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Impet

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  1. For me, I found here through Dwarf Fortress, I occasionally peek at the other games talked about on their other games threads. I dont think I'd have found here for a long time, if ever, otherwise!
  2. Nope, the skills are not high. The study for each is maxed. I can well believe that I'm failing the skills test there - but once grounded, there's no chance to improve those skills anymore save through the random and slow gains brought by attend class, and possibly by the detentions, if your detentions happen to be within your class subjects. The gains from Study Hall appear to come purely within study, though, and not skill gains. I've gained relationship increases during study and during Study Hall, but only until the study levels are maxed, so it feels especially entrapping on a character who already has the studies maxed.
  3. I accidentally skipped detention. It's possible that I didn't notice, but I believe that this once, detention did not appear on my day, that day's third activity continued to show as rest. I was caught skipping a class, if that helps. No idea by who, of course, but the next week that detention was served with Contzel Ringraeyer, in case that helps figure out why I didn't see it (Am assuming it wasn't a mistake I made, though it could have been). Interestingly, this detention skipping lead to me being grounded. I didn't know until I tried to do something for the next day. All I'd seen was that I'd been reprimanded for skipping detention. This really confused me, as my Saturday was clear. No Hall Study - the calendar showed rest there. Opening up the selection for that day, I was able to switch it to hall study. Would have been horrid to innocently skip both of those too! But the fact that these were not visible on my Saturday, for absolutely sure, makes me more suspicious that punishments given by Contzel Ringraeyer may not be properly interlaced with whatever changes the calendar's defaults. The following week the detention and Hall Studies were already on the calendar like normal. Which leads me out of 'possible bugs' and back into Suggestions! We need to know when we are grounded. Sure, we realize this when we open up our 'what we want to do', but as is, it really does look like something's wrong, and that something isn't that we messed up too much at the wrong time. We need to be told, explicitly, what we have done wrong and what we must do to atone, especially when the punishment is 'you can't play like normal, you are severely restricted and must wait.' This is in accord with 'good parenting' and 'good teaching' as well - if punishments and expectations are not clear, the feeling created and the student's focus tends to be on hostility towards the authority figures (or the game in this case) or on dislike of oneself, and not on 'what I should be doing, what I will do in the future'. This negativity translates into a strong urge to simply reload to before the grounding, recreate another character, or just play a different game. Please reconsider the length of being grounded. A player tends to greatly exagerate the feel of the length of being grounded, especially when this grounding includes weekends and holidays - some weeks have more than one holiday, and missing every one of those chances for no chances at all is acutely uncomfortable, increasingly so with every day that passes without change. This increases more extremely upon seeing the next week, and seeing that there is still no chance to take voluntary actions, especially with no feel for when this truly player-and-playstyle-punishing-punishment might end. I would suggest giving things like a three-day grounding, a five-day grounding... have groundings initially only cover school days (and Study Hall days), with the 'free' days not included, unless students continue to mess up on these weekends or when the grounding ends. Please reconsider Study Hall. As is, it gives awesome increases in Random Study expansions, and may lead to relationship increases based on those expansions. If you already have all of your study levels at 10, Study Hall gives nothing. Nor are you released from it, it appears to have no direct test associated with it. If nothing else, allow a Study Hall student who has mastered their subject(s) to offer tutoring to other students, either in Study Hall too or just studying (the Great Hall's description suggests that students chosing to be there mingle with Study Hall students among others). This may well lead to relationship increases, a 'something' for otherwise good students who end up with Study Hall - and thus currently have nothing to gain but lost opportunities. Thanks!
  4. When I 'do' something in this game, usually I do a bunch of it. When I study, I usually study 20-60 times in a row, unless something very tantalyzing distracts me. Same with skills, I usually take one after another to whatever point the step jumps get harder, then move to the next. When I adventure, I do one after another steps of the same one... in any case, it's not uncommon for me to have my studying done by the end of the second month unless I'm exploring another part of the game specifically. One way to inspire me to 'slow down' my study (if that was a desired goal? for whatever reason) would be to make certain times more or less advantageous to study one thing or another, or nothing at all. Study groups are popular and sometimes more effective than solo study (not for every student, but still it's true for some). If there were occasional group studies (like study hall, but voluntary? Maybe joining the involuntary study hall, and studying with the punished?) that offered some advantage to studying, especially in combination with a delay (increased step penalty, most likely) or other drawback to studying at other times and in other ways, then I would be very likely to pace my studying to adapt to the new rules. That said, I'd also be inclined to just take prodigy:curiousity for the work til you drop RR study+chosen subskill step, which is how I handle most of my studying about half the time anyway. Unless that was tweaked too, of course. Right now, the order and efficiency you do things (or the consistancy with which you roleplay your character) is kinda the core of the game for most players, I think. Discovery is the early core, of course, but once you start to understand how to play a bit and figure out how things are working together, that probably ceases to be a real goal. Even when a later-stage player is looking for a specific set of discoveries, I'd bet their focus is on speed and which technique might find it the most efficiently, or else on how to look for it like their character would. That's kinda 'what this game is and allows' for now, least to me. Thus, study doesn't really seem much more or less 'needing adjustment' than anything else, really. Each playstyle is going to follow its priorities, but study doesn't seem inbalanced or broken to me.
  5. This you can do, if you can just find the (magically) hidden saves To quote our good Legate - You can find your save game in (depending on your OS): Your Profile -> MyApps -> Local or Roaming -> Academagia Hope that helps!
  6. I got a skill to there Looks like it can go to 12 too, with 0/6 steps done... just not possible to earn them, but a student can still try!
  7. Some days you look at your character, and you just want to ask it, well, what -do- you want to do today? Could we get an option to just 'do the first thing that pops into your head' for that day, a command for the game to select from any of our useable skills or abilities for us? If it has to pick a 'target', a person or a skill, let it. Today my character decided to Bully Irene. The next day it might decide to Run a Potentially Crippling Training Route. And after recovering from that, maybe my character would decide to try and befriend Magsa. Personally, I usually like to control what my character does. However, sometimes, especially after a really neat random thing happens, I wonder, 'Hey, what would -you- like to do? Tell me?' And this would be a way for it too This is similar to Joy de Vivre, but it is even more random and not necessarily always positive. We'd need to be able to see in the history what our characters chose to do (and where) for this to really add to our understanding of the story, of course.
  8. Before the Midterm Exams, I made sure that my character had studied each subject up to 10. All of my scores were a multiple of 10, equal to study level times the subject's parent skill level. I'd not done any extra credit or research, though all of my relationships with the Professors were +1 to +4, though that didn't appear to affect the grade. While this apparently very simple form of scoring the Exams is doubtless 'fair', and it does 'make sense', it's also extremely 'mechanical' and 'inhuman'. I'd love to see some small variation, a few points up or down based on luck, or even directly and exactly a true random factor giving some small variance. I've gone to school knowing I've got my subject down cold, and I -will- have a 100% on the upcoming test. I've also known I didn't have my work done, and I was surely going to fail. . . . But I've never gone to class certain, absolutely certain, that I would walk away with an 80%, no better, no worse, and being able to 'see' the mechanics at work here for the midterm grades is rather jarring for how my fantasy immersion works.
  9. Now that my character has become more studious, I've realized that I'd quite like to study a lot of things... including stuff outside of my character's assigned subjects. Any plans to make that possible some time in the future?
  10. Should getting caught trespassing always result in a detention? I was caught a second time, but checking the calendar shows no detentions or other punishment.
  11. The day I first attended my detention, my history shows "You have attended detention with Giovanni di Lucca Alazzo." And it showed me a Lore beneath that... 'A Guide To Your Every Action'... A quote from it, "I've written this guide so that you do not embarrass yourself further..." Hehe, I totally love when the random numbers come together in a way that seems so appropriate - this should be mandatory lore for detention sitters But that's long after I got assigned my detention. In fact, the day I was assigned my detention, my history doesn't actually tell me I had earned detention at all. What it did say was "You have been reprimanded for trespassing!" And that's all it said. Didn't tell me which of the three places I'd been caught (or even maybe all three, I'd taken some risks that day, I'll tell ya ). Didn't tell me who caught me, and didn't tell me if that was the same person who I was assigned to detention with. Wasn't until I checked the calendar that I realized I even had detention. Which makes me wonder, since this person is a Legate and apparently head of College Vernin, is there thus a range of subjects he might be trying to instruct me within, instead of just one class? Any 'risk' that the subject might change each day? (That might make it really hard to train/study one's way out of his detentions ) I managed to end his detentions with that first one (500% chance of success bug, woo! How the heck did I even get caught in the first place? ) but that doesn't make it any easier to figure out what he taught me.
  12. I was caught trespassing at last I gots me a detention, but is there any way to tell which teacher I was assigned to be with, is it random? (I'd expect if I messed up in a class, I'd be given a detention with that class's teacher... but here I was off school grounds) It's definately one of 'my' teachers, right? It won't be with a teacher who's subject I've never touched before?
  13. Ha ha! Game is good, and studying too! It felt kinda uncomfortable to have need to be cramming for more than one subject, only to find out after the test that my determined studying for one subject should have been delayed so I could be ready for another.
  14. Mystery isn't that bad One thing that will slow the player-driven direct copy/paste of information from this game into a wiki is that, unusual for a text-based game, copy/paste isn't an option for most of the information on the screen. That's still easily countered by the relative ease of taking screenshots and trimming them to show the information desired, and putting those pictures into the wiki. Am quite amused, the idea of a text based game designed so that it's not easy to extract the intricate and complex patterns of text for pasting elsewhere. However, there are players who love the idea of designing, building, and contributing to a wiki. For some of us, that's as much fun as playing. It's maybe not a bad idea that our game's makers maybe don't deliver copy/pasteable content for the wiki... maybe it'll be fun for someone to design the project with a workaround to that challenge. I know for me, if our developers/writers/socializers/planners had 1000 hours a week to spend working on the game and related areas (I've no real idea how many people are working on this game, heh), I'd rather they spent most or even all of that time between observing/encouraging/helping players, quality control, short term additions/corrections, and long term plans for the future, and if I was writing their schedules I'd not give (m)any of their precious hours to the wiki
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