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ZackMacKenzie

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Everything posted by ZackMacKenzie

  1. I've not been able to use chat since about 3:20pm (UTC-5). Dialog box is greyed out and non-responsive. I logged out and back in to see if that helped. Only change is that now the chat log is gone too. (edit) It's now been unavailable for 7h.
  2. Don't think Malina & I could be friends so, fuck 'er! Talila's a nurturer, great marriage material! Oleya's definitely worth having as a friend, with or without benefits. Hentai: 1457585
  3. 😃 Bimbette always wins. HH: 1457585
  4. I see people. Tall, blue-skinned people. Hundreds of them. They have wide noses, wide yellow eyes, pointed ears, and tails. What ever can it mean? Wait, the scene is shifting. Now I see humans young and old. They fight like monks and wield the magic of air, earth, fire and water. Your future is strange... HH ID: 1457585
  5. A few hours ago the 2nd holiday bundle appeared for me. The rewards are exactly the same as the 1st bundle but the 'estimated' price and 'sale' price are 60% higher. Both report a 400% value but they can't both be correct. So, are the prices too high or the rewards too low for the 2nd bundle?
  6. Dear Santa Claudia, My ID is 1457585, and I play Hentai Heroes. This, my first year in the Haremverse, I have been really naughty! I reached Level 306 and advanced my harem to Level 40k and 400k ymen income. I would be very happy if you bring me Lapsey.
  7. This is what proves that the so-called feature is a bug. No sane person would design a feature that nerfs one class so badly, and certainly not the one that has been widely acknowledged as the weakest class for more than a year BEFORE this change. Not convinced? If it was an intentional feature, then why did they briefly fix it before restoring it? To me, this is a very bad-faith call by Kinkoid. It's as though they are challenging or daring their customer base...go on, we dare you to quit! It's self-destructive behavior passed off as laziness or expediency. 1. A bit? Gross understatement. Also, lets look at this from another angle where the differences are more stark. Lets look at the weakest Champion instead of the strongest. When I fight Romero WITH DEFENSE, I need one ticket to beat him - two max if I don't bother to use boosters. WITHOUT DEFENSE, this jumps to a minimum of 5, and has been as high as 20+. I've only had to deal with this twice and the major difference was the luck of the drafts. Could things be better or worse than the two results I got? Yes. So conservatively, no defense makes it 400% - 2000% harder to win. And for context, my hero is currently level 301 and NONE of my Champions have given me ALL their rewards. In other words, none of my Champions have reached level 8, and Romero specifically is only at level 6. And my Market stats are maxed. So far, I've refused to fight a defenseless fight against any of the other Champions because the cost jump would be beyond prohibitive. Just getting through regular stages of bosses have been costing me 20+ tickets for months, and that's BEFORE these changes, which just make it harder. (There's a second reason which I will detail later.) For the sake of providing a concrete example, my career average of daily free tickets is: 2 (arena) + 10/9 (missions) + (<)3 (free daily top-up) + variable (use of combativity) + trace (use of energy) + trace (purchase of bundles) = <6.1 + negligible Why is free daily top-up less than 3? Two reasons. First, the 24h timer frequently creeps forward because of occasional balances above 10. Second, some days I get none because my balance didn't drop below 10 at all in a 24h period. Real life issues can have impact game performance and that's by design. Why 10/9 mission? Because that seems to be the randomized expectation (1.11/day). Since the introduction of the feature my total mission tickets earned / over the number of days the feature has been around hasn't differed significantly form 10/9 since the part-way through the 2nd week. (It's expected that early results would swing wildly around the theoretical mean.) What do I mean by variable? Most days it's between 0 and 1. On rare occasion it gets higher. During events there is a chance that I'll refill combativity. On those days it can be much higher. On a Wednesday, when League play resets I may get a lump sum as a reward for doing well. If I splurged and bought a bundle it likely came with free combativity which would result in some non-zero number of tickets. Every part of this, other than the base daily free combativity of 48 will vary greatly from player to player. Personally, with all of these sources considered my grand average has been a hair over 5, and that required spending > 40k kobans on combativity. As a first year player nearly every event requires some amount of kobans to earn all the girls that are available and reachable based on story level. That's likely more than most first year players spend in 4 months of play. What do I mean by trace? I mean not worth tracking. I only used energy as tickets for about 1 week between ending the Ninja Sacred Lands story-line and starting the Splatter's Archipelago chapter. I've only bought one bundle that contained tickets. For me, both sources combined haven't been an appreciable or significant source of 'tickets' when spread over the 128 days since the Champions era began. So the proposed 5-10 free tickets daily can probably be narrowed down to 4.5 - 8 for the vast majority of days, with a few days that have significantly more scattered about along the way. Why is this distinction important? Because the fact that they aren't evenly distributed affects the consistent earning of the 3 true "freebie" tickets each day. For me, this variability has limited my freebie income to less than 1.4 tickets a day. I only have Alban at level 1. Even at this level, with a bad set of drafts and a bad set of poses I could spend my full complement of daily tickets and not exceed the daily Impression Decay. (Also, let's not forget that prior to this 'feature' you couldn't get a bad set of poses against Alban!) I can only imagine how much easier it would be to fall into that trap a few levels from now. Further, the time-based limit on use of tickets makes saving up less than ideal. It's not sufficient to save up a few days' worth of tickets to make a run because it's as likely as not that whatever inroads you made on impression by pushing it one day will be erased by decay before you can get past the finish line. Instead, you have to save scores of tickets, perhaps 100 or more to reliably get the job done before you run out of tickets and time. Yes, you can make this problem shrink or go away entirely...by spending 6 kobans to eliminate the 15m loss cool-down period. I suppose that long time players and full pay-to-win players don't have to worry about this. Newer players and lower budget players do - gods help them if they are both new and have a lower budget. 2. Whoa, whoa, whoa. If Kinkoid's shown us anything it's that we can't count our chickens before they're hatched. Who is to say that the game rules will even be recognizable when random player X reaches level 400? (This is the second reason I mentioned earlier.) I know I've been screwed by rules drift more than a few times already. Based on the posting history in the forum, I'm not the only one. I look at my resources, look at the difficulty of the challenge ahead, evaluate the potential costs and rewards and plan a course of action...only to have the decision invalidated by a major rules change. Were you saving for the future? Bzzzzzzzzzz. You lose! We're changing the rules to make it harder now, and with virtually no notice, no consultation nor much fanfare! Shoulda spent those resources loser! The opposite has also been true. Any criticism or support should absolutely be limited to the here and now because we have absolutely no idea what conditions will be in a month, let alone a year or two. I'm not going to bother saying any more because I've come to think that the Devs are a lost cause. We aren't players, we aren't partners, we're payers. We're not people, we're wallets. Wallets don't have feelings, opinions, or even thoughts, they're free to be fleeced with impunity. Mine is now closed. I can't support people who have such disregard for their customers. I don't know if it's apathy or animosity, rampant pride or whatnot, but the results feel the same on the receiving end. I may take a vacation from the game. People have already done so, or left completely in protest of the mobile UI sabotage, er I mean 'upgrade'. I'm sitting on a nice nest egg of 50k kobans which will apparently go wasted because Clubs were never fully realized. Oh right. That was likely by design, too. In closing, remind me please what the test server is supposed to be for?
  8. Not one of them seems to care about anything but their own pleasure and power, and manipulating us to give up our dicks, er, i mean votes. Never cared for BDSM, and none of them make it sound better than my already low opinion of it. I'd just as soon disband the ministry as given any of them my vote. Spoiled ballot protest vote!...'cause we sure as hell can't afford to do that IRL anymore! HH: 1457585
  9. Yeah, that is confusing. The image was probably generated during testing, before they decided to limit the change to the final stages of each cycle. At least it IS clear that you see the sequence before you've clicked a "Perform" button, so we can draft right away, rather than endure a (pose-)blind fight at the beginning of each stage. (Let's hope that wasn't also changed since the screenshot was taken!)
  10. Assuming that the odds of any particular pose appearing is equal and not class-weighted (not explicitly stated), the new (and old) probability for pose matching in final stage battles is/was: Matches.......New..................Old 0....................64.723%...........23.730% 1....................29.419%...........39.551% 2......................5.349%...........26.367% 3......................0.486%.............8.789% 4......................0.022%.............1.465% 5 matches: 0.0004%..............0.098% For the sake of comparison and clarity, Champions that didn't match class with their girl had a 100% chance of having ZERO matches. The overall effect of this change should be to make class-matched Champs easier to beat in their final stage, class-opposed Champs harder, and Alban virtually invincible for many players (unless his base stats are changed to compensate for this change). YMMV
  11. ❤️ Stephanie. Bartender demon. Pass, said the Teetotaler. Tiana. Candy maker. Nope, said the diabetic. Murakawa, baby!
  12. ❤️ HH 1457585 🎶 Let's get physics, all. 🎶
  13. I'd send Norou to interface with them to see how the alien and Yonaguni technologies compare. HH: 1457585
  14. So happy that kinkoid has ignored my criticism and disrupted this league cycle. They have quite likely stolen 1st place from me and handed it to the top-level guy that was trailing me since day 1. Now my 24.5 points/token is for naught. Kobans wasted. And just for shits and giggles the update is bugged. Somehow adding a point of my class stat didn't increase my endurance by 5. As I spent my 100M ymen increasing it I was alternating between XXX,XX0 and XXX,XX5 - yet somehow the process ended with XXX,XX6. It takes real talent to make a computer screw up addition. If they were trying to drive me out of the game, they are certainly succeeding. I'll be taking a vacation from it. Even I don't know if it will be permanent.
  15. When is this going into effect? Is it going to happen BEFORE the current League cycle resolves? The date cited (14e août) certainly implies that it will. If so, VERY BAD FORM, @Kinkoid, especially after the same issue came up for the last rules update! Thankfully, you adjusted things so the change would come into effect with the cycle change. People have been operating on one set of rules for the first 4+ days. Changing power dynamics mid-cycle will totally screw people's working strategies so far.
  16. No thank you. The highly magical Haremverse may not have STIs, but Bernadette fucks everywhere. I'll pass on being exposed to cosmic crabs or Shokushu herpes. HH: 1457585
  17. Honestly, I think it's not as bad as you make out. If you make it through your Arena challenge you get 2 tickets daily. In an average day of 48 troll fights (combativity) you'll get at least 2 tickets. That means you could cover the 4 required with fairly little luck or effort . Missions seem to average about 1 ticket per day. Personally, I've been given 36 compared to the 68 I've pulled from Arena play (2 per day), so I'm averaging slightly more than 1/day. Still some days it's zero and others it's 2 or rarely 3, so it isn't entirely reliable. Tickets are available from contests. Since Champions began I've somehow managed to collect 78 tickets, 71 out of the last 96 available (I wasn't counting as closely in the first few days). That's probably on the high side, but it at least shows the potential of Contests to provide tickets. Between Missions and Contests, you should already be in the clear to make progress daily. Does it mean we'll no longer be able to fight all or at least multiple Champions every day? Yes, but that's been the reality for many (most?) players for a while now. That still leaves the 3 Daily freebie tickets you get so long as you have 7 or less when the timer goes off. If you're worried about having 4 to stay ahead of the decay then you should have under 7 over all. So far, I've only gotten the initial 3 free tickets and none since, though I expect that to change later today. So, just playing the game semi-casually should get you 7 to 10 tickets daily, 10 to 13 if you keep your balance very low. Optimizing your play will add 0-9 Contest reward tickets to that daily earning, more than enough to stay ahead of any one Champion's decay rate. Given that I've already needed as many as 21 tickets to fully impress a champion without dealing with daily decay I was prepared for this process to turn into a tedious ordeal. Given my hero's strength I will also be looking at multiple-day battles even with my relatively decent ticket income. The halving of the equipment rewards does make the wait feel less worthwhile. That said, did they take something fun and turn it into something that for many can be frustrating at best? YES! But they don't force us to partake of this game feature, either. Frankly, I'm OK with this aspect of the game. Would I rather have 2 than 1, sure! But to be honest, I find the non-girl special rewards to be entirely meaningless and more problematic! If you get the girl early, wonderful! Bully for you. You can ignore that Champ and move on to the others until you've gotten them all or get bored. But going from 4 cycles of Legendary equipment to 1 cycle of effectively nada is a major let down. I would have included at least something of in-game value for non-girl drops! Perhaps a common/rare book for Romero/Whaty, a rare/epic book for Matsuda/Ryu and an epic/legendary book from the top 2 Champions would be a fair complement to the entirely esoteric theme/background/profile items? I thought this before the change and find it even more sensible now that the intermediate cycles have been nerfed. The single Legendary Gift for 5th cycles after clearing out the Champ's rewards could also use a boost in utility from Gifts to Books...
  18. A surprise, like an emergency appendectomy. 😕
  19. As usual, just my two cents, mostly just opinion informed by a few facts and probabilities. Your mileage may vary. 1) Champions & Legendary Equipment First, let's talk about the Champions change. It's not that surprising given how irrelevant ymen and equipment have become in the short term. What bothers me are the long term effects and the timing. In the long term, the glut would have resolved itself without any need for heavy-handed intervention. As the Champions continuously become more and more jaded by our performances it becomes harder and harder to impress them. So long as this continues forever (as opposed to reaching some kind of a cap after all the end-rewards have been claimed) every Champion would reach 2 different milestones. First, they would reach a point where we can't impress them without running out of tickets. Second, they would reach a point where the 24-hour 10% decay of impression would exceed the amount we could achieve with our tickets in one day. For people who have already capped out the story and can use energy, these milestones are merely delayed not prevented. After that, each champion becomes an increasingly wasteful koban drain. At some point, the number of kobans needed to beat them and earn those legendary items would be prohibitive and players would avoid those Champions. Resouce tapped out. Mine depleted. Problem solved. All they are good for now is a small number of ymen for whatever amount of excess tickets & energy you have left over. Kobans would net more ymen by fighting Roko Sensei. The timing issue is that the change is happening immediately. For those of us who have been depleting our tickets daily, there is no real cost to this. For those of us who have been rationing our tickets, this is a big fat burn and rip off. Those people made decisions based on rules that are changing AND are given no time to respond or adapt to the new rules. If you stopped fighting a Champion because you earned his girl and were saving him for later exploitation, PSYCH! His exploitability has just been cut in half! Loser! Serves you right for actually making sensible decisions! If you stopped fighting a Champion because he was too hard for now, same problem. Essentially, anyone who has been playing the long game and hasn't been exhausting their tickets is being screwed. C'mon Kinkoid. Give people time to get their affairs in order! Even many criminals are afforded that luxury! 2) Leagues Welp, this should end rushing. Nice! Now why would Kinkoid voluntarily reduce players' incentive to spend kobans on rushing, i.e. reduce players' need to pay real money? Given that question it is no surprise that this small victory is paid for in spades in many, many ways, including koban spending. The compensation is they've massively increased the incentive to be boosted 100% of the time. And not just boosted, but MAXIMALLY boosted. Hold on...that's just 240 to 360 kobans-worth of spending each day, or roughly 2000 per week. Less when you consider that you get some boosters for free. How is that going to make up for the losses Kinkoid incurs from rushing? Simple. Rushing was only performed by a small number of players per League group. And at worst, that was only going to cost them 4000 kobans (20 refills plus 12 kobans per refill for x15 battles). Boosting is going to be fairly necessary for anyone trying to finish as high as they can, so the profits will come from the sheer number of players engaging in koban spending. Sure, the number of rushers was higher in Dicktator leagues but that is more than made up for by the fact that rushing made no economic sense at all in any of the Wanker (and some Sexpert) leagues. Boosting will matter at all league levels. To be as fair as i can possibly be, this change may be in anticipation of the next boss/world dropping boosters instead of ymen. If this is true, then Kinkoid felt that they needed to give us a 'way' to deal with the glut of boosters we'd be receiving. Even if this is true, the difference in performance value between common-rare-epic-legendary boosters makes the lower end boosters even less valuable in favor of the heavyweights and the troll will only rarely drop the best boosters. Personally, I'd probably consider selling ALL of my commons and perhaps rares, too...except they sell for ymens (in spite of being bought with kobans) and the last thing I need right now is more ymen. Besides which, ymen do nothing for my ability to buy better boosters from the market so selling even more useless boosters doesn't help the problem of having a lack of GOOD boosters AT ALL. So, while this seems like a synergistic change, it really isn't. Now, if the sell price changes from ymens to kobans, perhaps I'll change my tune, but given the fact that this wasn't mentioned in the Patch Notes, I won't be holding my breath. The new system has very little in common with the old system in terms of how players conduct themselves. The old system had a strategy (rushing), albeit one that many people didn't particularly like. The strategy didn't overly favor good/smart players over bad ones, nor experienced players over newer players. (Paying players had an advantage, but they should have an advantage.) To be clear, those factors did matter but they weren't the be all or end all. Strategic players could make decisions that provided them with enough advantage to succeed in spite of their lack of wealth/tenure. Modest wins were still wins. The new system changes the dynamic completely. Tenure has become much more important and wealth even more so. Newer players could time their booster use to eke by wins against the more tenured players and that was all that mattered — a win by an inch was every bit as good as a win by a mile. Now, that won't help them one iota. As soon as their boosters expire those more tenured players will turn around and beat them to a pulp and make their strategic wins irrelevant. For whales the advantage is even clearer. They will run whichever boosters make them the most unassailable 24-7-365, and will refresh the market as often as needed to ensure they can. Does this solve rushing? It mostly does...for now. With the level cap holding steady at 400 the upper leagues will soon enough reach a relative stasis where it will be increasingly difficult to gain marginal benefit over fellow players. At this point, players may wait for the chance to fight players in brief windows of unboosted-ness. Finding them will be difficult since the snapshots only happen every 6 hours. A player would have to be busy IRL AND quite unlucky for the snapshot to happen during their brief periods between boosts. This might produce mini-rushes - let's call them surges (single refills rather than 300 wins worth of them) - to capitalize on others' misfortune. Also, once it becomes a crap-shoot due to that parity the disincentive to rush declines. When you have no idea whether your final score will be good enough to win or not whales have every reason to throw the dice and rely on "tie goes to whomever got there first" to push them over the top. People with shallower pockets will have to settle for finding out where the chips lie at the deadline and concede ties to the bigger spenders. More importantly, what does this change do to the other unpopular strategy, tanking? Sadly, we're going to see even more of it! People that have been getting by on strategy and wit will be outgunned by the new scoring system and will demote as far as they need to to get to a pool they can navigate. The same will happen with weak tenured players since they will no longer be buoyed by trading 3-point wins to respectable showings & rewards. Of the two 'problems' Kinkoid has fixed the lesser issue by making the bigger problem worse. Well done! What else will change? Smarter players will have access to less information upon which to base decisions. "Perfect" scores will become a thing of the past, so it will likewise be impossible to guesstimate where competitors stand. It used to be a simple matter of looking at a competitor's score and dividing it by 3 to see if they might be on track for perfection or definitely were not on track. We simply won't be able to check this any more! No one will have a perfect score since no one will have 100% of their Ego remaining at the end of all their battles. Further, it's remotely possible that incredibly lucky Know-How players will somehow finish with MORE THAN 100% of their Ego! (Reassurance plus attackers go first could lead to this happening, though it's less and less likely as level and combat duration increases.) Couple that with the fact that we still won't know how many opponents they've tackled, or which ones, to achieve their score and we're now completely in the dark. Information is what allows for strategic decisions. The removal of information only favors the tenured and wealthy. Speaking of Know-How, this change INCREASES the overall disparity between classes. Know-How will probably see the most benefit from this change and Charm will be overwhelmingly hurt the most. More than ever the game becomes a two-tier system with HC & KH getting closer together in relative power and the already weakest Charm lagging even farther behind. In terms of economics I think this change is beyond awful. This change affects the only area of the game where whales significantly benefit from having fodder to feast upon. The change skews things so far into their favor that free players, low-profit players and newer players will be frustrated to the point of quitting. As those accounts rack up weeks of inactivity they'll drop down to W1 which will become massively bloated in size. The number of higher leagues will shrink to compensate. This will hurt kinkoid's bottom line straight away. New players will arrive in W1 with lots of unbeatable carcasses to contend with. Sure, they won't be competing and will finish with 0 points but the optics and entertainment levels will be terrible! Newer players will be faced with negative questions. "Why have so many players quit?" "What did they know that I don't know?" They will also get the dopamine rush of winning less often because of those dead monsters. If the new players are less engaged when they are just starting out their retention rate will be poor. This all spells disaster for growing the income stream. Some of this effect could be mitigated by removing dormant accounts but knowing the difference between a lost player and one who is taking a break (to move, to change jobs, to recover from illness/injury or to handle any other RL comes first issue) is impossible. More importantly, in the long term the whales and sharks will suffer for the lack of fodder to prey upon. When it's mostly whales and sharks swimming with whales and sharks the comparative advantage to spending resources drops. Some number of them would engage in spending spirals for a brief time while others would lose incentive to pay for ever decreasing benefit. Those that surged would see declines in return on investment. Only the wealthiest would keep at it while others would respond to the RoI problem in one of two ways: play with less or no pay; or find another game where their money gets them more value. Overall, whale engagement would decline, the most damaging game dynamic a pay-to-win game can experience! There is a reason why these games are designed to appeal to the pleasure center of the brain and engage addictive behavior! So, the likely long term effect is a short surge in spending will be followed by a permanent decline in spending. In summary, this change should greatly lower the koban income of the people who need it the most, discourage new players and eventually erode the benefits whales gain from spending freely. The cure is much worse than the disease. To me, this change says that Kinkoid has decided that the game has almost run its course (i.e. the 'long term' and 'eventually' changes don't matter) and are looking for quick cash infusion before shifting their focus on Hentai Clicker or another yet to be announced new game. If that isn't what they are thinking, then results of this change are most likely going to disappoint them beyond measure.
  20. I'm a bit surprised that they didn't test this out on the Test Server first. Hopefully kinkoid is satisfied with how it worked here and will use it again, only with a new girl to avoid angering the veteran players.
  21. Has anyone scored Norou? I've been stuck on 99 shards for 11 wins now. Drops have been at roughly 50% of wins, so this is getting freaky. The previous longest drought I had was 4W. Is there any chance that they've repeated the Levitya fiasco?
  22. Poor implementation? False lure? Looks like the marker will stay up through Monday when we can claim our 'free' avatars. It probably should have come on with the event, turned off once we looked at the new stuff, and then come on again once the collection period for free avatars began (on Monday). If the marker 'inadvertently' causes someone to select an avatar with koban confirmation turned off, thinking it's going to be free....
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