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Post by daisy_strike on Jan 28, 2011 22:03:55 GMT -5
I know the location so its just a matter of getting off my ass. Normally the best thing that debuggers can do is point me in a direction of a bug I don't know about. Those are the ones that get you.
Daisy
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Post by zenzou on Jan 29, 2011 8:11:50 GMT -5
I see, I see. I guess just leave notes on what you'd like us to keep a look out for when you end up releasing. Is it still tentatively set for February 1st?
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Post by daisy_strike on Jan 29, 2011 9:14:28 GMT -5
Yep just adding toys now and smoothing edges. I will have a bugged version for feb 1st. Then probably 1 to 2 debugged versions before an actual release, release.
Daisy
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Post by zenzou on Jan 30, 2011 19:53:26 GMT -5
Downloading new version now, any ETA for new open source?
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Post by daisy_strike on Jan 31, 2011 20:07:40 GMT -5
Please wait for a debugged version before an open source, releasing open source of bugged versions just seem like it would create too much confusion.
daisy
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Post by docclox on Jan 31, 2011 20:55:45 GMT -5
Regarding sickness: My feeling is it's just a shade on the harsh side right now. If I run a girl flat out with no rest, it feels like I'm losing one day in three. I'd like that to feel more like one in five
Something more on this subject, tickling at the back of my mind, but I can't bring it to the fore. I'll sleep on it, methinks.
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Post by compuscribe on Feb 1, 2011 1:56:30 GMT -5
Just my personal feelings on the matter, but you might tweak the recovery rate a little, too. I know at least once or twice I lost at least 2 days to a single bout of illness, simply because it took so long for the girl's health to recover. It's frustrating assigning to girl to rest all day, and watching her health creep up by only the tiniest of increments.
Alternatively, you could just take the SlaveMaker approach and just sideline any sick slaves for a whole day. Even if she doesn't come back at full health, as long as she isn't sick, she can get a proper sleep and get back on her feet.
[edit] As far as other balance-related issues, the only thing I find particularly frustrating is the disparity between a slave's estimated value and the actual going price at the auction.
I've had many slaves with an estimated value around, say, 13, only to have the current bid jump up to 130 or more before I even get a chance to make my first bid (so it wasn't my lousy bidding that drove up the price). I understand that the player is new to the whole slave training thing and can't make an accurate assessment, right away, but being off by an additional 900% or more, for the opening round of bidding, seems a little excessive ... especially since the final price climbs even higher.
I've even tried clicking on the slave several times to get a rough idea of the range of estimates, only to see the opening bids still jump up to 8-10 times the highest initial estimate, before I can even make a move. If it was an occasional thing, I could chalk it up to allowing for the occasional big-spending noble who's got more money than he knows what to do with and bids recklessly because he can, but it's happened with surprising frequency. It's especially annoying when I'm looking for some cheap slaves to knock a couple quests off my list and see a 20-gold slave shoot up to the 300-400 range, after a couple rounds of bidding, without showing any signs of stopping. That's not a simple miscalculation one could chalk up to inexperience. If your estimates are routinely off by a factor of 10, you're clearly not cut out for the job.
Don't get me wrong. I'm not saying things like that should never happen. Occasionally, you'll get a bidding war between two people who will drive up the price too high, forcing you to walk away, if you have any intentions of turning a profit (that's how real auctions work, too), but it should be a fairly random occurrence. I've had that happen several days in a row, which seems a tad excessive.
Of course, I'd fully expect any adjustments to apply to the player when he's selling slaves, as well. If 20-gold slaves shouldn't be routinely going for 200-300 when you're buying them, you shouldn't be able to sell them for that much, either, unless you get extremely lucky. (Of course, your reputation could factor into it, as well, causing people to bid more because it's your slave, but cashing in on your reputation like that would obviously damage it, once the customer found out what he got.)
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tantor
Junior Member
Posts: 52
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Post by tantor on Feb 1, 2011 17:55:34 GMT -5
I think sickness would be fine if you could purchase medicine beyond what you get as a reward and didn't have to worry about your cook poisoning all your girls. In one game I ended up with 6 girls all sick at the same time due to that.
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Post by daisy_strike on Feb 1, 2011 18:06:46 GMT -5
Cure potions for 10gp should cure it... are they not?
Daisy
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tantor
Junior Member
Posts: 52
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Post by tantor on Feb 1, 2011 20:56:24 GMT -5
I feel stupid now, every time I checked the store for cure potions they weren't available, but now I see they are for 50gp.
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Post by flagnine1 on Feb 2, 2011 1:15:53 GMT -5
I think sickness right now is a little extreme. maybe lowering initial chance to catch would help, but have it spread to the others. also being able to control the initial catch (based on cleanliness and health, not sure how it acts now) and raising the possibility of others catching it after the first person is infected. also having it effect PC and assistants would be fun. "You feel like absolute shit and can't train your slave during this period."
I do like that you don't lose lactation for not milking while sick tho.
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Post by docclox on Feb 2, 2011 4:29:44 GMT -5
Also, and I think someone else said this earlier, have them recover at 100% health. I'm noticing that a lot of my girls go like this
Morning: "Flossy is sick and cannot work" Afternoon: "Flossy is sick and cannot work"
... days pass ...
Morning: "Flossy is sick and cannot work" Afternoon: "Flossy is better and can work again" Evening: "Flossy works really hard" Night: "Flossy is sick and cannot work"
That can go on for weeks. It's not so bad if you do one shift at a time, but in most cases you're clicking "next day". So by the time you see she's recovered, she's already sick again
That said, I too missed the cure potions.
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Post by missinglynx on Feb 2, 2011 10:41:46 GMT -5
Maybe the Cure potions should restore the girls to 1% health or something, too. I've used a Cure on a girl who was at -20% or worse and she'd immediately get sick again.
Also, maybe girls should gain more health back through resting, instead of getting the same message (so you could leave the girl where she is and she doesn't do any work and gains her 10% health back, or you can actively send her to bed and she could gain health back more quickly).
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Post by zenzou on Feb 3, 2011 19:37:05 GMT -5
So the specific instance of it happening was in the auction hall, in which case I can't seem to recreate it consistently.
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Post by docclox on Feb 5, 2011 16:53:56 GMT -5
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