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Poll

Design Poll

  • Keep current system (currently 50/100 points to succeed) 0
  • Change points to a random percentage chance 1
  • 2020-09-15
  • —2020-09-29
  • 1 votes
{'title': 'Design Poll', 'choices': [{'text': 'Keep current system (currently 50/100 points to succeed)', 'votes': 0}, {'text': 'Change points to a random percentage chance', 'votes': 1}], 'closes_at': datetime.datetime(2020, 9, 29, 3, 0, 12, tzinfo=datetime.timezone.utc), 'created_at': datetime.datetime(2020, 9, 15, 0, 33, 18, tzinfo=datetime.timezone.utc), 'description': None, 'allows_multiple': False, 'total_votes': 1}

Content

Evening all, time for another poll! This month I have a relatively small design question, but one you may have an interest in. When going through citizen seduction scenes, you essentially earn or lose various points, and if you have enough at the end, you've seduced them. The game currently displays a message at the end such as 'Chance was 40/100' (mostly for debug purposes), but chance isn't quite the right word there - you either had enough points or you didn't.

I have had a thought though of making that an actual percentage chance, so that 40/100 actually becomes a 40% chance of the citizen deciding to take you home. On the plus side, it means that even if you have no idea what a particular citizen likes, you'll probably still always have some chance of success. However, I know that some players hate having RNG deciding their fate. So what do you say? Add some randomness to the seduction system, or keep it absolute?

This poll will run for 2 weeks, good luck!

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