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NTR Game Idea

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Posted 2 month(s) ago Re: # 21

RyuuRonin
A Wandering Dragon

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With the favoriting, I meant it as something separate from what's in "collections", I just hadn't thought of a term for it at the time. For now I'll call it..."true love".
It would be a status you can only give to one character per account and it can't be changed once it's set. I would hope that would prevent abusing the system, but like I said, in concept alone, it might be too busted.
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Posted 2 month(s) ago Re: # 22

Chinesegirlcartoons


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I think the flowers only work because they are temporary. If you could permanently set someone's max to 125% it would essentially just make it impossible for anyone else to claim that character, since no one else could get above 100% unless they also favored the same character. I feel like this would be exceptionally rare and if it was that case...it wouldn't change anything, since at that point you'd just revert to clicking every 6 minutes just at 125% instead.

I think in reality that would just make a number of characters as "off-limits" and then they would just be out of the game, which isn't particularly thrilling. Rather than making it harder/easier to claim, it just becomes a binary you can/can't claim.

I don't like the idea of totally locking someone out, I think it should just be a challenge. If it's my favorite and isn't yours, you should still be able to claim but it should be more difficult. At least IMO.

I also prefer options: Instead of 49 characters being the same and 1 being special, it should be a gradient where you can have someone at the top or several characters that you prefer, but they'd all be less well off than if you focused on one. Or anywhere in between.

[ Edited Mar 28, 2020 ]
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Posted 2 month(s) ago Re: # 30

Chinesegirlcartoons


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It's been like a week so hopefully it's ok to double post, if it's not let me know and I'll delete this and add it to the previous post:

Some more ideas I thought of:

1) What if instead of the RPG idea, it's just tied to the wealth/tribute option? Just make it for every X value you've paid tribute, the character is protected for some extra time? It would have to be in pretty minor increments so again you'd have to focus on locking out one character or making a bunch of them slightly longer?

2) Maybe you can gift someone above 100% but the rate drains quickly (like 1 point every few minutes?) so if you commit you can protect contested characters for a time - unless the other folks also gift above or wait it out? This would cause an issue with the special Valentine's gift, but still an idea.

3) Maybe tie them together? You can only gift up to 1xx% where xx is determined by what you've tributed in wealth to that character? This way it still adds an element of temporarily protecting, but you can trump someone else if you tribute a lot to your favorite.

Just some more ideas that came to mind.
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Posted 2 month(s) ago Re: # 31

RyuuRonin
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Not a bad idea, also if you want to add to your idea just make a new post like you have (I don't think it shows up in notifications if an old comment gets edited).
I think the game being tied to the wealth system is a pretty interesting idea: having to literally invest in that character to keep them. To add to the idea: what if the wealth donated only effects your max affection but not your current affection (i.e. donating enough money to the character temporarily moves your cap up to 1XX% but to actually get your current affection up to 1XX% you still have to use gift, talk, etc. as well). Also, to make it easier on whoever programs the game, there should still be a limit to how much this boost can add on, it can't go up indefinitely. Maybe up to 125, for simplicity sake. And as far as exchange rate, maybe 1 diamond to get the cap up 5% for 1 day (what do you think: too cheap, too expensive)?
Unfortunately, actually deciding if any of this gets implemented is up to the admins. So one of them would need to vouch for an idea to actually get the ball rollin'.
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Posted 2 month(s) ago Re: # 32

Chinesegirlcartoons


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So the way I was thinking was that the tribute would only raise your max affection (like you said) but I was thinking it would be more expensive and permanent rather than cheaper/temporary.

I didn't really think about any hard numbers but I was thinking that as you tribute to a character it would start to raise the limit, but you'd still need to gift to actually reach that limit. I figured it would max out at 200% or 199% something like that.

Pros: The wealth system already records your tributes permanently, so it's easy to see at a glance who has tributed to a given character and how you compare. If the % growth is permanent, you can just look at this number and see it. It's also a pretty long-term goal for people to work towards.

Cons: If the cap growth is permanent and drains at the current rate, some character would basically get locked up for like...90+ days, and players who come later would find a lot of characters completely out of reach unless they save for a real long time first.

That's why I thought it might be good to have anything above 100% drain at a faster rate than normal, though the actual number is still up in the air I guess. This way active players would have to fight it out, but if you disappear the character will be available again without TOO long a wait.

If we make it cheaper/temporary then I think...

Pros: No long term worries since everything reverts after a few days, probably simpler to actually implement.

Cons: Pricing becomes important here, if it's too cheap, then it basically becomes the same as before but with extra steps. Everyone would just be clicking every 5 minutes, but now at 125% instead. If it's too expensive then I think it might go unused on all but the most contested characters, since there is no permanent gain.

Questions: If the tribute boosts are temporary, where does it display? Since the tributes are permanent and already recorded, is there an easy way to see when you tributed the 5 and on who? Can you tribute 50 diamonds to get 5% for 10 days, or do you have to do it one day at a time, each day? If you get to 105% and then let it lapse, do you go to 104% the next day, or all the way back to 100%?

And yeah, of course Rei would need to be the one to actually build this out, but he said to put ideas in this forum, so we're just spitballing some possibilities.

I have no idea if it's even possible to build something like this out since I have no idea how any of these systems are set-up on the backend and whether or not it's easy or possible to integrate and tie them together. I figure it's worth a shot though!
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Posted 2 month(s) ago Re: # 33

Apophis
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The NTR system with the tribute wouldn't be that bad of an idea. But there would be some problems we have to get through in order to install this system. For instance, will the limit on the tribute for one character be changed now? What'll happen to previous tributes that already happened? If we made it expensive, just how expensive would it be? Currency is actually a more sophisticated program than it looks since one of the main ways of getting currency (through chests) can depend on luck and it'll pile up. What'll also happen to the V-day flowers? Will they be changed? If people still had them but never used it yet, would it full on disappear? It's a complicated system to input on this website in my opinion and there'll be some decisions that'll be tough. But yea I still think it's a good idea or fun.
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Posted 2 month(s) ago Re: # 34

Rei
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I'd like to share some of the things I have to consider along with any potential changes.

- Take a change that favors how you would like to play. Would it still be fun if someone else used it against you? How would it affect new players and long time players?

- Player Base break down
-- Those who claim once and are never seen again
-- Those who play lazy/casual
-- Hard core players keeping it 100 and reclaiming

- The desire to win

Now to comment on some of what's been said on page 2. ^^

RyuuRonin's "true love"

The trouble with permanent status indicators is what happens if the character is removed from their waifu list? We will inevitably have a problem where a moderator deletes a character, and replaces it.... I'm interested in some guidance on this possibility so I can avoid being hung by their suitors. xD

Now, if the interest is simply a status associated with your waifu/husbando - that opens some interesting possibilities.
Why not have unique status labels? Happy, Sad, Lonely, True Love that can be unlocked or set after some conditions are met?

Chinesegirlcartoons's
1) What if instead of the RPG idea, it's just tied to the wealth/tribute option? Just make it for every X value you've paid tribute, the character is protected for some extra time? It would have to be in pretty minor increments so again you'd have to focus on locking out one character or making a bunch of them slightly longer?


RPG systems I don't want to touch just yet. The dialog system, I still think could be crazy fun. Maybe one day I'll be able to hire writers to contribute professional level dialogs suited to character personalities.
As for gems, and tribute. I'm wanting to replace the card essences with sorta off the shelf gifts that can be bought with jewels instead.

2) Maybe you can gift someone above 100% but the rate drains quickly (like 1 point every few minutes?) so if you commit you can protect contested characters for a time - unless the other folks also gift above or wait it out? This would cause an issue with the special Valentine's gift, but still an idea.

That's sounding like a fair idea. Implementing the rate drain aspect would be a challenge.

3) Maybe tie them together? You can only gift up to 1xx% where xx is determined by what you've tributed in wealth to that character? This way it still adds an element of temporarily protecting, but you can trump someone else if you tribute a lot to your favorite.

Combined with the previous idea, I'm still against fortifying characters. As explained in my considerations at the start of this post. ^^

RyuuRonin - So, I suggest the following: when a character gets NTR'd, the defending person loses 1% of affection with that character.

That would have an impact. They wouldn't be able to reclaim until they restored the character's happiness. I'm leaning in favor of this one. Any objections?

The only snag is gifts, as you can basically keep going indefinately

Gifts will need to be reworked. Might be worth starting a new thread on just that topic so we can all explore ideas how it should be implemented.
I'll be compiling a list of the most commonly given gifts, filtering out the offensive ones, then coming up with prices and/or ranks for gifts.
Caps, trading, finding in treasure chests to be considered too. And if gifts can trigger "status" effects. Or "added effects".
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Posted 2 month(s) ago Re: # 35

rpgguy999


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I think it's worth at least testing that affection decay system. If people find problematic just roll back.

Also, a minor nitpick I have had for decades. Why is the waifu limit 99 and not 100? That number has always bugged the hell out of me, hahaha.
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Posted 2 month(s) ago Re: # 36

Chinesegirlcartoons


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I guess my only objection to the decay aspect is that it sounds like more busy-work rather than more fun, to me at least.

As someone who has been a little more hardcore, this just means every time instead of clicking "Mai Waifu" to reclaim I now have to:

1)Click the gift icon
2)Enter a gift name
3)Select the gift value
4)Send the gift
5)Back out (because there is no way to claim on the gift page, for some reason?)
6)Click "Mai Waifu"

I think it's a great idea for casual/semi-casual but it sounds like a big hassle if you're trying to play actively, and not in an entertaining way. Maybe once the gift system was reworked into something different, but right now at least I'm not a fan.

Edit: To clarify, I'm alright with trying it out if people want. I just suspect it's going to be more annoying than it is fun to me haha.

[ Edited Apr 1, 2020 ]
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Posted 2 month(s) ago Re: # 37

RyuuRonin
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Rei and rpgguy99, good to hear your thoughts on the subject. Firslty, I'm glad to hear the affection-decay system (sounds like a cartoon super villain weapon) seems to be well liked, it was my first idea and I genuinely feel it would help. Secondly, I love the idea of different temporary statuses on characters, it seems like it would definitely make the game more dynamic, especially if it's impacted by gifts (that works much better than my original permanent status idea). Third, the over 100% with a quick drain idea might still be plausible, maybe tie it into the character's current status, or to special high price gifts. And lastly, as stated, I do agree with the gift system being altered if some of these other changes go through.

Meanwhile, Chinesegirlcartoons, I thought the issue was that (as is) the game was too simple and tedious with just pressing one button? I figured the extra steps would at least increase engagement without drastically changing the core game.

[ Edited Apr 1, 2020 ]
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