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wthvr

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Everything posted by wthvr

  1. what hotless said. harem level increases your endurance which is a pretty significant stat. but the formular will put on deminishing returns very quickly and scaling becomes really bad. after a certain threshold there is very little value to increase your harem level at all. which means the difference between harem level 0 and 3000 is actually pretty significant, while the difference between harem level 20000 and 25000 is barely noticeable.
  2. For me the difference between Wanker 1 and 2 really is not that big - only levelwise people are much higher, but there are still over 50% under 100k mojo and a lot of them even 50k and below. seems like a lot of lowlevel people could make it out of my league if they want to. At least this time I have 3 people in a 20k mojo range, in Wanker 1 nobody had enough mojo to be even 50k below me. Lets see how it works out, I hope the new system allows for enough fights so the next league will actually competitive mojo wise and not give room for so many people far below 150k
  3. I am generally really fast to point out certain flaws in Kinkoids logic regarding balance changes and new features (e.g. I made a post a couple days after HH 2.0 regarding the affection system which eventually was revamped over half a year later; vanilla harmony balance where knowhow was absolutely trash (much worse than charm is now) and just lately about the upcomming league changes) - you get the point). While I was not alone with pointing out the problems Kinkoid got much more responsive to actually find a middleground in what they planned and what the players want - maxing girls on affection is much more doable, pachinko is better, harmony system might not be perfect but at least it is not the shitshow it would have been with their original plans and now with the league changes. In case you missed the finalized league changes here (+Discussion) which now literally was positively changed in every aspect. So even with all the criticism it finally is time to give som props for the fast response and adaptation to sadisfy the players while keeping the game fresh. Thanks even though ToF weeklies still suck for high end players as they are literally capped on everything and please fix player pools in the mojo contest
  4. All this says is 'please buy more kobans'. so more possible fights. this means even ultra active people now will have problems capping on fights hence they have to buy kobans and the rest just have to buy more kobans to cap. this would be excellent if the cap went to an 8-10h period instead of staying at 5h. for people with regular sleeping and working schedule this simply means that they are going to miss out on even more fights hence have to spend more kobans to be competitive same as above, this will basically mean a net loss on XP for everyone that does not access the game within a 5h window - given that high level already missed out on XP with the changes from mission to league xp this feels even more sour right now the league system doesnt focus on actual strength but on activity - this probably will deminish the further you get into the leagues because the field will be more stacked - and/or whales. after the implementation of all of the above changes it will shift heavily in favor of p2w for sure. there is not even any point to argue about it. ffs, just cap charges at 20 instead of 10 and a whole lot more people would be happy - this would shift the focus on activity and actual strenght which would make so much more sense in a LEAGUE system to COMPETE - otherwise you can just remove the league system alltogether and make a bottom useable on a 30 min timer and after you clicked it 1000 times you get some kobans..
  5. I think its fixed for me, not even the 10min timeout that was 100% in the last 6 month seems to be gone
  6. The biggest issue I see with the leagues is that in the beginning (probably first 3-4 league periods) it will be all about being super active. This means that anyone who is roughly level 150 can be #1 in the league if he just uses all his challenge points and beats all the lowlevel players and mid to mid-high range player who have bad items and girls. he will maybe end up with 270 out of 300 wins - rest are just mid-high end players with good builds or high-end players he cannot beat. So even with level 250+ and good activity you might stuck in the first one or two tiers for the next weeks to months until all the super active mid range players progress and you can bruteforce into top 15 simply by stats. The entire point of league and therefore ranked pvp (not the joke that arena pvp is) should be competitveness - highlevel player with good setup and activity should have no problems to progress. But for now you may lose some points to sleep and if you work for 8h in combination with travel you might easily lose 10+ fights a day. Solution would be so easy, actually I cannot see why they wouldnt have done it in the first way besides the greed for people to buy refreshes (which is especially stupid to do early on) - just increase maximum challenge points from 5 to 8 or 10 and sleep+work/travel would be covered for the vast majority (or at least is in the range of allowed point drop to still challenge everyone). This would also make up for the XP loss high level player have anyway because of the low average level in the league for at least the next 3 league periods. I mean I am by far the highest mojo player in my league, only 2-3 people are in the range of 50k below me, the rest of the 'better' players have roughly half my mojo. I am currently hovering around being tenth (which I dont mind, for now activity is still enough to progress), but most likely in the next league I will not able to progress because tons of people with ~100-150k mojo will cap on fights on fill the top ranks while they would have no chance to actually beat highend players which defies the point of a PVP LEAGUE system.
  7. I want to bump this - for the past couple days the game is disconnecting me at an exessive rate on nutaku - you sometimes can literally not even idle for 5 sec before getting disconnected.
  8. At least on the nutaku version there seems to be a bug with the harem level - basically the top100 have increase in harem level of 70-200k just in this week! Overall harem level ranking is 400k+ and a lot of accounts around level 100-150 are in the top100 which seems pretty unlikely given the huge amout of whales on nutaku in the legitimate top ranks
  9. Can someone explain the point of weekly contests? Mojo, PVP wins, Girls Recruited, Harem Level, Stats and Affection contests punish you for being high rank/max out/capped in any way already as there is much less room to improve at the top XP is basically a split between highend players and completely new players Troll wins and Money Spend are basically pay2win contests because you will never be able to outcompete whales they literally could not thought of a worse way of doing that being all time top100 in multiple categories I literally can not compete for top1000 for the majority of weekly contests
  10. wthvr

    ToF tabs

    Not sure if it is exclusive to the nutaku version, but tower of fame tabs are bugged. If you use the drop-down menu categories will not change until you use the 'search'-icon next to 'name or ID'. Also you can not change pages manually by clicking 'next' or 'prev'.
  11. It is no critial bug, you still get the rewards if your combativity is consumed but the error overwrites the pop up. easiest way to check it is your money - if you get the error and go to the general menu you can see that your money increased nevertheless. as said you simply only get the error pop-up instead of the reward pop-up
  12. So this is on the nutaku version - not sure if it also applies to hentaiheroes as well the top100 in the ToF have a huge divide - there literally is a 3k mojo gap that can not be overcome without sinking massive amouts of money into arena resets (see picture) it seems like there are different player pools that can not face each other - I am basically forced to grind low mojo gain opponents in the top50-100 and will never face a person with 20k+ mojo. this means that you can work your way up until you are at the top of the ~17k crew and barely gain anything while the bottom of the 20k+ players will only face other players with 20k+ and therefore the gap can not be closed as the bottom of the 20k will gain significantly more mojo/win then the top of the 17k players the same happens at the very top - player #1 and 2 are 3k+ ahead of anyone else, but they are obviously super whales and simply pay a lot for resets on a dayly basis the gap is not restricted to Ego, Level, Equipment, Anything - the gap only exists because of the player pooling, I will literally face a core amout of players over and over and over again with some random ones in the top100, but I never face anyone above the 20k line - this obviously has to be fixed, because the entire ladder should not revolve around who you can and cannot face. it would be a good idea to introduce some kind of MMR/ELO for the arena ladder
  13. Not sure if this is a nutaku sided problem or game related in general. couple of days ago nutaku introduced a super annoying time out function where you basically had to reload the game once you idled for about 10-15 mins. which absolute makes no sense in an idle game. but starting today I literally get an error message that something went wrong creating session data as soon as you idle for 1-2 mins. this means you have to refresh over and over and over again even if you are just waiting for quests to complete and it is super annoying when handing in quests because the error will occur once you leave the activity tab and reset everything that happened there. so you might finish a quest - queue another one - eventually tab out and it will reset everything until the inital finalization of the first quest. arena resets most certainly are even more annoying is there a discussion of transferring accounts from nutaku to here or is this simply not possible due to legal rights etc?
  14. here a bit better sample size, for me only for rares it is significantly lower than the rest, the rest looks fine: not sure how long I have been gathering them, but I did not buy any in the shop - although some of them might have been there for a while, I only have 4k arena wins since the tower of fame reset
  15. 200??!?!???? this literally is nothing even for the lower trolls we started roko sensei level 90 and now I am at level 280 with 7 fights per level this equals 1330 fights and still did not get a single girl. just chill and wait
  16. Just one week ago people literally had the same ego as me (generally with a variance of like +/- 10k), and it has been like this since the beginning of the new arena system. But since roughly one week (maybe 4-5 days) literally 90% of the opponents I can face in Arena have 130k+ Ego (up to 150k). As this literally is the range of highest ego in the game on the nutaku version it is super hard to win any battles. I have an alpha that fits my speciality and two of the top 3 girls for that speciality in my team - as I am know how I run with samane, norou and just to get some bonus affection levitya as third girl (but omega girls do not matter much anyway). I am not stat capped, but have 10k stat upgrades so I am well into the right direction. I have 4x legendary equipment and 2x epic equipment - one of the legendaries even is a single stat pre nerfed one which basically is best in slot up to level 300+. Did everybody just got perfect gear/stat cap/max upgraded and leveled girls within the last days or did they change something about arena - which does not seem likely as they just throw people of the same level together I everybody still has the same level (+/- 20).
  17. Hey, I am back with my documentation/experience with the legendary event. Some of you might remember my post from the last event (you might want to check it out first, especially if you consider buying kobans for the event girl). So with that being said/repeated. This time went MUCH better for me (last time it took me OVER 1300 fights). This time it took me 15 refills and some extra energy - so probably in total ~20 refills. So less than 400 fights. The dropchance for the gifts seems to be at ~1.5-2% (the sample size is quite low tho, so it might not be too accurate). For obvious reason the extent of this legendary event personally felt much better, but with the experience of last event in mind it it still seems very unrewarding. The addition of higher dropchances for affection items at least give a lot more money value for refills - if we assume an average price for the gifts of ~500k and a dropchance of 1.5% with base income of 5.5k (at max level) for the villain it nearly doubles the money value. On the other hand you do not do events for the money as one would earn much more from the highest villain anyway. So although droprates for gifts were buffed it really feels like a useless/pseudobuff and it does not address the problem of the event. So spammfighting just for the gifts is pointless as the last villains will net much more money. As soon as one gets into the clickspam of battleing+refilling energy it just becomes really annoying because you literally sit there for 30-60 mins mindlessly clicking. I probably will be back for the next event as there was a big differences in droprates for me between both events. People like to present their 'lucky drops' with only a couple of tries. I like to report an unbiased regular event experience and show what you might have to expect (see the insane amout of tries needed for the first event).
  18. because you dont read the patchnotes and dont understand how harmony works harmony in combat is 50% and depending on your and your opponents value harmony is split - if both have the exact same amout both players will have 25%, if a player has 0 he will have 0% and his opponent 50% - if someone has 1000 and the other one has 4000 they will have 10% and 40% respectively. you get the point basically your harmony % will be [your harmony/(your harmony+opponent harmony)]*0.5*100
  19. First of all I have to say that usually event girls are very achievable even without spending kobans - since I started playing I pretty much got every event girl (including revival events) within the time frame of the event without spending any kobans. Generally it takes roughly one week to get both, sometimes less, sometimes more. So as usual I played the first day and regularly farmed dark lord, now that time got short I used kobans to buy refills for the very first time - luckily I amassed a lot of kobans over the last year -. I thought that maybe I have to refill until I reach ~one week worth of combativity, but I was wrong. I hit a point were it literally became comically and I just pushed it as far as I could to see when the girl dropped. Long story short - with the 100-150 regular fights in the first three days I needed a total over OVER 1300! fights to get her. Yes, I had to buy exactly 60!!! refills - this translate to roughly ~80€/~100$ (for the BEST! deal on nutaku) of ingame currency. That's insane! I understand that I probably got super unlucky, but how can it be even reasonably acceptable that you might have to do over 1000 fights to get an event girl even with the worst luck possible. So if you actually plan to buy kobans for refills just to get the legendary girl - or pretty much any event girl - please consider that you might be in for a lot of pain and you might end spending a massive chunk of money just for a single girl. And kinkoid - if you actually want whales to pump in a ton of money please make spam fighting more bearable. With all the unnecessary animations and clicks it took me a solid hour to click through all the fights and my hand literally got sore from just the clicking. A fight again or fight x10 button would have helped big time.
  20. Not sure how you have money to upgrade your stats in the shop, I literally need all the money I earn to buy affection items and upgrade the girls I get - and every 1-2 month I have enough money to even think about upgradeing the girls that have more than 3 affection levels. Stat upgrade in the shop are not too important anyway as battles are decided by specialization and crits - an extra 5k ego barely has any effect. I also would not ever spend any money on pachinko since they made it so much less reliable, I literally did not do pachinko ever since they changed the expected value (with the revamp of affection system ~9 month ago). I also would not spend too much money on items, usually it is enough if you buy items that improve your stats by 200 or more - not sure why you think that rainbow gear is good or will be good. Single stat equipment is by far the best for pve and pvp and even with the potential pvp changes it most likely will be or maybe you want to switch to dual stat gear with your main stat and on set with main stat+your weakness (possibly not, but rainbow gear will not be good with the informations we have right now).
  21. this has been changed long ago with the introduction of new level cap etc (so with harem heroes 2.0 around late summer last year). before the return rate for pachinko was like 70% and now it is significantly less, so there literally is no point in doing it anymore because you have to save the money for all the upgrades/affection
  22. As I said this would mainly be a QoL change. The way it is now each event set basically is money only and an stat upgrade of <50 compared to the old one. They might aswell just give gold then if the set is barely useful and sold right away. And obviously you dont want to buy every upgrade you get in the shop but wait until it gives you at least +200 stats or so and once you get a legendary item the epic items wont match its stats for at least 100 level.
  23. Comparing the current reward item set to the last revival event it is pretty apparent that it follows the exact same pattern: hardcore head, charm armor, know-how pants, hardcore/charm trinket1, hardcore-knowhow pet, knowhow-charm trinket2. I understand that the set is free and everything, but could you please rotate the stats per slot? Now every revival set will just be a straight upgrade to an older one, but if you are e.g. hardcore and have a fresh legendary single stat helmet you literally will never be able to use the revival item, if the revival sets would rotate stats it would be much more useful as you get a singlestat head in the first event, then an armor in the next one, pants in the third revival event etc. This basically means that one is guaranteed to get a full set of every combination within 6 revival events (which is half a year, so a lot of leveling would be going on anyway). Now you basically only use 1 out of the 6 items and the rest can be trashed and as soon as a new revival events comes the complete old set can be sold aswell. This would be a very small userfriendly QoL change
  24. This, then, might be a difference in the nutaku vs hentaiheroes version, which I absolutely did not expect. The numbers I used are not made up and it is indeed slightly above 40% hardcore, and slightly below - pretty even - 30% charm and knowhow. Even with the slight overabundance of hardcore I am pretty certain that I face at least 50% hardcore in arena. You stated above that you mostly face know-how. Given that apparently all specializations are evenly distributed in your version, this seems rather strange as expected outcome would be pretty much 1 of each specialization per run - on average. If you are certain that you face your weak specialization more than the average distribution allows as well then this might be something to follow and gather more data.
  25. Thanks for the indepth criticism. I did check tower of fame before the rework and well over 50% of the players were hardcore - they now made it much harder to check for specialization, but if you take any random page (of the first couple of sites for each ToF category) you will see that even with the resets (which eliminated all inactive players and therefore a lot of vanilla hardcore enemies) there still is an overabundance of hardcore (most likely due to the fact that a lot of the vanilla players are still active/less likely to quit). I did the work nevertheless and there still is an obvious imbalance - it currently is roughly 40%+ hardcore players and slightly below 30% for each charm and knowhow. As I only worked through a couple pages (<1000 counts) this might not be the best statisically evidence, but should be good enough for an estimate. So if you say that your opponents are mostly know-how you either have selective perception or the system is rigged and makes you face your weakness more often - which I hardly doubt. I mean if you fight in lower to medium levels (< level 200) then there should not be much of an imbalance as the hardcore imbalance comes from the initial game where you only had hardcore specialization and charm/know-how were not in the game, but for END GAME (~ top 500-1000 for XP) it is pretty apparent that the overall population is highly biased towards hardcore. And yes, random crits decide the fights, but with a 20% damage amplifier for weakness crits are especially important as the double damage from crits scales with the 20% and if you have a crit (2x damage) vs a crit that has +20% damage a single crit from each side will be a MASSIVE difference in damage and basically is an extra attack for the advantageous specialization. On average, specialization strength will give you one free attack every 5 attacks and nearly one free attack every crit - and this is why specialization circle is so overpowering as you HAVE to be significantly stronger (roughly 20% to even out your disadvantage) or you HAVE to crit more than the opponent - which on average will not happen and if you rely on lucky crits over a good amout of fights, you will not get them.
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