Thanks for the feedback! I suppose the main punishment for choosing to resist is that you might succeed and miss content. But yeah, there's a fair amount of luck.imtoosexy wrote: ↑Mon Oct 09, 2023 9:41 pm I like the 100 in stead of 10 which feels more refined
I like the addiction mechanic of adding to your chances,
I voted too easy, but actually for me isn't a big difference from 1.8 and relies on luck when always trying to choosing to resist.
I also liked having a chance to improve willpower
Interesting idea. Not sure how to implement that, but I'll think about it.Also maybe a losing path should lead to a corresponding tease path and make finding certain endings more rewarding, somehow the tease ends too early for me
Fun idea. The problem is that addictions can easily rise to 8 or 9 and if I used that as a divisor, as you suggest, it would quickly chop down willpower so low it wouldn't matter. The current formula when addiction comes in is...
Maybe its fun to use addiction as a multiplier to the amount of willpower dropping to make the tease harder.
It'd be fun if you had a pussy addiction on 2 and then having bad odds to resisting when confronted with the temptation to pussy.
It would be nice if you had no willpower but also confronted with an addiction that willpower would be harder to maintain
In a formula like rand(1-100) < (rand(1-willpower)/addiction)
TRIMMED
I haven't actually gone deep into your way of going around to this and this is just an idea, so forgive me if your way is actually better or if you are already doing this.
d100+applicable addiction vs WILL
Right now, that's a pretty minor penalty. I'm considering doubling or even tripling addiction weight while dropping willpower hits to make addictions matter more, but I want to get through the entire tease recode first, then I'll be able to test it properly. One of the things I'm doing is replacing the current addiction hits with a controllable variable. So...
pussy=pussy+1 becomes pussy=pussy+add
Where add is an assignable variable. That means once I'm done, I can easily make add=1, add=2, or add=3 or even let players adjust add when they start the game.
I've played around with "Save Men" a bit, and I agree, it has some nice mechanics!
Regardless, A great tease and one of my favorites, thanks!
A hard tease which kinda reminded me of of these mechanics that is the 'save men' relating willpower to mood
But where "Save Men" lowers the cap on mood, "Evil Stepmommy" lowers willpower.
Thanks again for the feedback.