from a game perspective all I can see are plusses in terms of more people enjoying it
You'd be wrong on that one!
from a game perspective all I can see are plusses in terms of more people enjoying it
One of my biggest projects included no smut content at all, and another was like half non-smutty.Presumably content submissions for the game include people writing non-pornographic scenes as well as sexual ones?
Git gud and maybe you won't fucking lose. Or ya know, change the difficulty to something easier. :U1. My straight male character keeps getting his arse raped by footlong cocks whenever he loses a battle, and there's nothing resembling the D&D "challenge rating" system to keep me from walking into battles that I can't possibly win, or losing winnable battles due to bad luck. Often times I don't even have time to notice that I'm losing so that I can flee. I have to intentionally break my own immersion in these cases, and that keeps me from enjoying the game the rest of the time.
This varies between writer to writer. You have Will's style of writing that can get rather purple, whereas with Tobs his writing I wouldn't call purple at all. Different writing styles vary, there's actually not a whole helluva lot of purple prose in the writing as a whole. In fact for me it gets jarring to suddenly read purple prose because it's not so frequent in the game's normal writing outside porn stuff. (Not to rag on Will at all. But gotta admit even when I'm now used to it it always throws me out when suddenly I see all the purpleness in my smut lmao)2. The extreme length of the sex scenes, and the variably-pastel purpleness of the prose used therein, means that I tune out quickly and start skipping ahead. Obviously this is highly subjective; the scenes that I'm into are more likely to hold my attention, but even then, more than a full page of text soon bores me.
Depends on your build. If you're a Charmer or Summoner, that one point of presence for some can be extra points in sexiness/summon power or something. While the bonus stats you get at the start don't REALLY have a huge massive impact in the long run it always can't hurt to have that one little bit for some. Plus, the game really isn't that difficult to understand. if you can't tell that you're supposed to focus on only a few out of all your main stats by the first level up screen and optimize for your build idk what to tell ya. but it ain't that complicated to get, at all. >.>'3. The game system is overly complex, yet produces relatively few meaningful choices. If I only have five different powers to choose from per character, then why do I need to have like twelve game stats? Is a +1 to my Presence ever going to be relevant...how should I know? It seems as if the game was intentionally made overcomplected just to have room for future expansion, I don't know if that's actually the case.
Git gud and maybe you won't fucking lose. Or ya know, change the difficulty to something easier. :U
Different writing styles vary, there's actually not a whole helluva lot of purple prose in the writing as a whole.
In fact for me it gets jarring to suddenly read purple prose because it's not so frequent in the game's normal writing outside porn stuff.
if you can't tell that you're supposed to focus on only a few out of all your main stats by the first level up screen and optimize for your build idk what to tell ya. but it ain't that complicated to get, at all. >.>'
That's called "game design". The game pushes you toward certain areas at first by design, because that's where the low-level enemies are. You said it yourself. Every RPG ever does it this way, either through only offering quests in those areas or hard gating higher tier areas behind levels or some other mechanic. And if you do find yourself stepping in an area where you get one-shotted by the first NPC you meet, then that's a sign to run the fuck away and come back some other day. If you insist on going somewhere the game isn't nudging you into, then on your head be it.I suppose I could reduce the difficulty, but I think part of the issue is that the game tries to push you toward a certain area (the north) where most of the low-level enemies are, and for personal reasons I wanted to go the other way, not realizing that the other directions (east and south) are higher-level areas with enemies that would overpower me at level one. Still, it'd be nice if this information could have been obtained from a villager before I went out those gates, rather than at the expense of my character's anus.
Was it this?and for personal reasons I wanted to go the other way
1. My straight male character keeps getting his arse raped by footlong cocks whenever he loses a battle, and there's nothing resembling the D&D "challenge rating" system to keep me from walking into battles that I can't possibly win, or losing winnable battles due to bad luck. Often times I don't even have time to notice that I'm losing so that I can flee. I have to intentionally break my own immersion in these cases, and that keeps me from enjoying the game the rest of the time.
Enemies have levels, but just like D&D, you don't get shown them at every encounter. Your DM generally isn't going to say "oh by the way, this one is level 2," and similarly, this game doesn't. That said, areas also have adaptive difficulty based on character level: Harder foes like Arona and the Harpy Wingleader only show up in the foothills (east) if you're at level 3 and up, and the Manticore only appears if you're at level 2 and above. Meanwhile, the southern path, the Harvest Valley, actually has level 1 and 2 enemies (albeit, most are a mixture of one at 1 and one at 2). The level 3 and 4 enemies stay away unless you ford the river. And even in the north, the Old Forest, all of the encounters except for the wolves (and the Effigies if below level 3) have enemies higher than level 1 present.I suppose I could reduce the difficulty, but I think part of the issue is that the game tries to push you toward a certain area (the north) where most of the low-level enemies are, and for personal reasons I wanted to go the other way, not realizing that the other directions (east and south) are higher-level areas with enemies that would overpower me at level one. Still, it'd be nice if this information could have been obtained from a villager before I went out those gates, rather than at the expense of my character's anus.
6 stats you can increase, each of which impacts 2-4 actual stats. They're not complicated overall, and even if you examine them more closely, it's relatively plain. Strength means you do more damage and take less damage (I think specifically in regards to physical damage, but I think it might also impact other damage due to its penetration stat since it's not specified). Toughness means you have more health and are less likely to get hit by physical abilities. Agility means you hit sooner, more often, and also get hit less often. Cunning means more crit power and you take less damage, less often, from magic. Willpower means you do more magic damage and take less damage, less often from tease/mental attacks. Presence means you hit more often with tease attacks and also all of your companions get a damage buff, plus summons are stronger.3. The game system is overly complex, yet produces relatively few meaningful choices. If I only have five different powers to choose from per character, then why do I need to have like twelve game stats? Is a +1 to my Presence ever going to be relevant...how should I know? It seems as if the game was intentionally made overcomplected just to have room for future expansion, I don't know if that's actually the case.
That's called "game design". The game pushes you toward a certain area at first by design, because that's where the low-level enemies are. You said it yourself.
Every RPG ever does it this way
either through only offering quests in those areas
or hard gating higher tier areas behind levels or some other mechanic.
nd if you do find yourself stepping in an area where you get one-shotted by the first NPC you meet, then that's a sign to run the fuck away and come back some other day. If you insist on going somewhere the game isn't nudging you into, then on your head be it.
These games don't have real-time GMs to keep you on track or adjust on the fly to moronic players. Hell, when I GM'ed D&D back in the day and my players absolutely insisted on being idiots and going to an area they weren't prepared to enter, I'd just say something like, "Fine, you arrive at the evil sorcerer's castle, walk inside and set off a trap and you all die instantly. Game over."
Was it this?
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Enemies have levels, but just like D&D, you don't get shown them at every encounter. Your DM generally isn't going to say "oh by the way, this one is level 2," and similarly, this game doesn't.
That said, areas also have adaptive difficulty based on character level: Harder foes like Arona and the Harpy Wingleader only show up in the foothills (east) if you're at level 3 and up, and the Manticore only appears if you're at level 2 and above.
Meanwhile, the southern path, the Harvest Valley, actually has level 1 and 2 enemies (albeit, most are a mixture of one at 1 and one at 2). The level 3 and 4 enemies stay away unless you ford the river. And even in the north, the Old Forest, all of the encounters except for the wolves (and the Effigies if below level 3) have enemies higher than level 1 present.
Cunning means more crit power
and you take less damage, less often, from magic. Willpower means you do more magic damage and take less damage, less often from tease/mental attacks. Presence means you hit more often with tease attacks and also all of your companions get a damage buff, plus summons are stronger.
The stats are very rarely needed for roleplaying
If you're looking for meaningful choices(Which was how you introduced the point. Not sure why considering that the stats are not related to choices.)
well, then look in the actual game. There are several things which are meaningful choices (and also a lot of moments which are just the illusion of choice because the other one shuts out the majority of the content associated with it)
Nobody in town said "you should not go south, the enemies there are more dangerous",
who attacks twice each round for some reason
Brint and Cait together are pretty much Easy Mode regardless of how badly you screw up your own build
I've wished for an auto-win system for battles sufficiently below your Challenge Rating
Wow, that's brilliant. I think I have to steal that as a D&D houserule, especially in 5E where Intelligence is the dump stat for pretty much all non-wizards.
Just so I know, is all this laid out in the actual game anywhere? I would argue that it's not great if you have to read the forum for a game in order to be able to understand its basic mechanics.
I mean the game is about you trying to fight Kass so your character (and you) immediately deciding to go anywhere but basically means that, story-wise you may as well have just picked the "don't get involved" option in the tutorial.Except that, as I stated, my personal preference directly counterindicated my going toward that area. Nobody in town said "you should not go south, the enemies there are more dangerous", and the knowledge that Kasyrra was somewhere to the north made going anywhere else seem like the imperative choice, since s/he was both obviously too powerful to fight, and personally distasteful to me (as I mentioned over on the Too Futa For Me thread). As a final boss for the game, s/he works fine, but that means that whichever direction s/he appears to have gone in, I'm heading the other way pretty much without exception. Whether that makes him/her a terrible villain or me a bad player, I will let you decide. *wink*
Crazy Horse is a pretty easy encounter honestly. He's level 2 and alone, so unless your build is AOE only and also you're also not with any teammates he should be generally easy. The only reason why him attacking twice per round would seem ridiculous and lead to you loosing super quick is if you just straight up eschew the companions and go out solo (especially considering how strong Cait is, primarily with healing but also her single-target damage). Also he attacks twice because the game is balanced around you having two companions with you at all times, and doesn't adjust if you handicap yourself.Which is exactly what I did, but not until after my straight-dude character got assraped by the Crazy Horse (who attacks twice each round for some reason, so I didn't have any time to see that I was losing before I lost). Damn near ragequit the game over this.
The Evangelist and the Bloodletter are both level 2 foes and, well, yeah tease is super strong against her. The inspect option takes a turn but (I think) shows the stats and weaknesses of opponents. And yeah, you are pretty much expected to fight everything you come across unless you absolutely can't win.Besides Crazy Horse, most of my worst losses were due to the goblin cultist (before I figured out that spamming Tease was the answer there) and to the Cultist Bloodletter. The harpies are annoying with flying but I can usually manage them, and the centaurs aren't that tough either. Maybe I just got really awful luck the first couple times, and that sort of imprinted my brain with the idea that I couldn't win, which made me run away too much and thus gain too little XP. Could well be my own fault, but I'm still entitled to whinge. >![]()
I mentioned the "adaptive difficulty thing" earlier. There are encounters which, at level 3, get a new enemy added, like the Pollinator Effigy and the Harpy Wingleader for the Effigy and Harpy encounters. There are harder fights which appear in areas they weren't in before. Some basic bitch fights like the wolves still pop up, and not every fight scales, but they still change. And as Tobs said, you don't need to trudge through hordes of these battles to get everywhere since once you clear the Old Forest and beat the boss, the Alraune, you can unlock the Waystones.Right. My level 3 party with Brint and Cait has now gotten to the point that it can mop the floor with these guys, and I'm rather tired of them still showing up (in basically every RPG I ever played, I've wished for an auto-win system for battles sufficiently below your Challenge Rating; the industry really hasn't caught on to my perspective on this issue). For my other two characters, who are at level 2 and using only one of these companions each, I still break a sweat against even the weaker foes; I've learned to save a lot, which is always a good habit to get into.
For what I specifically said, go to the journal, go to the Codex section, and press on the first entry, Attributes and Stats. It lays out the specific stat numbers each attribute increases, and below it describes what the stats that are increased do. Of course, if you don't want to look in the codex or if you want to look up things like enemy levels, you can check the wiki, though a lot of entries are incomplete or out of date. Not that you generally have to.Just so I know, is all this laid out in the actual game anywhere? I would argue that it's not great if you have to read the forum for a game in order to be able to understand its basic mechanics. Granted, that's partly me being the kind of grognard who remembers when computer games came in a box with a manual that you actually had to read (often as a deliberate anti-piracy/resale effort).
Oh, the consumables. I barely ever use them except for transformatives that fit the specific appearance I want for the character, though that's mostly because, while they can be useful, they aren't generally needed. That said, some consumables are useful outside of combat in a few situations: When doing the Getting Into The Closet quest (after Alraune is beaten) if you have the Camping Supplies item you can scale a cliff and if you have Naptha or Wyvern Venom you can void a combat encounter, though of note this is one of the situations where stats can have an impact as if you level either Strength or Agility with every level up you'll have a high enough combined score to bypass the camping supplies requirement.It was mostly in reference to not being clear on the tactical utility of consumable items. For a while I hadn't figured out why anyone would care about an item that gives you extra Resolve, because I hadn't run into any of the enemies that attack it. Likewise, if I had a potion that would give me a boost to Presence, I had no clear indication of whether it would be worth spending my action drinking it, when I had no idea what would happen as a result. The default there is of course "don't", but this makes those items useless, and yet the mere fact that I got an item means I pay attention to it and have to wonder whether I should use it. It'd be nice if the game offered more of this information, even if you have to work for it a little. Eventually I started to notice where some of these answers were, but some of them remain unclear.
I mean the game is about you trying to fight Kass so your character (and you) immediately deciding to go anywhere but basically means that, story-wise you may as well have just picked the "don't get involved" option in the tutorial.
Crazy Horse is a pretty easy encounter honestly. He's level 2 and alone, so unless your build is AOE only and also you're also not with any teammates he should be generally easy.
The only reason why him attacking twice per round would seem ridiculous and lead to you loosing super quick is if you just straight up eschew the companions and go out solo (especially considering how strong Cait is, primarily with healing but also her single-target damage).
Also he attacks twice because the game is balanced around you having two companions with you at all times, and doesn't adjust if you handicap yourself.
The Evangelist and the Bloodletter are both level 2 foes and, well, yeah tease is super strong against her. The inspect option takes a turn but (I think) shows the stats and weaknesses of opponents
And yeah, you are pretty much expected to fight everything you come across unless you absolutely can't win.
Swear on me mum this is like the 10th time I've been sure 'mander TF has been changed to give lizard dick.
You should try some actual threat management if you're that squishy. Those colored orbs on the portraits aren't just for show after all.
Also only the PC can use Sense, and you can't Sense an opponent you've Sense'd before, it saves their data so you can just open their page and check.
Anyway, this isn't some open world game like Fall Out, Far Cry, whatever, you're basically just traveling down the road or trails, nor do some of the companions even fit the stealthy type anyway, like Brint.
It's only one button to run away from a fight you don't want after all, which is more sense than just looking at them and saying "I win" and getting the rewards. Besides some people like myself like some of the defeat scenes.
That doesn't really work unless you have a tank in your party. And my warrior character is a terrible tank for some reason. My other characters all recruit Brint, but he can't really actively tank for anyone else in any way I've managed to find out. Only warriors get Guarded Stance, I think?
What do you mean "open their page"?
Hence why I don't always recruit Brint.
Again, I don't always have time to flee after I start losing (enemy 1 knocks down the healer, enemy 2 knocks down my guy, I never even get an action), and fleeing doesn't always succeed, so a failed effort gives the enemy two more attacks before I get another turn. It's pretty fucking dangerous; even a fairly beef level 3 party of two can lose against a lone level 2 monster.
So Any PC can learn Guarded Stance, if you are not a Warrior you can go to Garth and Learn it.
It is difficult being a tank as a player as you getting defeated is game over rather than just your teammate going down.
You can also make it so you can control the whole party rather than just your character, it is in both the options menu and during combat in the combat menu at the bottom of the screen.
I have no idea how much of this info you already know, I am just going through it just in case you don't.
But this means replacing your own innate. If you're a White Mage, you'll probably need Heal way more; if you're a Black Mage, Withering Bolt may well still be more useful. Only the Charmer seems really likely to be worth training away his innate (and maybe Warriors if you have Brint and Cait), and frankly all of the Charmer's powers look kind of useless to me (this was exactly why I recruited both Brint and Cait for my Charmer, which is probably why he's doing better than my other two-character parties).
I was writing the TF blurb to finally fix this before I got dragged back into the appearance screen rework stuff, so I'm afraid notNew Have you guys updated the Salamander TFs to include getting a Salamander Dick? I remember hearing from Savin that he thought it was already done but from what I can tell it hasn't happened yet.
Actually you get two (I think it's two) more slots per companionyou hold the same number of items regardless of how many companions you have with you
Actually you get two (I think it's two) more slots per companion
Ah right, because people kept reporting it as a bug.I'm pretty sure that was scrapped after discussion.
'Warrior' and 'Tank' are not synonymous e.g. Brint's a warrior, but he's clearly a massive damage-dealer, not a tank. If you want a dedicated tank, Atugia's available pretty early; just hold back on the big-damage attacks in the first few rounds to make sure she generates enough Threat through her own abilities.That doesn't really work unless you have a tank in your party. And my warrior character is a terrible tank for some reason. My other characters all recruit Brint, but he can't really actively tank for anyone else in any way I've managed to find out.
Why should it not be a Game Over? Like how in the Far Cry games where you need to do something in the beginning, if you don't do it then the events of the story turn out totally different. Sure, Kass appears either way, but the entire reason for your character to engage vanishes if you don't go with Cait at the start. And as for the bribing/asking, why should Garth? There's several patrons at the bar, and the PC is completely unimportant before heading to the temple with Cait, so there's nothing of interest to get Garth to ask you. And several storybeats do not work without the PC's presence at the temple. The writers should not have to rewrite huge chunks of the story to accommodate a choice which indicates disinterest in game's plot.I was annoyed that this option was a Game Over; it could just as easily have turned into Garth coming over and asking you more directly to help this person, maybe even bribing you in some fashion (while the other two options gave you different bribes, such as a "courage bonus" to your stats instead of a piece of equipment). Just because Kass is the big bad doesn't mean that a level 1 character should immediately go out and attack "it"; you'll keep hearing about what's going on and should eventually come to the conclusion that you need to do something, but not that early.
It's not an issue. You don't get stealth bonuses to combat or something like that beyond specific abilities, and there's few occasions where stealth is even an option outside of combat, and those are never penalized by who your companions are (though certain companions may instead support alternative options). This is a game in which you are expected to always have a full party, and if you don't want to engage with it as such (like I did back when I first played, back when the Foothills were the only available area with combat), then, well, tough. If you play Dark Souls at soul level 1, the game shouldn't make everything easier to accommodate your choice.Well that's a bit of an issue. A smaller party should have the advantage in issues like stealth, and if lone enemies get extra actions then so should a lone player.
Murderhobos are a problem in a TTRPG where the story can be actively hurt by resorting to violence. In instances where the story is actively hurt be resorting to violence in a game like this, options get laid out which allow the player to see that there are viable alternatives in that situation to violence. Murderhobos are born from a scenario where peaceful solutions are discouraged when one would think it viable, but this game clearly marks where it is or isn't simply by the choices it presents to the player.Avoiding an unnecessary combat should be nearly as rewarding as defeating it in many cases. Otherwise the players turn into murderhobos.
1: If you want to be more tanky, buy armor. You start out with the Comfortable Clothes, which are tied for the lowest armor of the whole game (15), while also having the lowest evasion of any non-heavy armor (5). With your starting money (after you beat the tutorial and sell excess items), you should have enough to afford most of the armor items available for sale from Leorah and Ogrish, and even if you don't sell anything you should have enough for the leather coat, which has 35 armor and 20 evasion.That doesn't really work unless you have a tank in your party. And my warrior character is a terrible tank for some reason. My other characters all recruit Brint, but he can't really actively tank for anyone else in any way I've managed to find out. Only warriors get Guarded Stance, I think?
Hence why I don't always recruit Brint.
Engage with the game the way the game is supposed to be engaged with. It's not going to accommodate your choice to not engage with it the way it's supposed to be engaged with.Again, I don't always have time to flee after I start losing (enemy 1 knocks down the healer, enemy 2 knocks down my guy, I never even get an action), and fleeing doesn't always succeed, so a failed effort gives the enemy two more attacks before I get another turn. It's pretty fucking dangerous; even a fairly beef level 3 party of two can lose against a lone level 2 monster.
Charmers are intended to be the non-combatant combatant. They're Presence focused, which is the stat that boosts your ally's stats and boosts your character's sexiness, and their powers are things which fit this role: Bolstering Dance buffs your whole team's survivability, both against physical and mental attacks (also it's one of a few abilities which restore resolve damage rather than physical damage, which is useful against teasing enemies), and the the Charmer gets two alternative at-wills at level four. One is Soothing Dance, which is straight up just Heal but for resolve and the Aroused condition rather than health and the Bleeding condition. The other is Song of Courage, which goes harder support aspect with no constantly active resolve heal. War Song is an aoe resolve hit, and even if you don't use it to fight with resolve, its status effect. Song of Storms can be used to buff yourself, but it's also able to target allies, which is especially useful with Brint since he's weapon-focused. The Charmer stays this way throughout, excelling at supporting allies and dealing resolve damage, and while the latter isn't quite intended with your starting teammates, they can still work with it as their own tease attacks aren't weak. They aren't useless, they're just different, in a perfectly viable way.But this means replacing your own innate. If you're a White Mage, you'll probably need Heal way more; if you're a Black Mage, Withering Bolt may well still be more useful. Only the Charmer seems really likely to be worth training away his innate (and maybe Warriors if you have Brint and Cait), and frankly all of the Charmer's powers look kind of useless to me (this was exactly why I recruited both Brint and Cait for my Charmer, which is probably why he's doing better than my other two-character parties).
Why should it not be a Game Over? Like how in the Far Cry games where you need to do something in the beginning, if you don't do it then the events of the story turn out totally different.
I was writing the TF blurb to finally fix this before I got dragged back into the appearance screen rework stuff, so I'm afraid not