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I get the feeling that a lot of players farm enemies quite a bit, and end up at a point where the difficulty is trivial. (If this is not the case for you, please comment below.) As a result, I want to have a significant difficulty spike to hopefully add a bit of a challenge in again, but I want a way to let players who haven't farmed exp catch up without forcing them to farm a lot. I play to do this with a cursed weapon, which will provide a significant boost to power and maybe a unique ultimate spell as well, but will increase depravity with each use, and upon using it too many times, permanently corrupt the player, making it impossible for their level of depravity to ever go below 2, but also providing a lesser but permanent stat buff as well.

To ensure this isn’t used by strong players to just get stronger, it will check what level you are when you acquire it. If you are below a certain level threshold, you get the item as described above. If you are above the threshold the wand will be weaker and won’t provide a permanent buff when it is consumed, but you will still be able to use it and see the permanent corruption scene, and unlock the bonus spell if I end up adding one. It will also come with a key item that will destroy the wand and let you immediately see the corruption scene without the negative effects of abusing the wand.

I’ll also use this poll to try and gauge how challenging the current enemies are more accurately. Please only answer this poll with a character that is at the fourth dungeon, whether or not you are at its current end.

Comments

mwarrior777

Ive found that enemies just give massive amounts of xp as soon as dungeon 1. it feels like i become overleveled without grinding at all. also, depravity and femininity usually end up super high too (like 2-300 or more). im not sure if its my playstyle in particular (i tend to not pay to sleep at the inn and want to see new events which usually raises depravity a good deal) but i feel like xp, femininity, and depravity gains in general could be lowered a good deal.

Anonymous

I second what M warrior says about the XP being too high. I'm level 29. To be fair I did grind a bit in the first dungeon (on the orcs, to farm femininity reduction) and in the second dungeon (to farm silver, so I could go to the church to reduce depravity) but I didn't think it was that much. I think even having enemies stop giving XP at all on certain thresholds, so that there is a way to grind the silver/dominant sex needed to reduce your stats without accidentally becoming too powerful. Though that is less than ideal since it is a little boring. Ideally, I'd like to see more unique ways to but the brakes on both stats, which helps in roleplaying terms but also to prevent characters from getting way too much femininity and being OP regardless of level. Making it so that repeated scenes don't affect your stats more than once (except for combat losses) could be a good way, so that they can be repeated for fun without also becoming too OP. But if you did this then there would need to be more ways, again, to reduce the stats. Also maybe making a limit on how much percent of your character's stats can come from scenes alone (as opposed to gear or physical changes) compared to level may be a good idea.

CrossdressinginCamelot

Thanks for your feedback, I will reduce exp gains for most enemies somewhat, I might also adjust the exp curve to be a bit steeper so farming enemies will be less effective the more you do it. I did want enemies to give good amounts of exp so that players that were behind could catch up easily, but I might have gone a bit overboard on that. I am also considering changing the power and defense gains from femininity to be diminishing instead of just a flat value, so you’ll only need 3 fem to gain 1 power and defense to begin with, but if you already have 100 fem, you might need to gain 6 more fem for another stat boost, for example. Not sure about the exact numbers though, I used to have this set up before, but I got rid of it and I can’t remember why lol.

Raven Leaf

This might involve an overhaul on the entire game, so not exactly feasible, but it might offer a long term solution to these kinds of problems: Do away with the level system, and instead make it so feminity/lewdness are the scales that change, as well as the only "experience" is skills being attained through practice rather than leveling up. The character can have a base stat/setup that is affectedly more in control of how you want the feminity/depravity scales (which could function more on a % base, which IMO is far easier to manipulate and manage), thus reducing the issue of over-leveling/powering, where the only thing that gets stronger is your skills over time, and gives larger consequences to how you manage the penalties/buffs from the other system.

Anonymous

EDIT: To add a bit to my point about femininity getting too high, mine got so high that what clothes I was were basically a drop in the bucket comparatively. I could undo all my transformations and wear the starting clothes and still be crazy OP.

Bunnyslut

I don't feel like I "farmed" EXP very much, but I also feel grossly overlevelled with very little effort. Smiting my enemies in a single well-placed crit is fundamentally anti-thetical to my experience as an impotent, cock-addicted girl(male).

CrossdressinginCamelot

This seems to be a common theme, which the poll also shows. I will be making some balances changes there. Thanks for your feedback.

Keygain

I used RPG maker MV im not sure but there might be a variable or switch to swap or change enemy level's depending on the level of the character without changeing much of the game but might have to make dup enemy's at different levels (You might be able to use cell events to change everything according to the player)

CrossdressinginCamelot

That's actually a really good idea. I originally didn't want enemies to get stronger based on the players level because that kind of takes away the point of the player getting stronger, but since levels can vary so wildly, it might be viable to add now, just making sure the player will be getting stronger faster than the enemies based on levels still, that way being a higher level still makes you stronger relative to enemies without making them complete pushovers.

Keygain

Thats true i hope it helps and no worries here to help if i can i havent played it in a while since coldwar season 4 but want to wait a bit for more to play

kazer

Adding repeatable quests to guild could make up the difference quickly, such as repeating lizardmen quests, flower picking and so on.