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Question :)

🕑 Added 2024-06-18 04:32:03 +0000 UTC

Comments

Morgana

I think what could help is a message and request system. Maybe every day, you could receive a note or message, and this would lead you to talk or engage in battle with someone to receive some additional reward, dialogue, etc. A follow up idea: Have a hidden metric that maybe completing enough "requests" from other players may change the ending of some kind but you have to go SUPER out of your way to do it. For example, maybe befriending 3 players and completing a request for 7 days will lead people without a selfish attitude to *want* you to win. Or, completing enough requests will gain you something more tangible, like an item that can help you in different playthroughs. Let's say you befriend and take your npc "partner" and complete a request for them every time they ask. You gain an item such as a special card, or a hidden card pack that unlocks by doing something special that only that npc tells you (and unlocks so people can't cheat without having done it). And you can do that every playthrough for more starting power.

Barrack Morales1

i would like more activeness like people wanting to fight you and whatnot or coming to team up and maybe betraying you later

Sin

I think a log you can check at home makes the most sense. Update it each time block. If someone cares, they can just go home and check the log for what happened.

Sean Thacker

I'd say hat the notification should be toggled on or off. Of course, that would be for later. As of right now, just adding more text is nice. Especially with the NPCs being able to do more than just fight. Again, later down the line, a toggle function for this information, or some kind of "history" tab should be added. But for now, just add the extra text in so it won't have to be added later.

NickSav

Will take a lot of conditional branches for all the permutations sadly

NickSav

Hehe maybe one day :P

NickSav

Yeah I should be able to do that (looking at ways to condense it all honestly)

Azure Dragoon

I think it should only be shown the first time you reach that area during that time block. Otherwise it's unsaid. For example, with the Casino, 3 girls who have their event there in the afternoon all agree to take part in the free for all game and invite you to join them. Game runs as normal, but those opponents are guaranteed. Additionally, there's extra text from the contestants. However, you don't get that invitation if you leave and come back, and the game runs with entirely random opponents afterwards. In either case, you can only play the game once that day. If you've already played the game in the morning, the dealer will step in on that invitation and say "sorry, she can't play a second time today". Generally, the effects of the events should still happen, such as the aforementioned Casino example. Although something like the arena, where someone might compel you into a fight, would obviously have no effect if you don't go there.

Gonkulous

Would it be possible to condense some of the messages? So rather than each fight b being "A is fighting B" "A stole 50 cm from B" "C is fighting D" "But D stole 50 cm from C...", we get one large message with all of the results? So something like "A fought B. A won 50 cm. C fought D. D won 50 cm." Because right now, the message bloat is a little offputting.

Ragnarok385

It might be interesting for the characters to say what they are going to do each day, and what happened the previous day if you talk to them in the world. That way the player could conceivably talk to each one if they wanted to find out what happened or just focus on the characters they care about.

fd0892

I agree with everyone that it should have a toggle on/off for it. If its turn off, maybe have it kept in a log? So at least you can check it if you want.

NameNotRecognised

A system like this, or a ledger type screen where you can look these changes up if you really want to, would also really help the flow of the game. More than 9/10 times, the results barely matter to the player, yet you have to skip through it every time.

zen

what if we came across it so the gambling when we go we see npcs gambling we see them shrink or grow something like that

Greengreens

I would like the option for it, but make it something that can be toggled if possible or as someone said like a tournament board you can view it at rather than a huge wall of text each time block.

EpicSauce087

surprise me

Tiomatt Necros

Picking yes or no, I'm going with no or aka surprise me. Let it be random cause asking to add a system option to toggle it on or off is indirectly saying yes. And that = more work on text for NickSav rather than other stuff.

Atomic_Concrete

I'm sure this is another instance of RPGmaker being obnoxious, but I'd prefer to not have the information and just be surprised (or at least given the option to toggle text on/off), given the 15+ contestants all fighting each other makes for quite a bit of text already between time blocks. If possible, I'd love this feature and the existing matches and outcomes to get put into a log, that the user could have a click-on element and/or hotkey to open bring up instead of advancing text every time block advancement.

Akseptance

Was going to suggest this. It's a nice option to have in case players want it, or they can otherwise turn it off.

LionSinEscanor

Probably in early game tie in random encounters to events that will help unlock secrets. Just to encourage people to explore each area. It would make the end game more rewarding to have it feel immersed in the early grind

Notmaia Kthual Neim

I'd say show us what happened but don't let every single npc act every single time frame

Vindath

It should be some sort of option, since you'll have no idea what and who did during your first experience with this, but afterwards notifications will only bloat the morning messages.

Aunk999

Maybe the announcement could be toggled on and off as the player wills?

Nimilphex

Sounds interesting but might contribute to information overload considering we already get updates on who fights who already. Maybe instead, there's small fluctuations that account for NPC day to day that goes unreported, but a chance they hit it big or steal a lot of height during a fight that DOES get reported?

zero1crazy

Maybe make option in settings for this? If option is on, all passed events will be displayed each time block. If it's off, then no. And maybe make some separate event log, that user can read at the end of day

Some One

I do think the hour turns take a little bit, especially when you have 15+ opponents/ companions who all do a thing and you have no choice but to mash through it all just to get to the next turn. A sort of "tourney board" that summarizes size changes would save a lot of clicks and another board that displays npc activities would save additional time. And this might be absolutey impossible for rpgmaker but having the option to click on the name and get the quick (x fought y) rundown on what changed their status would be kinda neat, but THAT would probably be stupid difficult in rpgmaker

Isaac6969

I forgot to mention the one dialog a day thing could use some work but i know dialog and interactions are usually kinda annoying to add but just something id like to see 😂

Isaac6969

In my opinion if you could do this it would be super interesting. If later or early on int the game you make the gifting system have a affection kinda thing so that the chars you gift size to will randomly visit and give a card or dialog. While also just having random encounters with bigger or smaller/desperate girls come and challenge you with some added incentive or challenge to make victoria more of a boss and the other character feel more alive/interesting.


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