[Research] Markers and trinkets!
Added 2026-02-24 18:10:38 +0000 UTCComments
I'm late to this post but Quest Markers would be fine if A : they are optional and B : they are done in a very minimalist way so they don't smack you upside the head like all this insufferable yellow paint crap in modern games which is essentially saying OVER HERE YOU FUCKING NUMPTY. Trinkets with more powerful effects but negative effects sounds fantastic honestly and I would definitely like to (though it's not essential) have some trinkets that could maybe drop off enemies randomly (or still just picked up/looted from chests if that's just simpler) that do have some hidden effects. Hell I'd be okay with trinkets that have big negatives like Always Aroused/Lustful Arousal or No Charm Resistance or Always Free Use and those ones could have some pretty significant Positives as compensation like Always Free Use but Extra Speed & Grapple Power or Big Negatives with the upside being an Elite Enemy Buff like the Increased Arousal Power, these could even be dropped EXCLUSIVELY by Hard Mode Versions of Elites, would give more reason to fight the Hard Mode Versions.
Criss Cyanide
2026-03-07 19:24:27 +0000 UTCI want to add new foursome. It will definitely be more interesting
qwesss
2026-03-01 19:33:00 +0000 UTCThose flashing quest markers are breaking the immersion. A note that appears in your journal from chatter or reading some text while exploring would be more immersive. Like, "Hey, I wonder if XY knows more about this or that"
PJ
2026-02-26 15:19:04 +0000 UTCI avoid items that adds negatives in almost all games unless the positive is overwhelmingly ridiculous higher than the negative. So for me it would merely be clutter to sell off at the trader and muddy the pool of useful loot finds. If quest markers where an option I could turn on and off I probably would use both; turning it one for a short bit to see if someone needs something then turn it off again. And yes; I have the habbit of eating the cakes I have since what was the point to getting them in the first place :P
Noone42
2026-02-26 05:06:59 +0000 UTCI like the difficulty how it is. But I go solo with no party, which makes the game fun and challenging.
Mick
2026-02-25 19:28:43 +0000 UTCThe game is too easy and lacks difficulty. One can pass it without even using their brain.
qwesss
2026-02-25 17:36:09 +0000 UTCI like the idea of a cursed trinket! Especially one with a trigger-able curse... everything is fine until a certain event triggers it. Triggers might include: entering combat winning combat starting sex encounter winning sex 'combat' being hit (not just targeted but dodged) by a specific spell/attack Falling to a certain health/willpower level being bound / restrained Possible effects and/or curses: being freed from a restraint (not a curse, obviously) talent effectiveness increased/decreased become aroused / charmed minimum pleasure level (always start off at half, etc.) Loss of health / willpower increased or reduced stripped and unable to redress untill return to home base increased ero power but decreased resistance swap combat power / ero power / physical defense / ero defense Another thing would be have the curse part never the same - one game / time you find / buy a certain trinket it has the same visible / obvious power, but the triggered condion and effect are randomed. Maybe have a way to (for a certain amount... or certain favors) one of the sorceress could 're-initialize' the trinket which would re-random the condition and effect.
William Urquhart
2026-02-25 16:43:44 +0000 UTCNot so much the quest giver/target markers, but I would much rather have a general Map Marker (i.e. I select the quest I am working on, and the game marks which exit of the map/compass I am on to get - eventually - to the map I need...); at that point I can find it.
William Urquhart
2026-02-25 16:28:25 +0000 UTCFor me the most difficult thing in the game is finding where to go or do next.
indyc
2026-02-25 13:50:21 +0000 UTCJust having the quest tell you which npc to go to etc seems like the best option. Maybe in the quest journal it gives a hit or something about what to do next to progress the main story. That way you only see it when interacting with the menus. (The game like parts) elements)
PURPL3_DR4G0N
2026-02-25 08:37:16 +0000 UTCJust a strange idea... why not let the player decide what kind fo trinkets there should be as an option in the game settings?
Marc Roth
2026-02-25 02:14:55 +0000 UTC