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Skiron

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Everything posted by Skiron

  1. well, it would explain the numbers on my battle screen, but i really dont like the idea... also it explains how some opponents RIP you just with their main-bunny and without any orgasm vs your full team (at similar lvls)... but i think it is not the way it should be. imagine using medium affection vs high affection girls would be a stratetig decision for faster orgasm dmg and team increase, WITHOUT your opponent benefitting of your orgasms... but at some point i start to fear Sinner might be right: i think it is just sad that there is a system with so much unused potential to become an interesting part of the game...
  2. i just wonder if the informations will be random stuff with no further effect or if they will have any effects on the game... f.e.: will anything happen on Bunny´s birthday?
  3. i have experimented with my setup a lot and in my opinion the Alpha (and later the Beta) sits out after her orgasm. but keeping the battle introduction in mind the Beta and Omega should JOIN the battle and increase the performance to a foursome. i agree to Romeo that the added damage-per-turn should not get out of control, but that is why i suggested all the changes above. there the Hardcore class has the highest constant damage-per-turn, but no Wild Bursts like now anymore. i admit that it might be very difficult to put all my points above together to a whole picture, but i really took my time not to overlook anything critical.
  4. i would actually like to avoid that you could buy anything infinitely, so it cannot become a hidden P2W strategy. in my version xp or affection wins are worth less than market items. winning an item itself is the lowest chance, but at least you could be lucky and get a bigger item than flowers or magazines, or maybe you even get useful equipement. in the end the mini-game shouldn´t become a too important part of the game, but something nice to do while waiting and the additional option to spent energy.
  5. i´ve got an answer-mail where it´s said: "We will do the necessary." now i´m waiting for "the necessary" to happen
  6. first about me: i am "just" lvl 30 yet, so any feedback from more experienced players is highly welcome, but i have reached a fairly high arena win position already, where i rarely can find any other player around my lvl, most are even lvl 80+ and up into the 200s, so this is not a total noob opinion... the issues i experience with the battle system so far are the following: - players are kind of forced to stack onto their main stat and choose a main alpha for damage and ego reasons - due to the stacking issue the different classes have no real "identity", even their proccs (skills) imply the classic damage/tank/heal triangle - the damage per turn can go down on your second girl, especially if she is not your hero´s class, but our hero handling two girls at once should affect opponents ego even more, since it is meant to be a threesome instead of the alpha dropping out of the fight after the orgasm - battles are too short, many end up with 2 girls vs one, so beta and omega girls are too unimportant yet - i cannot remember any fight where i have seen a single girls procc twice, so it is yet just about if we see it at all or not (or maybe fights are just too short) - having an alpha with high excitement (high affection girls) seems to be a disadvantage, because you might miss the orgasm damage at all (again short fights...) - the compare of your harmony/luck in advance is way too strong, because screws over your setup and a single procc more decides the match these are the changes i think we need: - the damage per turn should increase with each girl entering the fight, f.e. alpha gives 100% of her attack bonus, beta another 50% of her´s and omega another 25% of her´s (or something like that, tests needed) - your ego is not increased by your alpha anymore, so it is purely based on endurance, but endurance needs to be more effevtive there to make fights longer - the idea of having a matching alpha giving you bonus harmony is extended: - an alpha matching the hero´s main stat gives bonus harmony - an alpha matching the hero´s secondary stat gives bonus endurance - an alpha matching the hero´s tertiary stat gives bonus excitement like a 1.x multiplier (because it is meant to be the most "exotic" and exciting experience for our hero) - harmony is not weightened up vs each other anymore, so it becomes a more reliable part of your setup and class identity - girls attack bonus is based on her highest stat purely, no matter if she matches the hero class or not, except: - hardcore heroes give a 1.x bonus multiplier to hardcore girls (exact multiplier needs balance tests of course) - the higher the excitement of a girl is, the stronger becomes her orgasm bonus damage (hardcore bonus is applied), so it equals out the mentioned disadvantage - Wild Burst´s and Reassurance´s effectiveness are not based on your ego anymore - hardcore´s Wild Burst is changed into bonus excitement and it´s effectiveness is based on your endurance stat (my apologies for the logical approach in a "fantasy game", but to perform wild bursts endurance should be most important and they should increase the excitement ) - charm´s Narcistic Bliss stays based on your defense stats as it is - know-how´s Reassurance effectiveness is based on your harmony (because to perform the most difficult know-how positions harmony is needed) - all these skills become less effective each, but harmony´s effect is buffed to see proccs more often, making the longer fights event-fuller and a single procc less match-deciding all these changes should lead to the following effects and class identities: - fights become longer in general - you gain more freedom to pick an alpha girl, even of a not matching class - beta and omega girls become more important - ego is a bit less important, but creating a working stat-team-setup becomes more important and detailed hardcore becomes a class based on the highest constant damage per turn with most likely stacking hardcore as a stat and team-picks, minding endurance as secondary stat, also it aims for a fast increase to a powerful foursome hardcore orgy with the most stunning orgasms. charm becomes a tanky allrounder class with equaled stat distribution and most likely three girls of different classes to increase the defense values. also it enjoys the highest freedom to pick girls for the team and by using three classes anyways it will be the easiest to pick an alpha bonus of choice. know how becomes a class based on countering opponents by continious powerful healing, based on stacking harmony as high as possible. also, since it will benefit of the most proccs, ego/endurance will become less needed and there is a lot of space for experiments throwing a girl of a different class into your team. again feedback from more experienced players is very welcome, your Skiron
  7. hi everyone, i think what this game needs is a mini game to offer a solution for some requests i have read around here. my personal three favorites: 1. have something to do while waiting for a 2-3 minute timer ( i guess we all know that) 2. additional way to spend energy (not affecting me, but the advanced players at the actual end of the story mode) 3. some additional chance on random rewards (low chance on items) of course i would prefer a mini game that fits to the theme of HH and keeps you busy 2-3 minutes each, but in the end the kind of mini game is secondary at this point, more important is the entry-fee / reward structure: common mode would ask for 500 money and if you win u get one of these options: 1 hero-xp 1 girl-xp (randomly distributed) 1 girl affection (randomly distributed) 1 random common item (lowest chance to roll on) rare mode would ask for 1 energy and if you win u get one of these options: 1-3 hero-xp 1-3 girl-xp (randomly distributed) 1-3 girl affection (randomly distributed) 1 random common or rare item (lowest chance to roll on) epic mode would ask for 5 kobans and if you win u get one of these options: 2-5 hero-xp 2-5 girl-xp (randomly distributed) 2-5 girl affection (randomly distributed) 1 random common, rare or epic item (lowest chance to roll on) i think the reward structure is low enough not to effect the gameplay to heavily, entry fees are still discussable and the random distribution should prefer not maxed-out girls yet still secondary i personally would prefer a card game, i forgot its name, but does someone remember the Final Fantasy Mini Card Game, where you had to flip adjacent cards by higher card stats? i would like to see something like this. everytime you gain a new girl for your harem you unlock her card and raising her affection upgrades the card as well. on a 3x3 tile field you would need 5 cards to play going first, so you start the game with 5 zero-affection "civilian" cards and replace them with your girl cards later on. to keep it challenging the AI always generates a deck that equals your amount of girl cards and number of affection upgrades. but again, the kind of mini game is secondary, so lets focus on the idea in general and the fee-reward-structure in specific, what do you all think about it? your Skiron
  8. my gmx-mail tells me the address would be invalid... missing a .com or something?
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