ker
Mystic Girl
- Joined
- Sep 17, 2010
- Messages
- 213
- Reputation score
- 10
Re: Harem, RPG game. v2c4m2. released 7/29/16 (English, Free)
I'll talk to my scripter and see if there's some way to put encounter-rates on a user-adjustable scale. But he's currently on a LoA and won't be back until September so it won't be until October's release that we could implement it.
I have already slid down the encounter rate in most areas. Ace's default is an encounter every 30 steps, unless you're in a dungeon that requires a kill count Harem has encounters every 45. Now if the quest is a 'kill x' quest, I increase the encounters to 15 steps so you aren't running around at random.
I do actually use Auto and have animations off, but I'm still finding it pretty tedious, primarily because of the high encounter rate. I actually JRPG-style/RPG Maker combat, too, but the thing is is that the encounter rate is so high and the battles are so trivial that they don't really add anything. It's hard to get that feeling of satisfaction from leveling up, too, because it seems to me that after your first couple levels every cool new skill comes from events and the like.
Since I'm being all buzzkilly right now though, I do want to say that uhhh... Sarah, I think, your first swordgirl, is pretty amusing. "Yo I know we're in a freaky monster-infested tower right now but we just found a secret bondage dungeon and I really need you to plow me in it."
I'll talk to my scripter and see if there's some way to put encounter-rates on a user-adjustable scale. But he's currently on a LoA and won't be back until September so it won't be until October's release that we could implement it.
I have already slid down the encounter rate in most areas. Ace's default is an encounter every 30 steps, unless you're in a dungeon that requires a kill count Harem has encounters every 45. Now if the quest is a 'kill x' quest, I increase the encounters to 15 steps so you aren't running around at random.