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Lemus

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Everything posted by Lemus

  1. Did you know that today is a special day in the game?
  2. At the beginning of the season, in the topic about its mechanics, I wrote (yes, who is interested in reading these boring guides) that for players who regularly spend free kisses there is no point in buying them additionally, or using boosters - you will not speed up your progress - just make a temporary leap, and then the system will roll you back to those opponents who are more or less equal to you in strength. I'm not talking about those who go crazy with boredom and wealth and reach level 45 in three days - they have their own atmosphere there, they definitely do not need my advice. We are talking about ordinary players, mainly below level 400, who sometimes can afford to spend a little resources in order to, as they think, improve their place in the seasons. So this makes sense only at the end of the season, the last few days, and for the rest of the month you can generally play with your eyes closed, just poking at the battle with the enemy, no matter whether you win or not. The system itself will adjust your mojo level, picking up opponents so that it roughly corresponds to the level that most opponents have more or less equal to you in strength at the moment.
  3. God forgive me. I really didn't want to do this. I wanted to be a good boy, I promised I wouldn't make memes anymore and I wanted to get my Christmas presents for that. I tried, I tried so hard. But sometimes circumstances are stronger than us and we do what we do. Oh, forgive me I'm a sinner, but I just can't help it.
  4. Lemus

    Seasons mechanics

    It is, although to me it looks more like a bug that eventually became a feature.
  5. Lemus

    Seasons mechanics

    “Seasons” conclusions and reflections. On 08/11/2020. I would like to end my stay on this forum on a positive note, so I want to share my observations and conclusions that I made a week ago after the appearance of this mode on the test server. It was planned to monitor the regime for about the first two weeks and only then draw conclusions, but circumstances changed and it was decided to issue this text now. All assumptions and recommendations are my subjective opinion, to follow them or not is the personal decision of the reader. I do not exclude the possibility that somewhere they may be erroneous or not accurate enough. Moreover, over time and changes in the game, they will become obsolete and this must also be taken into account. The conclusions are based on personal observation both on the test and on the main server for several accounts of different levels. In addition, several electronic simulations of the "seasons" mode were created, simulating the processes taking place with players of different levels and with different game strategies. The conclusions that were made. 1. This mode is not a PvP mode, but only uses the mechanics of PvP combat to form the "grind coefficient" (which was called Mojo), so that based on this value, the player can receive certain prizes, and the prize pool is personal for each player, which means that the players do not compete with each other for them, moreover, victory or defeat in a certain pvp battle does not in any way affect his particular opponent with whom he is currently fighting. All the player's actions only form a kind of ecosystem of mathematical patterns within which, firstly, daily participation in this mode is encouraged, and secondly, the total time spent in the game. Simply put - the higher your level in the game and the more regularly you conduct battles in the mode, the more prizes you can get, but no more than the average value for players of your level, in a certain range that depends on how relevant your team is for pvp in relation to your game level (uniforms, girls' level and stars, buying stats in the store) 2. Simulation showed that at each moment of time the ecosystem of "seasons" determines the maximum number of mojo that a player can collect, based on his combat performance. As soon as this value is reached, the system will automatically adjust the player's rating to this value, taking advantage of the fact that it fully controls the selection of his opponents. All the player can do is to make some minor fluctuations relative to this base value, but the more he moves away from it, no matter in plus or minus, the more the system's resistance to his actions will increase, over and over again returning his mojo to the value determined by the system. What is important - the maximum value of the mojo that a player can gain increases over time at an approximately constant rate. This is due to the fact that in pvp game mechanics, the attacker always has an advantage due to the "first strike right". In the initial versions of the simulation, I did not take this into account and the picture was rather funny when after a while the system became completely static - each unit in the system reached its threshold value (weak faster, strong longer) and at this all active turbulence stopped, and only small local fluctuations. But it was necessary to add a 15% advantage to the attacker and "the cauldron began to boil again." 3. What is the conclusion from the first two points? It is simple - in order to successfully interact with the "seasons" and receive the maximum possible number of prizes for you, you need to form a team adequate to your level of pvp and regularly spend the attempts of battles accumulated over time in this mode. It's all. What opponents do you have, whether you defeat them or not, you can ignore this at all, the system is completely self-regulating. During simulations, there was no difference between the seasons where the unit did not have a choice of three opponents and where such an opportunity was (moreover, the choice was "deliberate" according to the criteria for obtaining the maximum mojo or its minimum loss when there were no options with a victory). That is why I believe that this mode is not PvP, but the most common grind, the same as, for example, "places of power" - go into the game 2-3 times a day and spend all attempts without hesitation, that's the whole "game". It's surprising that they didn't make the x10 fights button, it would be very appropriate, but I think they will do it soon. 4. A sure sign that you are doing well in the seasons is that from time to time after victories there are defeats. This is normal. You shouldn't try to change this by using boosters, upgrading opponents or buying additional attempts. This is a waste of resources - globally, these actions will not affect anything at all. But if you are faced with local tasks, for example, you need victories in pvp for the "path of attraction", or you want to get a certain reward early, then these tools are quite appropriate if you use them correctly. At the end of the season, you can try the "finishing spurt" using boosters, especially if there are prizes worth fighting for. I will be glad if this information is useful to someone. Good luck to all.
  6. Please do not tell other people what they should or should not do, and then in response you will not know where you need to go with such claims and what you can do with yourself there. So communicate in such a tone with your wife or husband when he cooks a burnt dinner for you, and not with me. Well, now that we have exchanged pleasantries, I will explain that everything I write on the forum is nothing more than my opinion, which is purely subjective. And while I do not violate the rules of the forum, only I can decide how and in what form to present it. And everyone else has exactly the same right to agree with me or not, to believe or not to believe, to consider it a fact or an invention, to answer or not to answer, and so on. As for the facts, I cited at least two of them (over-distribution of gold in leagues and battle pass for real money instead of premium currency), but instead of proving me that they are wrong by giving at least some arguments against, you demand from me some more then "evidence", but at the same time stating in advance that I am wrong because I do not have access to the financial documents of the publisher's company. A typical example is when logic in a dispute is replaced by sophistry, after which there is simply no point in responding to a person. It's all the same as playing chess with a pigeon - no matter what moves you make, the bird will just scatter the chess pieces, shit on the chessboard and fly into the sky, confident that it has won. But you are still not a bird, so one time I will try to answer. About the "specialist". I didn’t want to write about it, but once I got out I’ll explain what I meant. I worked for a long time in a company that bought mobile games in the Asian market and adapted them for the Russian segment, and I was engaged in the adaptation of monetization mechanisms. Believe it or not, decide for yourself - whether my personal data is the more the data of the companies with which I worked, I will definitely not disclose, this is already a court case. And yes, I understand that this is a different region, a different gaming platform, a different type of games (I had no business with ero games), and it’s been several years since I’ve been doing this, and this market is changing with lightning speed. Yes, I understand all this. But at the same time, there are some basic functions and indicators by which it is possible, albeit approximately, but to judge the success of the project. And I have been constantly seeing them for a year and a half already. And every time I feel very strange - as a player, I applaud standing up to such unprecedented generosity, but as a "non-player" I have bruises on my forehead from facepalms, because I see people recklessly breaking what works normally, and then trying to fix everything back patching up the broken by shit with sticks, and sometimes they do not have enough sticks, so they do without them with the appropriate result. As an example, I can cite a situation when more and more girls in the game began to "produce" in the game, and frankly to the detriment of quality, there were sometimes completely disgusting drawings, but even when a howl arose on the forum from this horror, they continued and continued. This kind of hell can only be done when incomes are falling and the bosses demand "to take measures to correct the situation or fire everyone." And the only quick way is to fill the project with the final content, even at the expense of quality. What we have watched with horror and surprise and are still observing. By the way, this happened, including after the uncalculated introduction of the league system, which at once threw all high-level whales out of the monetized base, which obviously did not benefit the project's payback. There are many more such causal relationships in my head, but in order to present them all in detail with facts and arguments, I need to spend several days of painstaking work, and I'm not morally ready for this, and it's hardly anyone's interest, I think that here there are not many people who have the same professional deformation as me and who will be curious to study it.
  7. There is nothing unusual here. It's all about his class - "know how", or rather his special ability that restores the ego (hit points, if so it will be clearer). By opponents who are much weaker (and there are most of them here for him), this allows you not to lose ego at all during the battle and get 25 league points. With a hardcore class like yours, or charm, this will not work, even the weakest opponent will definitely hit you a couple of times during the fight so that the maximum you can get is 23-24 points. The explanation is simpler - against weak opponents this class always gets a few points more than any other of the same level or even higher, and since in this league most opponents are very weak for both of you, then such a difference in league points between you was formed. I hope I explained clearly.
  8. Mod Edit: Use memes sparingly please. Spoiler tags added. Cheers.
  9. I don't know what they want there, but the fact is that in the last year and a half, all the changes that have been made in the game worsened the level of its monetization. I say this as a specialist who worked in this field. Everything, starting with the distribution of 15k premium currency to top whales weekly through leagues, ending with the "seasons" function that was introduced the other day, making it as miserable and unbalanced as possible, begging for money directly, but again stepping on the same rake as the league, where awards can only players of a level close to the maximum, and everything below 300 will not even get to the middle. Therefore, I would not strongly hope that they will find an adequate solution. Most likely, they will simply ignore it as usual, and then do another inadequate nonsense that will only worsen everything.
  10. Welcome to hell, boys and girls. Welcome to Hell...)))
  11. Problem stop for me in the end of hour (19-00 msc)
  12. On the French forum they write that it will be possible to unlock additional rewards only for real money. (not kobones) Yes, and it seems that it was in the news too. Well, what can I say ... It was not for nothing that I had a bad feeling that all this would not end well. Unfortunately I was not mistaken. Several pages have already been written about the new "seasons" mode itself - an inconvenient and uninformative interface plus a completely unplayable balance that essentially duplicates the best drawback of the league system, which was criticized and discussed here a lot - "everything for veterans, nothing for beginners". Well, now they also added a nail to the coffin lid of "seasons" - for the first time the main game content (and I remind you that one of the two girls can be obtained only on a paid path) can be obtained only for real payment. Before that there was a "soft donation". He improved the comfort of the game, accelerated (sometimes significantly) the receipt of girls into the harem, but he always left a certain chance, albeit a ghostly one, to get what he wanted exclusively through play methods, without direct donation. But now this "era" is over and the "pay to play" era has begun. It is clear that one girl is a drop in the ocean, you can receive dozens of them monthly, if not more, but the fact of the incident is important. And if they decided once, then they will not be shy in the future. "Appetite comes with eating." (And yes, I know about Patreon girls. But for me this is still a different kind of situation - they were never part of the game mechanics and did not appear in the gameplay. And they were not sold, but were a well-deserved reward for support. In short, in my understanding this is very different) What can I say. I am disappointed. I'm epic fucking disappointed with all this dull shit. I'll probably go watch the first episode of the new season of The Mandalorian now. At least something good has to happen today.
  13. Trolling from Bunny w hile teaching.
  14. This is the problem that the only way to somehow influence the result is to enter the game and spend kissing points in the arena. Let not twice a day, but three times a day is more than enough. Everything else, such as the number of girls in the harem, boosters, actual equipment, completely purchased stats on the market - all this does not matter, moreover, sometimes it will harm, because if you get the mojo too quickly, the player gets into the zone with insuperable rivals earlier, where he starts to fight about them like a fly on glass. All my instincts say that with the current mechanics we will get another version of the league, when 99 percent of the result depends on the level in the game. As a level 100 player will never be able to win league d3, he will also not be able to rise above some value in a monthly battle pass, no matter how well and correctly he plays. But for the league, this is still somehow acceptable, for the battle pass it is critical, since its price is the same for any level, which means that any player level should be able to receive all the rewards. Okay, as they say - wait and see. It seems to me that we will all become participants in this experiment next month and then it will already be possible to say in vain whether I panic or not. I have already bought popcorn and now from the height of my 440+ level I am ready to watch the suffering of small and medium levels. And if the mechanics are not corrected, I predict hell on the forum, especially in the early days. I can't wait - it will hurt, but fun.
  15. If this mechanic is going to be introduced from the beginning of the next month, then there was clearly not enough time for testing. Even to fix bugs and a disgustingly inconvenient interface, there is very little time left, but it can still be done in time. The trouble is that the very concept of "seasons" is flawed, it does not fit the philosophy of the game. The developers have said many times that this is a collecting game. "Peace, love and all that stuff." This is not an overpowering or brutal competition game. HH game for relaxation, positive emotions, funny jokes about sex and everything connected with it. That is why, for example, the community is not very fond of the "legendary contest" event - yes, it is easier to get a 5-star girl there than on ordinary legendary days, but the level of stress and anxiety is noticeably higher, which is annoying. Playing here I want to "love the whole world", and not be nervous about whether I can beat my opponents, wanting them to drown in a cesspool if this does not work out. So the seasons in this form are many times more toxic than the legendary contest. There you can wait 4 days, as it is prepared and completed painlessly. Here the suffering will stretch for a whole month. And all because here you do not control anything at all and do not have any guarantees. Moreover, as I wrote earlier, the better you play, the more the game tries to get its head wet in the manure, each time taking away the mojo points that you honestly earned. Either forcing you to spend premium currency, but at the same time not giving guarantees that updating the pool will give something - you can drain a bunch of cobans that you either bought for expensive or for a long time and tediously saved up in other activities and get a negative result when more or less appears among invincible rivals after the tenth update equal, but you are unlucky and you lose heart. Emotions after that are unforgettable, you fucked up a lot of resources, but the game still fucked you up, took away your previous success, and most importantly, you did everything right - you bought improvements, ate boosters, an excellent team of 5 stars girls, but they tell you - "Mario, your princess in next castle and she's fucked by a crowd of dragons, and you better sit here and fuck yourself, loser. " Something seems to have carried me again, too many emotions. In short, the seasons should be balanced so that any player, of any level, logging into the game a couple of times a day and spending mostly free accumulated kisses should be GUARANTEED to receive all monthly prizes. No troubles like tanking, no endless pool update, no progress rolling back (I would remove the mojo reduction altogether, the concept of a step forward and two back is too toxic). Everything should be easy, comfortable, fun and positive. It will then be a step forward for the project. And what they showed now is a shot in the leg. And I still hope that the developers will not rush and will try to fix the version that was shown on the test.
  16. I wrote a sheet of text, but the evil computer apparently erased everything, this is a sign, so I will say it briefly. In this view, the seasons function is not playable. The main problem is the matchmaking system, for low-level players it will become hell. Especially for beginners who have just discovered the arena function and generally have little understanding of what and how it works. To begin with, they need greenhouse battle conditions, and not three level 300 opponents about which they can only kill themselves. For all other mid-level players, there will be nothing good either - for each level there will be its own mojo ceiling, once in which you simply will not have rivals whom you can defeat. It turns out the same paradox as in the leagues now - you play well, defeat your opponents, and for this the game punishes you by throwing you into the league where you can beat almost no one, and as a result, the next week you should not fight at all so that you would be dropped into the league lower, and then tank instead of victories, which is extremely stupid. Here it will be the same, only in an even more unobvious version, because you do not choose your opponents yourself, but you get randomly and all the time you hope that now I am lucky. That's just "no luck" you have to either wait for your equal rivals to catch up, or merge, which in the case of seasons does not make sense at all because you lose progress. You know, now on a test I have a level 220 account and when after about 10 updates I still did not find a rival whom I could defeat, my berserk ancestors woke up in me and I wanted to smash the monitor on the head of the one who invented this system. And what will happen if this function is introduced without changes to the main server, I'm just scared to think. Most likely, the gates of Valhala will open and Ragnarok will come.
  17. Apparently a party with vocaloids awaits us. Can't wait for this.)
  18. I looked at the new feature of the seasons and I will say that it is generally not bad. Battlepass is a cool topic, again, the opportunity to make 10 battles and go to sleep, it's just like in the chronicle about the capture of Constantinople by the Mohammedans - "brings God heartfelt joy and amuses the army" But there are two points. The first is that if the system of selection of opponents is left only for mojo, then I do not envy low-level players. No, I said wrong, it should be like this - NOOBS WILL Especially at the beginning of the season, when all players have about the same mojo and for low levels 95% of this pool is simply physically impossible to win. This must be undoubtedly corrected, such suffering for new players is always very bad for the project. The second point is the rewards that are given for each fight - the experience and affection of the girls. They must either be removed completely so as not to produce unnecessary essences, or to increase in order to give them at least some value. The logic here is simple - before there were 6 battles per hour, now 1, that is, it is logical to increase it at least six times. Even so, these values will be so paltry in the current meta of the game that they are not worth the extra mouse movement. For me, it is necessary to increase these values by a hundred times, then it will make sense to somehow use it. I would generally go further and in order not to weaken the combat team with weak participants who need experience, I would make a separate "place for study" where weak girls could be placed and given experience in observing combat techniques or something like that. But these are all dreams, now at least just increase these values as you see fit - for this you just need to change a couple of variables in the code, which is not difficult.
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