Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
- nocnoc
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
I pushed out a small update this morning (still no need for a version increase) that adds an option to list everything for sale in a shop. This is especially useful for shops that sell two or three different types of items. Having to select purchase and then cancel by entering no number was tedious and messy. Eos does not allow a back button and a text entry box to be open at the same time. Be sure to check shops often, especially when you start to level up. The inventory updates regularly.
I also added some interesting NPC dialog when they really dislike you.
I also added some interesting NPC dialog when they really dislike you.
- nocnoc
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
OK. I'm going to be away for a week. I may check in a few times if I have time, but I'm not sure. Hopefully, people will have some time off for the holidays to enjoy the game and report typos and bugs. Wishing everyone happy and safe holidays. 
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Hey 
After first session few things in no particular order and I don't know how important this is, just my feedback:
Now the story is nice!
After first session few things in no particular order and I don't know how important this is, just my feedback:
- If you choose to load game, you cannot go back
- The text is not formatted correctly - no new lines, spaces in paragraphs, etc. all in one long sentence - hard to read.
- Mistype in manual: "relevant actor skill + 10 + (3 X actor level). ..level 2 attacker The attack die will have 36 sides (20 + 10 + 2 X 2) " ---> should be 3 x 2 , no?
- Maybe remake "Lvl" as lvl or LVL ? just looks better for me.. also rename Dam ---> dmg
- The info in the manual is way too detailed, it takes more than 1 hour to read through half of all the info.. maybe make simplified version as an option, because after hour i just couldn't read anymore..
- Overall all info in the game should be simplified and not so "in depth"
- After character creation there is "exit" supposed to be "continue"
- There is no "decrease volume" in the initial calibration.. I pressed +5% too much and had to restart all to fix.
- The fine tuning is way too detailed? additionally there are 0.1% incensements, is anyone can feel it?
Now the story is nice!
- got little lost in the market place as all 4 locations look similar. maybe make them one place with "travel--> Armor, Weapons, Magic" etc.
- Couldn't feel the stim inside the graveyard at all, only could feel the monsters and all, but not the regular energy. (I Use 2B)
- But in the town could feel it pretty nice - some were stronger, some ligther.
- About encounters not sure what to change, will think about it.
- I lost and came at some point and.....you should save often .
- Unfortunately i haven't saved at all, so lost all the progress.
Maybe you should offer some "weakened state" or something so you can finish the battle and go and save, maybe some sort of resurrections ... i am definitely frustrated that i couldn't continue the story and got "game over" ... next time I'll just turn off stim and go to save, just to not lose the progress..
- I chose some magic to buy, but wasn't sure which slot is empty, so canceled and checked in the menu, when wanted to but it again it weren't in the shop anymore..
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ILuvPlanes208
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
I also have a 2B and the stim signal was stronger in the graveyard as it should be than the town. So not sure why you were weren’t getting anything. I did end up changing the power level to high for the reason of the pain volumes.
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
really... strange ... I only got sound in the encounters, the ambient was quite .. well almost - nothing for some time than 2 "spiked" then nothing again..ILuvPlanes208 wrote: Fri Dec 25, 2020 11:34 pm I also have a 2B and the stim signal was stronger in the graveyard as it should be than the town. So not sure why you were weren’t getting anything. I did end up changing the power level to high for the reason of the pain volumes.
will try again at some later time
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throwawayacct
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
On my first reload, I entered the cemetery for the second time and got the text about checking my map. I went into menu, clicked on the map indication, and the game reloaded itself to the intro screen. I had not leveled up to 2 yet. I could not recreate.
Chrome browser, OSX Catalina, Rogue level 3 now playing on normal and all default, just completed the Queen's first task and grid-exploring the graveyard. Not used developer mode yet, just walking around looking/taking/doing everything in a cell before moving on to another one. Game testing isn't supposed to be fun, after all...
Developer window: I have to clear mine manually every time I draw the map, and a host of error messages pile at the bottom. Was this map supposed to auto-update at each plot point?
Gameplay: It's text heavy, and it does pull me out of the "stim-space" a bit. It could just be my settings are low on my first run through. Frequent mouse/key interactions also mean this can't be "played" like the other stim teases, it's going to take some getting used to. It's fairly intuitive, I did skim some parts of the manual before my attention span said fuckit and just play. It feels familiar like an early-era Origin game, Ultima 2 or 3? I'm early 40's, and grew up with a computer and games, I even remember the "Amnesia" text game. The repetition of images for the "zombies" and "skeletals" gets old, fast, especially with how many spawn at default settings - certainly there could be some artwork/3D to intersperse, but I recognize how much work has gone in already. I do appreciate the coordinates, it took me a couple double-checks to realize that the crypts and graveyard scenes were repeating images but new locations.
Other Mechanics: Prices are steep compared to avg loot. This ain't Skyrim...bump the loot or drop some essential prices - energy potion makes the most sense since it'd be used so frequently in universe by the NPCs on their "slaves". Sharpening a weapon at low levels...maybe a freebie/discount if you've hit the right speech checks? Combat takes a while when there are poison/rot/other effects, this is where the lots of clicking is annoying and illusion breaking. AP takes forever to climb back - and no obvious stamina boosts or help at the early levels is pretty frustrating and not in a good way. With the number of mobs, the lack of dropped potion or boost loot means burning a teleport, or an annoying trek/map check/move/map check series. I get it, but more tease, less RPG - at least 50/50 - is what I was hoping for. Since the signals don't tend to change much, the time spent just burning AP and backtracking to the market doesn't really have a "tease" effect...probably my low settings.
Chrome browser, OSX Catalina, Rogue level 3 now playing on normal and all default, just completed the Queen's first task and grid-exploring the graveyard. Not used developer mode yet, just walking around looking/taking/doing everything in a cell before moving on to another one. Game testing isn't supposed to be fun, after all...
Developer window: I have to clear mine manually every time I draw the map, and a host of error messages pile at the bottom. Was this map supposed to auto-update at each plot point?
Gameplay: It's text heavy, and it does pull me out of the "stim-space" a bit. It could just be my settings are low on my first run through. Frequent mouse/key interactions also mean this can't be "played" like the other stim teases, it's going to take some getting used to. It's fairly intuitive, I did skim some parts of the manual before my attention span said fuckit and just play. It feels familiar like an early-era Origin game, Ultima 2 or 3? I'm early 40's, and grew up with a computer and games, I even remember the "Amnesia" text game. The repetition of images for the "zombies" and "skeletals" gets old, fast, especially with how many spawn at default settings - certainly there could be some artwork/3D to intersperse, but I recognize how much work has gone in already. I do appreciate the coordinates, it took me a couple double-checks to realize that the crypts and graveyard scenes were repeating images but new locations.
Other Mechanics: Prices are steep compared to avg loot. This ain't Skyrim...bump the loot or drop some essential prices - energy potion makes the most sense since it'd be used so frequently in universe by the NPCs on their "slaves". Sharpening a weapon at low levels...maybe a freebie/discount if you've hit the right speech checks? Combat takes a while when there are poison/rot/other effects, this is where the lots of clicking is annoying and illusion breaking. AP takes forever to climb back - and no obvious stamina boosts or help at the early levels is pretty frustrating and not in a good way. With the number of mobs, the lack of dropped potion or boost loot means burning a teleport, or an annoying trek/map check/move/map check series. I get it, but more tease, less RPG - at least 50/50 - is what I was hoping for. Since the signals don't tend to change much, the time spent just burning AP and backtracking to the market doesn't really have a "tease" effect...probably my low settings.
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
My first impressions are:
My greatest concern is that EOS will be a bottleneck; right now I don't think it's even possible to navigate EOS teases without mouse input. And it's definitely not capable of outputting to multiple audio devices, which would allow for non-estim sound playback (sound effects synced to e-stim signals, that'd be a big jump in immersiveness).
Here are the typos I've found so far:
- The game is text heavy as the previous post mentioned, but the writing is very good.
- The fine adjustment of volume level is great.
- Scenarios are very creative; the blood rose is a good example.
- The signals for each punishment scenario I've encountered (the shops and castle dungeon so far) seem to be similar, I think a variety would make them a lot more immersive. You could try some pain files from the Estim Tower tease, those are really good.
- Navigation could be improved by color coding the buttons.
My greatest concern is that EOS will be a bottleneck; right now I don't think it's even possible to navigate EOS teases without mouse input. And it's definitely not capable of outputting to multiple audio devices, which would allow for non-estim sound playback (sound effects synced to e-stim signals, that'd be a big jump in immersiveness).
Here are the typos I've found so far:
A very dominant looking older women->woman with short black hair and a tight black dress steps forward.
(Missing space after "cauldron."):Jade leaves you hanging their->there for several hours.
The pee continues to splash into the cauldron.The extreme humiliation of this experience begins to hit you.
She tightens here->her grip. She can't be serious!
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bobross235
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
First of all : wow! This is next level stimming!
love it!
I skipped the manual as I played a lot of rpgs in my lifetime and like to figure it out on the way. Didn't have any problems so far, everything seems quite intuitive and similar to old school rpgs! I only finished two quests so far (killing three enemies and missing pussy
). Everything worked like a charm including saving & loading. I'm using the 2b and for me also the stimming in town is more intensive than on the graveyard. The pain files are not really working with the 2b. I definitely need a stereostim... But I don't trust my technical skills and btstim seems to be taking a break.
As I only did three fights so far I don't know all sides of the game but I would love some non-vanilla pictures during the fights. Another idea for increased immersion would be orders from the character like "kneel down and hands behind your back" before being shocked. Just a thought!
Really appreciate your work and would support however I can. I'll keep playing when time allows it. Enjoy your holiday!
I skipped the manual as I played a lot of rpgs in my lifetime and like to figure it out on the way. Didn't have any problems so far, everything seems quite intuitive and similar to old school rpgs! I only finished two quests so far (killing three enemies and missing pussy
As I only did three fights so far I don't know all sides of the game but I would love some non-vanilla pictures during the fights. Another idea for increased immersion would be orders from the character like "kneel down and hands behind your back" before being shocked. Just a thought!
Really appreciate your work and would support however I can. I'll keep playing when time allows it. Enjoy your holiday!
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thebears73
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
worked great for me on first run through using the 2B and have to say it was great. To make it work on the 2B is all about the set up, i haven't honed this yet, but will take some note next run through. I ended up killing three on the quests and retuning back to the start so game play worked all good. carried on and ended getting into a punishment situation, being flogged and was a great experience, the sharp flogs worked well and gave a good enough jolt, shame to say it actually ended up making me cum...
Will play some more but so far so good

Will play some more but so far so good
- nocnoc
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
I'm on vacation for the week, so my interactions with this forum will be very limited until I get home. I wanted to make a few general comments and provide some hints. I'll probably respond with more specific responses at a later time. Thank you for all of the hard work that goes into game testing and there has been a lot of valuable feedback already.
I'd love to find and correct as many typos as possible. Please keep those reports coming in as you spot them. If you could also provide your location along with the full sentence, I can fix them a bit more efficiently.
The manual will remain detailed, but I agree that it needs a summary section that just covers the most important stuff more succinctly. I'd also like to increase the natural dialog in the game that can serve this purpose, such as when you ask a shop merchant about weapons. The reason for it remaining detailed though, is that some hardcore gamers (many of my personal friends included) enjoy scouring the ruleset to help them make the best character build possible. Some enjoy spending hours to get a small boost in combat. For me, it brings back memories of Christmas night as a teenager pouring over the little details in the manual of some new tabletop RPG. That is certainly not what everyone enjoys, so I'll try to keep either option viable. Perhaps some alpha testers could help me develop a list of what they consider the most important topics to cover in a summary section.
I'm pleased to see that some people are having reasonable results on the 2B. I was not expecting that. Some also report the graveyard pleasure sound giving them some issues on the 2B. That zone uses pleasure sound 2, which features a lot of very fast pulses. Digital boxes don't tend to respond well to those. It sounds like some have found some good settings though. I'd love to hear comparison data for someone with a 2B as well as a DIY or similar stereo analog device.
There will be an increase in the pleasure and pain files in the future. Each zone already has its own long 5 to 7 minute pleasure file. Right now the intense combat pleasure files use these same files, but I'd like to create a unique pleasure sound for each enemy. These can be more like a minute long if they only play for one enemy. There are also only 4 punishment sounds. I'll be making more so that each attack has a different feel.
The game is and always will be a fairly text heavy old school RPG with elements of tightly integrated estim tease and denial and pain. Is is certainly going to appeal primarily to a niche gamer. To each their own. We all have our gaming preferences, and this is the sort of game that I want to build.
I'd like to get more feedback on gaming difficulty. Both in terms of finding quests, completing quests, combat and so forth. I'm shooting for something that has questing difficulty more along the lines of Morrowind than Skyrim. I'd like combat to be harder than Skyrim but easier than Dark Souls. These things can be very hard for the game creator to assess.
There are literally hundreds of images in the game. I'd love to have even more artwork so that I didn't have to repeat the pics for some locations, but right now that is not possible unless I can get help in this regard. As for the tease pics, I do intend to have less vanilla pics for higher level monsters. The thinking is that the higher level enemies are better are probing your deepest and darkest desires. This will probably start around level 6 or 7. I think the highest level enemy is 6 right now.
Don't forget to check the shops often, especially after leveling. Also test out some of the fetish and punishment scenes several times, as they often ramp up! Usually the fetish (non punishment stuff) has a cooldown.
Please try the different classes. It will likely take a lot of testing to iron out the class balance. This is especially tricky when each class is designed for a different type of combat.
It sounds like thus far no game breaking bugs have been discovered.
Happy bug hunting!
I'd love to find and correct as many typos as possible. Please keep those reports coming in as you spot them. If you could also provide your location along with the full sentence, I can fix them a bit more efficiently.
The manual will remain detailed, but I agree that it needs a summary section that just covers the most important stuff more succinctly. I'd also like to increase the natural dialog in the game that can serve this purpose, such as when you ask a shop merchant about weapons. The reason for it remaining detailed though, is that some hardcore gamers (many of my personal friends included) enjoy scouring the ruleset to help them make the best character build possible. Some enjoy spending hours to get a small boost in combat. For me, it brings back memories of Christmas night as a teenager pouring over the little details in the manual of some new tabletop RPG. That is certainly not what everyone enjoys, so I'll try to keep either option viable. Perhaps some alpha testers could help me develop a list of what they consider the most important topics to cover in a summary section.
I'm pleased to see that some people are having reasonable results on the 2B. I was not expecting that. Some also report the graveyard pleasure sound giving them some issues on the 2B. That zone uses pleasure sound 2, which features a lot of very fast pulses. Digital boxes don't tend to respond well to those. It sounds like some have found some good settings though. I'd love to hear comparison data for someone with a 2B as well as a DIY or similar stereo analog device.
There will be an increase in the pleasure and pain files in the future. Each zone already has its own long 5 to 7 minute pleasure file. Right now the intense combat pleasure files use these same files, but I'd like to create a unique pleasure sound for each enemy. These can be more like a minute long if they only play for one enemy. There are also only 4 punishment sounds. I'll be making more so that each attack has a different feel.
The game is and always will be a fairly text heavy old school RPG with elements of tightly integrated estim tease and denial and pain. Is is certainly going to appeal primarily to a niche gamer. To each their own. We all have our gaming preferences, and this is the sort of game that I want to build.
I'd like to get more feedback on gaming difficulty. Both in terms of finding quests, completing quests, combat and so forth. I'm shooting for something that has questing difficulty more along the lines of Morrowind than Skyrim. I'd like combat to be harder than Skyrim but easier than Dark Souls. These things can be very hard for the game creator to assess.
- Spoiler: show
There are literally hundreds of images in the game. I'd love to have even more artwork so that I didn't have to repeat the pics for some locations, but right now that is not possible unless I can get help in this regard. As for the tease pics, I do intend to have less vanilla pics for higher level monsters. The thinking is that the higher level enemies are better are probing your deepest and darkest desires. This will probably start around level 6 or 7. I think the highest level enemy is 6 right now.
Don't forget to check the shops often, especially after leveling. Also test out some of the fetish and punishment scenes several times, as they often ramp up! Usually the fetish (non punishment stuff) has a cooldown.
Please try the different classes. It will likely take a lot of testing to iron out the class balance. This is especially tricky when each class is designed for a different type of combat.
It sounds like thus far no game breaking bugs have been discovered.
Happy bug hunting!
Last edited by nocnoc on Mon Dec 28, 2020 11:02 pm, edited 1 time in total.
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Liquidorus
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Hi nocnoc,
thank you for letting me help doing testing.
Afterreading the first lines and playing the first few slides I am truly amazed by the details and the depth of your tease.
Even though it is a pre-alpha you put a lot of effort in it!!! Thank you
Unfortunately I don't have an E-Stim device and won't be able to have the full experience
I didn't found any technical bugs yet and will think about getting me an E-Stim device but without the "full" experience I am not quite sure if I can give you enough feedback. If you would like to put in someone else than me, please go ahead!
Thank you!
Liqui
thank you for letting me help doing testing.
Afterreading the first lines and playing the first few slides I am truly amazed by the details and the depth of your tease.
Even though it is a pre-alpha you put a lot of effort in it!!! Thank you
Unfortunately I don't have an E-Stim device and won't be able to have the full experience
I didn't found any technical bugs yet and will think about getting me an E-Stim device but without the "full" experience I am not quite sure if I can give you enough feedback. If you would like to put in someone else than me, please go ahead!
Thank you!
Liqui
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hawekeye1234
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Finaly replaced a pot on my BT-Stim so I could take a crack at this (have order spare parts so I can be ready for next time in a couple of years perhaps) but one thing already confuses me a bit, in the text it says.
Set the power of the estim channel to a level that is about 50% higher than you would use for an intense, but pleasurable sensation, if a full power signal was used.
So I have the volume at 50% now, but the way I read this the first preperation is just me turning the dial up, but what should I calibrated this after.
Should I have a random Estim signal running with my volume at 100% and then turn the strength up on the dial, that sounds wrong to me, so there must be something I misunderstand, because if it's a 100% from the start and I then turn the dial, won't that bring me to pain time right away ?
I skipped ahead just to see the next step which lead to this suggestion.
And also I think a way to dial back the volume increase or maybe just restart it from zero, if you were unsure of your choice, would be a great idea.
Set the power of the estim channel to a level that is about 50% higher than you would use for an intense, but pleasurable sensation, if a full power signal was used.
So I have the volume at 50% now, but the way I read this the first preperation is just me turning the dial up, but what should I calibrated this after.
Should I have a random Estim signal running with my volume at 100% and then turn the strength up on the dial, that sounds wrong to me, so there must be something I misunderstand, because if it's a 100% from the start and I then turn the dial, won't that bring me to pain time right away ?
I skipped ahead just to see the next step which lead to this suggestion.
And also I think a way to dial back the volume increase or maybe just restart it from zero, if you were unsure of your choice, would be a great idea.
[New Releases] 2021, find them here
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throwawayacct
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Can you DM me or post the part numbers? Seems like a good idea, and I'm getting the dreaded spots on the Left again. Works great for a while, but then gets clicky and poppy and I have to adjust up/down to miss the dead spot.hawekeye1234 wrote: Mon Dec 28, 2020 12:24 pm Finaly replaced a pot on my BT-Stim so I could take a crack at this (have order spare parts so I can be ready for next time in a couple of years perhaps) but one thing already confuses me a bit, in the text it says.
re: the volume settings. I use an external USB sound card with an analog dial to route audio through for my BT. The BT stays at roughly the same dial positions most of the time (3 1/2 to 4 turns), and I run everything from the sound card. I followed the calibration instructions and found the volume settings too low, having to crank up the analog dial further than I was comfortable doing and potentially maxing out early. So I just put the computer audio at the level I normally do and said fuckit and calibrated with the sound card dial. Seems fine, except the calibration file has a strange click or pop in it.
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throwawayacct
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Further gameplay notes:
I'm at level 7...my wife works in health care and I had all weekend alone. I did use the cheat console at level 4 to help out with gold and HP refresh, and I think the skill tree is set way too low on some aspects for the class (Rogue), and because I wanted to pass some checks, I bumped up a couple skills around lvl 4 as well.
Prior to the cheat console, I died. A lot. A lot, lot. Far too much for the default/normal settings. AP refresh took forever, making combat and the extremely text-heavy combat frustrating and "stim breaking". I get wanting to make a more RPG setting, but even Oblivion's early levels weren't as steep of a curve. Could be fixed by more potion drops as loot, or halving the AP thresholds for weapons/potion use.
Re the skills. No reason a rogue class who's theoretically adept with a bow, should have such low starting stats for precision, dexterity, sneak. Once I bumped stats into the 40's, the ranged weapons had reasonably frequent hits, and I wasn't breaking every lock/pick. I'm thinking the dice roll rules you have set up are just a bit too heavy-handed.
I have some rare weapons - sighted iron crossbow, a poison dagger called Fang. I really, really wish there were non-attack slots for inventory/weapons to carry, because having to leave behind a valuable rare item because it's duplicated or non-character (spell?) is irritating, especially when some of the shops are so expensive and gold from encounters low.
Stats did start picking up once I advanced the skill trees. AP refreshed faster, HP was higher, and I was getting more gold from higher level enemies. Weapons were doing much more damage, too, and I was reliably cruising the low level encounters. I did the well tunnels...holy shit am I glad for the map in the cheat console because that is an intense maze with a fuckton of spawns. It would have been impossible without the HP refresh mode, consumed all teleport potions, and as much XP, loot, and gold as there was to be gained, the well tunnels are a straight up death trap unless you've leveled up significantly *and* have a map.
I've gridded out 2/3 of the graveyard, but still can't find the Orc's relative's grave for the quest even though I've traveled the entire quadrant specified. One crypt I thought might have been caught in a loop, it went 15 or 16 levels deep, and every other "down" travel was another encounter with the *same* skaven. If it weren't for the coordinates listed, I would have called it a glitch and backed out.
I plan on walking every square in the graveyard, before going to the cathedral. Already faced the boss - had to retreat and come back, but good fight.
Again, the combat text is heavy. Do we really need to have all that detail listed? I'd rather a countdown timer than all the non-essential in-between turns. It'd be awesome if "block" or "parry" was a low-AP option for a chance to stymie an attack instead of "pass". The amount of text is an issue I bring up because it 1) slows the combat down, 2) "fast text" mode isn't much faster at all and still requires clicks to move it along, and 3) with the sheer number of encounters it drags the whole game.
I've not climaxed. The signals outside the town just aren't the kind that will get me there, and the "pain" encounters won't do it either - not long enough to be more than nuisance jolts (I expect that's the intention?). I'm wondering if something along the lines of fallen_angel's Faraday Experiment "AI" wouldn't be helpful in generating more variety of signal?
Once I got some skills set to where I felt were character appropriate, it became a much more enjoyable game. Just for a frame of reference...even though I have a long history of playing games, I'm *not* the kind of RPGer or gamer who gets any enjoyment out of being frustrated at playing a game. I hated Dark Souls..anything that induces a rage quit is not something I play. I play games to relax and "switch off" - like how many people watch TV. I'm an adult with ADHD and it is very hard to find a refuge from my "noisy brain", and a game that induces frustration and needing to repeat tasks over and over is far too much like my every waking moment to be enjoyable.
That said, I definitely appreciate being able to bump some stats to bring this project to a level where I *can* lose a dozen hours in a weekend!
I'm at level 7...my wife works in health care and I had all weekend alone. I did use the cheat console at level 4 to help out with gold and HP refresh, and I think the skill tree is set way too low on some aspects for the class (Rogue), and because I wanted to pass some checks, I bumped up a couple skills around lvl 4 as well.
Prior to the cheat console, I died. A lot. A lot, lot. Far too much for the default/normal settings. AP refresh took forever, making combat and the extremely text-heavy combat frustrating and "stim breaking". I get wanting to make a more RPG setting, but even Oblivion's early levels weren't as steep of a curve. Could be fixed by more potion drops as loot, or halving the AP thresholds for weapons/potion use.
Re the skills. No reason a rogue class who's theoretically adept with a bow, should have such low starting stats for precision, dexterity, sneak. Once I bumped stats into the 40's, the ranged weapons had reasonably frequent hits, and I wasn't breaking every lock/pick. I'm thinking the dice roll rules you have set up are just a bit too heavy-handed.
I have some rare weapons - sighted iron crossbow, a poison dagger called Fang. I really, really wish there were non-attack slots for inventory/weapons to carry, because having to leave behind a valuable rare item because it's duplicated or non-character (spell?) is irritating, especially when some of the shops are so expensive and gold from encounters low.
Stats did start picking up once I advanced the skill trees. AP refreshed faster, HP was higher, and I was getting more gold from higher level enemies. Weapons were doing much more damage, too, and I was reliably cruising the low level encounters. I did the well tunnels...holy shit am I glad for the map in the cheat console because that is an intense maze with a fuckton of spawns. It would have been impossible without the HP refresh mode, consumed all teleport potions, and as much XP, loot, and gold as there was to be gained, the well tunnels are a straight up death trap unless you've leveled up significantly *and* have a map.
I've gridded out 2/3 of the graveyard, but still can't find the Orc's relative's grave for the quest even though I've traveled the entire quadrant specified. One crypt I thought might have been caught in a loop, it went 15 or 16 levels deep, and every other "down" travel was another encounter with the *same* skaven. If it weren't for the coordinates listed, I would have called it a glitch and backed out.
I plan on walking every square in the graveyard, before going to the cathedral. Already faced the boss - had to retreat and come back, but good fight.
Again, the combat text is heavy. Do we really need to have all that detail listed? I'd rather a countdown timer than all the non-essential in-between turns. It'd be awesome if "block" or "parry" was a low-AP option for a chance to stymie an attack instead of "pass". The amount of text is an issue I bring up because it 1) slows the combat down, 2) "fast text" mode isn't much faster at all and still requires clicks to move it along, and 3) with the sheer number of encounters it drags the whole game.
I've not climaxed. The signals outside the town just aren't the kind that will get me there, and the "pain" encounters won't do it either - not long enough to be more than nuisance jolts (I expect that's the intention?). I'm wondering if something along the lines of fallen_angel's Faraday Experiment "AI" wouldn't be helpful in generating more variety of signal?
Once I got some skills set to where I felt were character appropriate, it became a much more enjoyable game. Just for a frame of reference...even though I have a long history of playing games, I'm *not* the kind of RPGer or gamer who gets any enjoyment out of being frustrated at playing a game. I hated Dark Souls..anything that induces a rage quit is not something I play. I play games to relax and "switch off" - like how many people watch TV. I'm an adult with ADHD and it is very hard to find a refuge from my "noisy brain", and a game that induces frustration and needing to repeat tasks over and over is far too much like my every waking moment to be enjoyable.
That said, I definitely appreciate being able to bump some stats to bring this project to a level where I *can* lose a dozen hours in a weekend!
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rigiddr
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
I have logged in several times over the last few days since you have put the pre-alpha up, and first of all I have to say it looks marvelous, and must have been a huge "labor of love"!
I have not had opportunity to run it through my ET-312 yet, but have "headphoned" the stim signals as I played along, and it sounds like it will be good.
At this moment, my first responses are that there are LOTS of words to read to play the game, which I am sure you know is not typical here for a webtease... but having made that observation it seems to work with the story. Sometimes, even in "full screen" i can not see all the text on my laptop, not having the opportunity to load it up on the desktop yet. Maybe it will not be an issue on a larger screen, but truly lots of words. I did also notice very few grammar or spelling issues, actually none I recall at the moment.
I have poked around a fair amount, have a saved session that I will try to go back to soon, and have not had any hangs, or crashes, so from my point of view, JOB WELL DONE!
I will have more after I am able to connect the stimbox.... Great work!
Rigiddr
I have not had opportunity to run it through my ET-312 yet, but have "headphoned" the stim signals as I played along, and it sounds like it will be good.
At this moment, my first responses are that there are LOTS of words to read to play the game, which I am sure you know is not typical here for a webtease... but having made that observation it seems to work with the story. Sometimes, even in "full screen" i can not see all the text on my laptop, not having the opportunity to load it up on the desktop yet. Maybe it will not be an issue on a larger screen, but truly lots of words. I did also notice very few grammar or spelling issues, actually none I recall at the moment.
I have poked around a fair amount, have a saved session that I will try to go back to soon, and have not had any hangs, or crashes, so from my point of view, JOB WELL DONE!
I will have more after I am able to connect the stimbox.... Great work!
Rigiddr
