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 - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
@Lake_Duck_Hunter:
Only the phantasm drops ectoplasm. They are mostly found in the northern graveyard and they only have a 60% chance to drop ectoplasm and only when the quest is active.
The essence of water is going to be located in the temple in the north eastern forest area. That is not yet in the game, The water temple will be a small hand crafted area and it will contain the next 3 star elite boss fight. There are a few different ways to unlock the door to the temple, but right now, you can't enter even once you unlock the temple doors. So for now, that is as far as the main storyline quest can be taken, but there are dozens of side quests.
Note: If you check the quest log, you'll sometimes find hints and reminders about where to look for things and who to return them to and so forth.
Best wishes and let me know if you need any other hints.
Only the phantasm drops ectoplasm. They are mostly found in the northern graveyard and they only have a 60% chance to drop ectoplasm and only when the quest is active.
The essence of water is going to be located in the temple in the north eastern forest area. That is not yet in the game, The water temple will be a small hand crafted area and it will contain the next 3 star elite boss fight. There are a few different ways to unlock the door to the temple, but right now, you can't enter even once you unlock the temple doors. So for now, that is as far as the main storyline quest can be taken, but there are dozens of side quests.
Note: If you check the quest log, you'll sometimes find hints and reminders about where to look for things and who to return them to and so forth.
Best wishes and let me know if you need any other hints.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Wow, this project is intriguing enough that I actually made an account on this website just to request access.
I have enjoyed most Estim-Teases on here, but most have been missing "actual" interactivity, so your projects sound really refreshing.
Could you give me alpha access?
I have enjoyed most Estim-Teases on here, but most have been missing "actual" interactivity, so your projects sound really refreshing.
Could you give me alpha access?
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- Curious Newbie
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
This sounds amazing. I'd love to try it out, could I have access to the alpha testing version please?
Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
hello ; I love acces alpha version, can you give me access please. Thanks
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- Curious Newbie
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Wow,
after a few sessions now I have to say this is easily the most interactive and interesting estim experience on this website, and probably anywhere. Having never played a "pure" rpg like this before, I was initially worried it might be a bit bland; but I was pleasantly surprised by how engaging the gameplay is. Nonetheless, I have a some feedback for thinks I feel could use some improvement:
1: Estim/Calibration
The Estim files imo. are good. I wouldn't call them revolutionary, and especially some of the Restim-based triphase scripts are significantly better, but I don't feel like they are hindering the experience in any way. The only part I'd like to see implemented differently is the callibration.
As it is implemented currently (starting from 0 intensity, and having a limit of 60% for the low intensity pleasure), it encourages people to turn their stimbox up very high, and ending up with very low calibration volumes. My first calibration for example resulted in volumes between ~10% for low pleasure and ~20% for high pain. This - imo is not ideal and borderline dangerous.
If, for any reason, the box now receives a "loud" signal, the resulting intensity can be extremely painful.
I experienced this three times, once after windows decided to unmute my system sounds, and two times when an assumed bug in the game caused the combat volumes to rise during a fight (
I also noticed that when loading my settings, my "current" intensity is something like 10,20,30;70,80,90. I definitely never configured this, so I assume these are some default settings in the code. For a unprocessed box, a 50% volume swing between high pleasure and low pain seems insanely high, so I would probably adjust that preset.
As for a better calibration system, I would suggest the following:
Don't start at 0% volume. Let the player select a initial volume that will be used for low pleasure (60-70% might be a good suggestion), let them adjust their box / balance to that volume, and then calibrate the other volumes from there.
Remove the arbitrary "max" limit for different volumes. Warn them about the possibility of clipping, and recommend re-calibrating with a lower initial value if they reach 100% volume during calibration.
2: Pacing / Playtime
While the game is engaging, I feel like progress is a bit slow, with individual quests in both
My main gripe is AP usage in these areas. When going through areas I have already explored, I tend to rush until my AP is empty, and then have to stand around doing nothing for what feels like eternity. I see a few options for resolving this:
1. Reduce AP usage out of combat, increase regen
2. Add a "rest" feature that might have a chance of an enemy encounter, but instantly restores AP and Health
3. Remove AP usage out of combat.
The size might also need some adjustment. I think both areas I have mentioned earlier could do with being ~10-20% smaller. They already have repeating art, so that wouldn't go to waste, and traversing/exploring them would be a bit quicker if some of the dead space was removed between points of interest.
3: Junk Items / Carry weight
This basically comes down to one experience: I sold Items I had tons of that was marked as "Junk" once, only to learn shortly after that a quests "recommends" I bring as many of them as possible (
Carry weight obviously makes sense in an RPG, and even if every item required for random quests was marked as such, you probably couldn't carry all of them around with you forever. I think what is missing (and should be available early on) is some kind of item storage. Maybe give us the ability to rent a room at either the brothel or tavern, add a bed for a slight "well rested" bonus and add a chest for storage.
4. Interface
Most of my gripes are limitations with webteases themselves, so I wont mention them here, but there are a few minor things that could be improved.
Fast combat text: Basically, the normal text speed is so slow I tend to spam-click through it, but fast combat text shows all messages instantly, which leads to me skipping past relevant information. I would like an option in the middle, that still behaved like the standard text, but had a much shorter pause between each message.
Shop Interface: I think the screen showing you stuff like "bought 2 potions for 40 gold" could be used as a "confirm purchase" screen. You don't see the price total before here, so it might make sense to add the option to cancel a purchase.
It might also be cool if we could sell / order multiple things at once by separating the number for each item with a comma. Especially for selling specific junk items, that would speed up selling them tremendously.
after a few sessions now I have to say this is easily the most interactive and interesting estim experience on this website, and probably anywhere. Having never played a "pure" rpg like this before, I was initially worried it might be a bit bland; but I was pleasantly surprised by how engaging the gameplay is. Nonetheless, I have a some feedback for thinks I feel could use some improvement:
1: Estim/Calibration
The Estim files imo. are good. I wouldn't call them revolutionary, and especially some of the Restim-based triphase scripts are significantly better, but I don't feel like they are hindering the experience in any way. The only part I'd like to see implemented differently is the callibration.
As it is implemented currently (starting from 0 intensity, and having a limit of 60% for the low intensity pleasure), it encourages people to turn their stimbox up very high, and ending up with very low calibration volumes. My first calibration for example resulted in volumes between ~10% for low pleasure and ~20% for high pain. This - imo is not ideal and borderline dangerous.
If, for any reason, the box now receives a "loud" signal, the resulting intensity can be extremely painful.
I experienced this three times, once after windows decided to unmute my system sounds, and two times when an assumed bug in the game caused the combat volumes to rise during a fight (
- Spoiler: show
I also noticed that when loading my settings, my "current" intensity is something like 10,20,30;70,80,90. I definitely never configured this, so I assume these are some default settings in the code. For a unprocessed box, a 50% volume swing between high pleasure and low pain seems insanely high, so I would probably adjust that preset.
As for a better calibration system, I would suggest the following:
Don't start at 0% volume. Let the player select a initial volume that will be used for low pleasure (60-70% might be a good suggestion), let them adjust their box / balance to that volume, and then calibrate the other volumes from there.
Remove the arbitrary "max" limit for different volumes. Warn them about the possibility of clipping, and recommend re-calibrating with a lower initial value if they reach 100% volume during calibration.
2: Pacing / Playtime
While the game is engaging, I feel like progress is a bit slow, with individual quests in both
- Spoiler: show
My main gripe is AP usage in these areas. When going through areas I have already explored, I tend to rush until my AP is empty, and then have to stand around doing nothing for what feels like eternity. I see a few options for resolving this:
1. Reduce AP usage out of combat, increase regen
2. Add a "rest" feature that might have a chance of an enemy encounter, but instantly restores AP and Health
3. Remove AP usage out of combat.
The size might also need some adjustment. I think both areas I have mentioned earlier could do with being ~10-20% smaller. They already have repeating art, so that wouldn't go to waste, and traversing/exploring them would be a bit quicker if some of the dead space was removed between points of interest.
3: Junk Items / Carry weight
This basically comes down to one experience: I sold Items I had tons of that was marked as "Junk" once, only to learn shortly after that a quests "recommends" I bring as many of them as possible (
- Spoiler: show
Carry weight obviously makes sense in an RPG, and even if every item required for random quests was marked as such, you probably couldn't carry all of them around with you forever. I think what is missing (and should be available early on) is some kind of item storage. Maybe give us the ability to rent a room at either the brothel or tavern, add a bed for a slight "well rested" bonus and add a chest for storage.
4. Interface
Most of my gripes are limitations with webteases themselves, so I wont mention them here, but there are a few minor things that could be improved.
Fast combat text: Basically, the normal text speed is so slow I tend to spam-click through it, but fast combat text shows all messages instantly, which leads to me skipping past relevant information. I would like an option in the middle, that still behaved like the standard text, but had a much shorter pause between each message.
Shop Interface: I think the screen showing you stuff like "bought 2 potions for 40 gold" could be used as a "confirm purchase" screen. You don't see the price total before here, so it might make sense to add the option to cancel a purchase.
It might also be cool if we could sell / order multiple things at once by separating the number for each item with a comma. Especially for selling specific junk items, that would speed up selling them tremendously.
- nocnoc
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
@namelessthrowaway23 I'm glad you enjoyed the game and thank you for the feedback. I've made note of your suggestions. There are a few pieces of information that I would find valuable such as your settings (especially combat difficulty) and player class. Additionally, if you completed the current content through the forest zone it would be of interest to me to see screen shots of your stats, gear, and completed quest list. If you'd like to try a second playthrough, know that it is designed for a lot of replay value, especially if you try a different class and make different major decisions. Also, I find many players don't realize how much random content there is at some key locations such as the bathhouse, the palace dungeon, Kendal's library office, the tavern, and the residential district. Most of these scenes have a level requirement and many have some fairly specific triggers such as a particular NPC's disposition or sexual XP and so forth.
Some commentary on specific points in no particular order:
- I agree for the need of a storage location. Some sort of player home (probably purchased for gold) is definitely a feature that I plan to add at some point.
- I like the idea of an intermediate combat text speed.
- Given the number of boxes and electrodes, calibration is tricky business. I've gone through several iterations and it still isn't what I would call a settled system as I continue to get feedback and adjust it. Either way, hopefully it is something that most people only need to do once and then store those as default values to use in subsequent replays. One can also manually enter values, which was a feature that I added by popular request. I'm not sure why the 'default' values were so high. Perhaps I accidentally had those in from my own testing. Sorry to hear about the stray sound zap... that has happened a few times to me as well and it is easy to forget to shut off system sounds. You mentioned that it appeared to get stuck on a high value when fighting a fire mage. I have gone through the code with a fine-toothed comb, as this has been reported a few times before, and I'm about 99% sure that it is related to some sort of server lag. I've only encountered it a few rare times and it was always when Milovana was having issues. There is redundant backup code to lower the volume (such as after a critical hit) that I put in place a few updates ago that has drastically reduced the odds of this happening, but apparently still not zero.
- AP usage: Were you a warrior? Know that heavy armor and/or traveling in stealth mode increase AP usage and that investing in willpower and speed skills mitigates the issue. Also, traveling on roads reduces AP use. One idea I've been toying around with is reducing the AP cost when traveling in zones that are well below your level. Thoughts? How often was this an issue for you? A bit more detail about your experiences in this regard would be helpful.
---------------------------------------
@Everyone:
A quick update about the next release (V0.14.0). Unfortunately, for personal reasons, this summer has been far busier than I had expected. I have made some progress towards the next update, but not as much as I would have liked. There is still too much work remaining for an ETA, but know that I'm still working on it as time allows. Hopefully you'll find that it is worth the wait. It includes three companions for hire to aid in combat. Combat engine stuff is a lot of programming and it also requires gathering a lot of artwork, so it has been slow going. Know that hearing about your adventures and getting feedback is a huge motivator for me. I know most people prefer to send that via private message, which is fine as well. I hope you all enjoy the rest of summer.
Some commentary on specific points in no particular order:
- I agree for the need of a storage location. Some sort of player home (probably purchased for gold) is definitely a feature that I plan to add at some point.
- I like the idea of an intermediate combat text speed.
- Given the number of boxes and electrodes, calibration is tricky business. I've gone through several iterations and it still isn't what I would call a settled system as I continue to get feedback and adjust it. Either way, hopefully it is something that most people only need to do once and then store those as default values to use in subsequent replays. One can also manually enter values, which was a feature that I added by popular request. I'm not sure why the 'default' values were so high. Perhaps I accidentally had those in from my own testing. Sorry to hear about the stray sound zap... that has happened a few times to me as well and it is easy to forget to shut off system sounds. You mentioned that it appeared to get stuck on a high value when fighting a fire mage. I have gone through the code with a fine-toothed comb, as this has been reported a few times before, and I'm about 99% sure that it is related to some sort of server lag. I've only encountered it a few rare times and it was always when Milovana was having issues. There is redundant backup code to lower the volume (such as after a critical hit) that I put in place a few updates ago that has drastically reduced the odds of this happening, but apparently still not zero.
- AP usage: Were you a warrior? Know that heavy armor and/or traveling in stealth mode increase AP usage and that investing in willpower and speed skills mitigates the issue. Also, traveling on roads reduces AP use. One idea I've been toying around with is reducing the AP cost when traveling in zones that are well below your level. Thoughts? How often was this an issue for you? A bit more detail about your experiences in this regard would be helpful.
---------------------------------------
@Everyone:
A quick update about the next release (V0.14.0). Unfortunately, for personal reasons, this summer has been far busier than I had expected. I have made some progress towards the next update, but not as much as I would have liked. There is still too much work remaining for an ETA, but know that I'm still working on it as time allows. Hopefully you'll find that it is worth the wait. It includes three companions for hire to aid in combat. Combat engine stuff is a lot of programming and it also requires gathering a lot of artwork, so it has been slow going. Know that hearing about your adventures and getting feedback is a huge motivator for me. I know most people prefer to send that via private message, which is fine as well. I hope you all enjoy the rest of summer.
Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Hello,
I Would also test the game.
Thanks!
I Would also test the game.
Thanks!
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- Explorer
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Just started a new playthough. Chose to go with hardcore and to ad some extra insentive to not just tank hits, I'm playing with really high power level on my stim device. This really makes you do whatever you can to avoid those crit hits from the enemies
I've done a propper playthrough once before as a rogue, so this time I went with the mage. The mage feels pretty powerful despite playing on hardcore. The fire ball you start with really works well in the graveyard.
Looking forward to see if I can make it through the whole game without dying. Already had to use a teleportation potion to survive
I've done a propper playthrough once before as a rogue, so this time I went with the mage. The mage feels pretty powerful despite playing on hardcore. The fire ball you start with really works well in the graveyard.
Looking forward to see if I can make it through the whole game without dying. Already had to use a teleportation potion to survive
Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Hi,
if possible I would like to test the tease with my DG Labs Coyote.
Best,
John
if possible I would like to test the tease with my DG Labs Coyote.
Best,
John
Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Would love to test if that is still an option
Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
I would also like to test this game, I did read a lot here, and now I want to try it
Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
.
Last edited by jjoobb on Sun Sep 01, 2024 2:25 pm, edited 1 time in total.
Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Hi is testing still available? and can I please get access ?
Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Love the sound of this, please can I have a link. Thanks in anticipation
Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Sounds interesting. Could i get a link for testing?
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