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shua

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  1. More thoughts. The button to buy the season pass is buried behind the rewards buttons graphically. That seems wrong. Is there no Koban option to get the season pass?
  2. First thoughts/questions. Why is the icon/tracker to go to the season so big? Seems like I had many very low ranked opponents to choose from. Not a big difference mojo wise in fighting them vs the higher ranked opponents. Seems like you should get a bigger mojo boost for fighting up instead of down. Seems you would want to do a lot of strategic claiming of rewards throughout the month in order to sync up daily contests points with season pass rewards.
  3. Not sure if this is a bug or a feature of a contest, but I have been receiving double Ymens from every ticket I use fighting the champions. The Ymens aren't being displayed at the end of the combat, but they are getting added to my totals. In other words, if the popup says I earned 500k Ymens, I will actually be credited for 1 million Ymens. This has been going on for a couple days. Happy to get the free Ymens, but wanted to know if this was intended or not for planning purposes.
  4. Over a four day event and assuming that a static placement in the contests (i.e. players finishes in the same positions all 4 days relative to one another), 29 players out of the 50 in a given bracket should get the girl. Closer to 60% than less than half. Day One: 1-4 will reach 100 shards Day Two: 5-10 will reach 100 shards Day Three: 11-20 will reach 100 shards Day Four: 21-29 will reach 100 shards If their was a perfect distribution with no players getting more than 100 shards and all players getting either 100 or 0 shards, 40 players out of the 50 will get the girl. There are 4000 total shards over the event being divvied up between 50 players. The fact that they are removing the players who have already won the girl from the bracket means that you don't have to compete against those big spenders in subsequent days.
  5. If there is going to be a requirement to spend 120 tickets for these events going forward, then there needs to be an adjustment to the way the 3 free daily tickets are handled. There is a huge opportunity cost in saving tickets instead of spending them. Saving tickets for 30 days means you miss out on at 90 free tickets. That is enough to defeat a champion several times and is worth 10's of millions of ymens. Moreover, on a more basic level, saving tickets requires you to not engage with a major part of the game for long stretches of time. Some players prefer to save theirs for tactical reasons, and that is fine, but people who spend them shouldn't be punished. I'd suggest that if these sorts of tickets costs are going to be the normal state of challenges in the future, that the 3 free daily tickets be changed to function the same as the free Pachinko spins. 3 free champion performances on a 24 hour timer that doesn't reset until spent. Eliminate the requirement to be under 10 tickets. Players can't stockpile the free spins so there is no difference between players who want to save their tickets and those who don't. Neither savers nor spenders are hurt by this change and people that save are still allowed to fight champions a few times a day while spending. As for Boobie Wars, I think that this is an overall better event than the previous one. There is much better value in spending the 7200 Kobans. The rewards in general are much improved commensurate with the costs. The failure is in not communicating that these changes were incoming. I was preparing for an event similar to Path of Attraction which I completed without spending Kobans and without stockpiling resources. The order of magnitude jump in difficulty between Path of Attraction and Boobie Wars should have been revealed much sooner to allow players time to prepare. I think there is close to a 0% chance of completing all the challenges unless you were specifically saving resources for this event or you spend 1000's of kobans. Finally, they should change the "Sell Items" challenge to a "Sell or Use Items" challenge. Selling items at a loss just to advance up the path is a dumb mechanic. Not hard, just dumb.
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