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To me, the biggest problem with them is that you have absolutely no way of knowing what is going to happen, nor anything that you can really do about it anyway.
It's also beyond silly to think Taylor Swift's fans are all going to start hating 1/3 of her songs because Haters Gonna Hate Hate Hate is now a good thing ;)
However, it's not really and worse than any of the other RNG-ruled elements of the game that make it far less of a strategy/tycoon game than it could be.
Heh. That's the thing. I know to watch for ego despite the game not really warning you about it.
The problem is she was a songwriter who was just starting out in a band where having a max skill songwriter was literally my first goal (and my main character's job). So she's most likely upset that I'm not using any of her song ideas in songs we're currently using on the tour.
Of course, I'm not using any of the songs I've written on the tour because you don't have time to practice when you're driving town to town, and if the game's characters had even the teensiest bit of rationality in their decisions, that'd be something the new girl would acknowledge along with the fact she's still learning versus the 100 skill character so her ideas really aren't that good in comparison.
So if we're on tour, it shouldn't come up. Or, alternatively, if the best thing she's written is 10 while another songwriter is writing 35, she should just hunker down and keep working on it.
Even when there is only regular attitudes prevalent, the clubs will let you know which current attitude is going to be replaced.
For example, if Religion, Straight Arrow and Love are all current attitudes, you hit a few local clubs where you are popular and everyone is talking about Straight Arrow, Love and Sports Cars, but only one or two mention Religion, it is a pretty good bet that the next change in attitude will drop Religion for Sports cars. This allows you to make a good guess on which of your own three attitudes (all of which are currently popular) you should change asap.
I find that at the worst I am forewarned for every attitude change. At best I can learn two or more upcoming attitudes in advance.
Regarding OP comments, maybe it would be possible to have a band genre in addition to attitudes, something with a lot more long term buy in then attitude which is harder for band to change but total possible fans is tied to more.
Genre has been discussed....a LOT. Todd has been pretty good about explaining why it would be problematic.
Every song above 30 quality has the potential to be a hit. Any song that you have rehearsed above 80 play skill should tell you whether it is a hit after 1 gig.
521 Songs Written
111 Songs Recorded
346 Songs Forgotten
15 Major Hits (reached 100 Popularity) - so 2.8% of songs written.
19 Lesser Hits ( locked at 72/79/81/83/94/99 Popularity - yes one got stuck at 99) - 3.6%
(Non hits seem to cap at 19/25/31 Popularity).
I would say Bohemian Rap City is right on target with the estimate of 1/20, as my total for all hits would be 5.4%.
Songwriters: I have 2x100 skill writing lyrics and 2x100 skill with boost writing music, and a 100 skill producer to help develop song fragments.
What I refer to as lesser hits have the "loved the song/toe tapper/danced" type comments to the song, but never make it to a 100 popularity. Non-hits are "loved the performance, or enjoyed the performance" and those will lock up at 19, 25 or 31 if I keep them in the rotation long enough. I've also had a few songs where the comment was to the effect of the audience didn't pay any attention to the song, and those I trashed right after the gig.
I also have gone through long stretches of 5-6 months with no hits at all, and also a few times I had multiple hits at the same time. The highest one gig popularity increase I've seen so far is a +18. It's noticeable when a hit has peaked, they abruptly stop getting any performance popularity, and as far as I can tell once a hit has a gig without an increase it won't get any more. Non-hits get bonuses off and on until they hit a cap and can go many gigs without one, probably why they are not hits.
My gigs at this point resemble an oldies band that still tries to be relevant and releases new material, where there are only two or three out of twelve songs that are at all recently written. If a song says "enjoyed the performance" it's scrapped right away. If it's "loved the performance" it will cap somewhere between 19 and 31, and I'll take it out of rotation when it does that. Those that hit 31 will be recorded to be used as filler for CDs prior to being archived. One of my songs that was written in March of 2011 has been played 627 times and still gets "has potential" in the comments.
Wow Donk, you really went deep into the data collection. Hat's off to you for that, as I am just too lazy to spreadsheet and track data. It takes a lot of dedication and perseverance.
Seriously, I am totally overwhelmed.
One question I have for you.
When you said you had 15 major hits that reached 100 popularity and a lot of lesser hits that capped out, I assume you meant that they were not continually tracked after the next album was created.
In my games, I notice that I may have a new Album in the top 100 while the 4 prior albums are still charting between 600-1000. I look at my archived songs from those old albums and see that some of the non-hits (songs with no specific mention in crowd reaction) have hit 100 popularity just based on longevity.
At least, that was how it was doing when I last checked it. There may have been changes from the last few patches. To be honest, until your post I had not been checking.