Quick Nimin Question
12 years ago
Do people actually care about the in-game fetish stats at all?
The fetishes don't do anything except give the player a bit more control over how their character reacts to sexual situations, but only lust-wise. That is, the fetish stats only adjust how much lust is lost and gained from situations, it doesn't change the situations themselves at all and I have no intention of making fetishes direct how the PC reacts to situations.
I've usually been of the opinion that "your choices decide how your character reacts to the situations". You don't like women? Then don't click the "fuck that chick" button. Annoyed that your character is being raped by the gender you don't prefer? Try not to be so rapeable. The only reason I added fetishes was due to a lot of people wanting to make their character seem like themselves, and the fetishes was merely a superficial method of making that happen.
At first I thought the fetish stats might have been a good idea, another way to customize your stats so you can grind more easily. However, the more I think about it, the more excessively pointless they are. They serve no purpose except to twink characters for better stats. Otherwise, the fetishes merely add more work for me to do (I have to track all the fetishes that are within each scene) and they confuse players. Many players wonder why X still happens when the fetish is a "turn-off", despite the tutorial saying that fetishes don't really affect anything. And since I'm wanting to bring the tutorial into the game itself (so people don't have to look outside of the game), I'm looking at fetishes and I'm going "gee, why do I even have them?"
Before people mention it, no, I am still not going to make fetishes change your scenes. I already have to track different player attributes, NPC reputations, and so on when building any scene, fetishes would just make new scenes even more painstakingly complex. And with the next release (which is still a ways off), I'm going to make it clearer that Prostitution is a move of desperation, not something you can pick and choose.
So, I'm thinking about removing fetishes from the game, since they don't really serve any purpose. Would you guys be particularly opposed to that? Do you think it's a good idea? Do you have any alternatives?
Wow, that was a quick bunch of feedback! Thanks for the expedient and large amount of feedback, it's very helpful ^^ I'm going to keep this journal up for a bit to remind me to do some other things.
The fetishes don't do anything except give the player a bit more control over how their character reacts to sexual situations, but only lust-wise. That is, the fetish stats only adjust how much lust is lost and gained from situations, it doesn't change the situations themselves at all and I have no intention of making fetishes direct how the PC reacts to situations.
I've usually been of the opinion that "your choices decide how your character reacts to the situations". You don't like women? Then don't click the "fuck that chick" button. Annoyed that your character is being raped by the gender you don't prefer? Try not to be so rapeable. The only reason I added fetishes was due to a lot of people wanting to make their character seem like themselves, and the fetishes was merely a superficial method of making that happen.
At first I thought the fetish stats might have been a good idea, another way to customize your stats so you can grind more easily. However, the more I think about it, the more excessively pointless they are. They serve no purpose except to twink characters for better stats. Otherwise, the fetishes merely add more work for me to do (I have to track all the fetishes that are within each scene) and they confuse players. Many players wonder why X still happens when the fetish is a "turn-off", despite the tutorial saying that fetishes don't really affect anything. And since I'm wanting to bring the tutorial into the game itself (so people don't have to look outside of the game), I'm looking at fetishes and I'm going "gee, why do I even have them?"
Before people mention it, no, I am still not going to make fetishes change your scenes. I already have to track different player attributes, NPC reputations, and so on when building any scene, fetishes would just make new scenes even more painstakingly complex. And with the next release (which is still a ways off), I'm going to make it clearer that Prostitution is a move of desperation, not something you can pick and choose.
So, I'm thinking about removing fetishes from the game, since they don't really serve any purpose. Would you guys be particularly opposed to that? Do you think it's a good idea? Do you have any alternatives?
Wow, that was a quick bunch of feedback! Thanks for the expedient and large amount of feedback, it's very helpful ^^ I'm going to keep this journal up for a bit to remind me to do some other things.
I suppose if you have enough points into it and you have a encounter that where you can literately not loose lust that's a Bad End?
I mean, I like the idea of fetishes, but they don't really do much for games like this. When they're minor all they ever do / can do is basically bonus lust gains/loss. For the extra effort spent by the coder they don't seem worth the effort. There's a lot you could be doing to make this awesome game even better that isn't lust modifiers.
I used them a bit on a previous character, but haven't touched them otherwise. When I come across a turnoff scene while seeking a more desired one I just click next once I know what's going on. Easy peasy. :3 So I have no issues with them being removed.
choosing a few from the start and removing the current leveling system for them might be the way to go
I wouldn't protest scrapping the fetish system as it is now.
One alternative idea (which will probably increase the workload, however) might be to tie the stats into the amount of relevant scenes or item uses you experience as a player. The more your character is exposed to scenes with certain fetish keywords, the more they go up, while others might decay over time from lack of stimulation. It would make for a somewhat dynamic character development, while not requiring a resource that players probably want to spend elsewhere.
And frankly, I don't really see the point. If you want people to be able to cater to their kinks, that's the kind of thing you probably want them to have control over, rather than some seemingly arbitrary mechanic. To creating a menu for them and see what people do with it.
Nimin is centralized around the text. The story. Fetishes, while a nice idea, are so far detached from having any sort of tangible effect on the dialog--the core gameplay--that it just feels like a waste to even pay attention to them.
I'd say dropping them or revamping them would be the best option. :/
In case you were wondering, the ways are:
1. Make levels a lot cheaper.
2. Make the fetish perk enable some scenes and disable others.
3. Make the fetish perk the ability to have "negative" points that quickly give immunities to lust from certain genders, situations, and monsters.
Like I said, none of these are worth your time Xadera.
However, if you feel that they are an obstruction, I won't protest.
Also, if Lust had more meaning in the game, fetishes that affect Lust also might have more meaning. Sure, starting a battle at high Lust can be bad, but battles are far more determined by how much damage you can do or the choices you make. By the time you gain enough levels to make many changes to fetishes, you've got enough strength and HP and items to beat every battle regardless. High Lust can also force you to do public masturbation scenes... but I can't think of anything else it does. I rarely even notice the Lust stat when playing so I have no interest in altering fetishes to increase/decrease it.
Honestly, trying to make it more work for yourself, would only serve to change the original idea of the game. Maybe as another game down the road that could be a future project to think about, but the current nimin flash project is already huge as is, and it's just a flash game. It doesn't need more complex game mechanics added to it. Just stick with what you've got working so far. Lather rinse repeat. :)
I mean yeah, if it added character reactions, like giving a specific reaction, or raising the chances of fetish x of happening or not. But youre already not going to be doing that, so theres not really much point in it being there xD I wouldnt mind a simpler lust bar like in CoC. Its simple, easy to tinker with, and people understand it.
And thats my two cents on that.
There is one thing about this line that concerns me:
"I've usually been of the opinion that "your choices decide how your character reacts to the situations". You don't like women? Then don't click the "fuck that chick" button. Annoyed that your character is being raped by the gender you don't prefer? Try not to be so rapeable. The only reason I added fetishes was due to a lot of people wanting to make their character seem like themselves, and the fetishes was merely a superficial method of making that happen."
Right now there are a number of unavoidable and unpredictable scenes that the player might get forced into without any choice in the mater (excluding the prostitution scenes). Is there any chance you could change those so that they don't happen, or that we can have some choice in the mater? It kinda sucks to have to engage in tentacle milking, for instance, just because we explored the forest with breasts.
If there were particular things that you had no chance of avoiding whatsoever and it was rather hot-button, I'd probably consider how it goes, though.
Be careful though, you don't want to continuously frustrate your players by forcing scenes/transformations on their characters that they don't want. Most likely what they're going to do then is just quit the game and not play it ever again. That isn't very good for donations. If you're dead set in having encounters that can trigger unavoidable scenes/transformations, I do suggest having some events where players can learn about the different threats in the world from rumors in town or via research. At least then, they aren't flying completely blind.
Now, if it were something like, a separate set of points (either one per level, or based on scenes experienced, or something) that would then let you raise/lower fetishes, it might be fun to play with. But as you said, it doesn't really do anything but affect lust grains/losses, which hasn't really had much effect on me anyway. ^_^;;
This plus what others said about putting it in character creation instead, especially if "all" it does is affect lust gain/loss. I would find the most sensible option to be an Optional series of questions (long vs short character creation) with multiple choice questions. Depending on those choices, it might (or might not) add/subtract an XdY (1d4, 2d6) to both your lust and SexP for an encounter?
Like if you choose to participate in a certain event, your fetish for that event raises slightly. And if you decline, you lose fetish for it. Being forced into an event such as rape, should raise it as well, but less so than choosing to particibate in it.
One of the things that I actually really liked about how fetishes were implemented is that, aside from the minor ones, it was based on trade-offs. I could reduce my lust gains from females down to zero, at the cost that my lust gains from males would be more than doubled. Stuff like this could have had the potential to have a pretty large impact on combat situations and the flow of the game. That it didn't was more the fault of the monster design than the fetish system, since no critters have potent enough lust attacks that you're ever in danger of losing via it unless you go out of your way to try.
Nonetheless, I like the idea of characters having "weaknesses" and things that make their lust spike up, make things more difficult for them in certain situations. I do like the idea that some characters may have an easier time in certain areas than others. I won't be terribly torn up if the current fetish system is pulled, but I would like to see it return someday in an altered form. Making fetishes selected at character creation is a good idea. I'd also say it may be worth looking into changing the fetish list and working them in, possibly allowing them to have minor impacts on the scenes and their chances of occurring. For example, having a tentacle fetish which makes it harder to escape the tentacles in the forest, etc.
But on another note, like the bug eggs, those golden eggs could be fed to the other end with different results (like switching what gets boosted how much?)
yes, me has a strange mind ...
If you want the fetish thing to be truly part of the game, add some events that only show up if you actually put points into a fetish.
New player option can come as a multiple choice question with points. Each Fetish will have a level of points it consumes or add, changing the difficulty of the game.
For example:
starting points 10
Do you like rape?
[] I like raping (- 3 points) (Rape Fetish +1)
[] I like to be rape (1 points) (Raped Fetish +1)
[] I don't like being raped (-1 point) (Raped Fetish -1)
...
You got the idea.
But as for the lack of updates and content... Meh, if that's what you're worried about then you're welcome to not play the game, I won't take it personally. If you don't think I'm putting forth effort in developing this thing, then I don't mind if you don't play it :P I keep the game mostly to myself out of a certain sense of integrity (game-wise) and as a challenge to see if I can do it. I like to challenge myself, though I also know my limits. Plus, it's actually quite a lot of work to orchestrate other people, something I don't envy Fenoxo for. Making CoC is pretty much Fenoxo's day-job that he gets paid to do, whereas I do it as a hobby for my own enjoyment.
Get rid of most of the fetishes. Keep only those relating to body proportions and similar concepts. The amount invested in these fetishes affects the rate at which they would grow. For example, I am a fan of small breasts and pregnancy. I would no longer have to get a bunch of reductos every time my my character gets pregnant. It would work the other way too. A fetish for large breast would make them grow more from pregnancy or items. A pregnancy fetish might make you more fertile. A furry fetish might make furry races TF items more effective. There would be tons of possibilities.
Based on what I see in the .sol file though, this could require a lot of programming on your part. Could you organize the save structure better? It took me forever to figure out.