting, I will look into this right away.26% stress but repeatedly getting 3 bad shots per shoot, I'd say one in every 4 shoots. See screenshot. View attachment 2504304
<<set _StressResult = random(0,100)>> // Generate a random number between 0 and 100
<<if _StressResult <= $Player.stresslevel>> // Is the random number less than or equal to the player stress (26)
I actually deleted the game this morning after another evening of frustrating gameplay. I followed the recommendations from other posters here, kept the number of girls low and focused on the updates. Played through 2 games while keeping my stress around 22-24% and still felt no different than having 42% stress.Thank you for reporting, I will look into this right away.
I did a series of 10 shoots at 39% stress I was getting bad cards 40% of the time which is about right.
At 26% stress I got bad cards 50% which seemed a bit odd.
After adding a debug line, not seeing anything weird, then deleting it I did another 4 lots of 10 shoots in the exact same game.
All ranged between 20%-30% which is about right given the margin of error.
Try the attached HTML file and let me know if your experiences are any different.
If it isn't the HTML file then if you can send me the save I'll see if I can reproduce to issue.
The formula for the stress test for each card which looks fine to me is:
Code:<<set _StressResult = random(0,100)>> // Generate a random number between 0 and 100 <<if _StressResult <= $Player.stresslevel>> // Is the random number less than or equal to the player stress (26)
Did one more full playthrough last night (money deception) with the file you provided. Subjectively it felt a bit better. Objectively, I couldn't tell the difference.Perception can easily be skewed - If we examine the results from 10 shoots (30 card flips):
At a 95% confidence level the acceptable margin of error is approximately plus or minus 18%.
This means if I have a stress level of 39% and do 10 shoots, it would be reasonable to get bad cards 21% to 57% of the time.
At a stress level of 26% if I just look at only 10 shoots it would be reasonable to get bad cards 8% to 44% of the time as it is within the 18% margin of error.
So yes it is statistically reasonable to get a more bad cards at a much lower stress level when looking at 10 shoots or smaller.
From what you were saying, you are getting 3 bad cards multiple times in a row. At 26% stress doing this 3 times in 10 rolls should be a 0.0034% chance so I would say it would have to be some sort of bug making this possible.
If we use a bigger sample and look at 100 shoots or 300 card flips, then the margin of error drops down from 18% to 7% as probability starts to even itself out and the effect of less stress becomes more apparent on the results.
Your way is another approach, it's advantage is the chance of getting multiple bad cards in a single shoot is reduced. A issue it does create though is that you don't know how much you have reduced your chances and you would still have the same perception issue as above.
Normally the chance of getting 3 bad cards in a row at 26% stress 0.26 * 0.26 * 0.26 = 0.0176 or 1.76%
Keep in mind all the statistics above are assuming that all the cards have been revealed. The players experience will generally be much better than this as the above is not considering the possibility of getting NEW cards and thus no stress with that card.
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Not yetDo you have events on your mod Lotta?