Re: Episode 7 start - hints and suggestions
Posted: Fri Dec 22, 2017 2:25 am
PM duly sent . . .
Discussion of Brad's Erotic Week AIF Game
https://bradseroticweek.rocks/bewbb/
https://bradseroticweek.rocks/bewbb/viewtopic.php?f=10&t=440
I have tried many possibilities and find myself stumbling over myself so I am attempting to do it in sections the best I have been able to get leaving the club is 11 points for nat and az. is that a good benchmark to work from for the other sections.gamiller wrote: ↑Tue Dec 19, 2017 1:07 amI must be really dense but no matter what I do I can not get near those point totals and at the apartment after breakfast they leave and my point totals are only 11 and 13JFR wrote: ↑Sat Dec 16, 2017 7:24 pmGlad you are enjoying the game.philly4life wrote: ↑Sat Dec 16, 2017 5:55 pmTrying to figure out how to get the "3 pillow" ending, what are the key steps in the cab/apartment that lead to it?
That particular ending requires getting both girls "interested." It is pretty simple to get one or the other but tricky to do both.
spoiler: show
how do you get higher
Actually the instructions (RTFM!) still say thatWolfschadowe wrote: ↑Sat Dec 30, 2017 1:40 am
BEW was designed to be played without displaying the points.
I remember that including the score in Hard mode was a petition from some players after Ep3 or something like that. It was useful back then, when there was only a couple of active paths with Emily/Faith and Natalie: people wanted to reach the erotic content available at that point and looking at the score we could know whether we were on the right track or not. But that's not the case anymore. Even if we know we shouldn't look at points, I think we still look at points when chosing an option instead of another.Difficulty and Value Display: Easy shows Relationship status. Medium shows Reputation. Hard only shows the menu page graphic.
What you describe would amount to a simple road-map with way-points to tick off, as opposed to the intellectual challenge of getting inside the creator's head and their ideas of NPC characteristics, and as such would completely kill this game for me.p22 wrote: ↑Sun Dec 31, 2017 10:35 amI very much like visible reputation points, but I would like even more visibility from the game (reputation checks, marking dialogue with major branching, visible past decision with the character that can affect future relations, no hidden hotspots, explicit reasons why some choice lead to some consequence if some check was involved, etc...)
This is a great example of how everyone enjoys things differently. I always say to play the game in the way that's fun for you and here are two examples of two very different ways to play. I will guarantee that Debug mode doesn't make the game easier, just different. Sure, you can optionally see additional hidden information, but it's still a guess to know what it means for the future. Some people will see all that information and run screaming for the hills. Others will see it as a fun challenge to decode and chart.Tao Dude wrote: ↑Sun Dec 31, 2017 3:41 pmWhat you describe would amount to a simple road-map with way-points to tick off, as opposed to the intellectual challenge of getting inside the creator's head and their ideas of NPC characteristics, and as such would completely kill this game for me.p22 wrote: ↑Sun Dec 31, 2017 10:35 amI very much like visible reputation points, but I would like even more visibility from the game (reputation checks, marking dialogue with major branching, visible past decision with the character that can affect future relations, no hidden hotspots, explicit reasons why some choice lead to some consequence if some check was involved, etc...)
In the early game, there wasn't much history of choices to branch, so relationship and reputation were more important in branching out stories. As the game continues, choices will be more important than relationship, but relationship can't go away without either making the game 10 times more complicated than it already is, or much shallower than it is. Think of the relationship score as tracking how well the player understands the woman and consolidating all those small choices together. That way both the small decisions, and the major decisions matter. Without relationship, only the major decisions would matter, and I feel the game would suffer.
Great observation. I didn't even realize that myself, but you are right, for the most part. I carefully made sure that there's feedback when doing something that lowered the relationship, (a frown, textual hint, etc..) and there's usually an indicator that a relationship check was passed, such as reputation increasing or an alternate branch opening up. But often there is no clear indication that a relationship check was failed. I'm going to need to think about this.