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ZackMacKenzie

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Everything posted by ZackMacKenzie

  1. I'm kinda disappointed that no one's dropped some knowledge regarding the new Legendary equipment drop rates. Are Rainbows still the default? Are they all more or less equal now? The shallow-pockets, empty-pockets and pocketless want to know.
  2. You know, if Karole was the Booster Boss instead of the Affection Administrator (admin is traitor?) this change might be somewhat easier to swallow.
  3. 1. For the first time, at lease as far as I can remember, I faced someone in the Arena who was 25k ahead of me. (That's 125k vs 100k to put it context.) My career Mojo is middling at best so this may well be the first sign of things to come. 2. I felt successful swimming in my tide pool. Many months from now I may outgrow this pool sufficiently to sink (rather than swim) in the same waters as the whales, but not so far. I'm not entirely sure that this is possible anymore, but it is far too early to know for sure.
  4. Has anyone gone nuts in Great Pachinko since the change? What's the apparent new distribution between the various flavors of Legendary equipment?
  5. Apparently my internal auto-correct is totally out of whack. Instead of correcting "Endurance/though" to "Endurance/tough" I got "Endurance/Harmony". I had eye surgery last week, I'm blaming this on that. 🙈 With Harmony doubled it barely had any marginal benefit over Rainbows. Without the doubling it's seriously under-powered compared to Rainbows.
  6. It has? COOL! I'd been working around it by always leaving the harem on Bunny. I think it still scrolls down when you return from the Market having just promoted a girl, but that's never been an issue for me. Returning to the promoted girl while they reveal the new pose lets you decide whether you want to keep that pose or revert without scrolling down to that girl.
  7. Not only does it come on after you've entered the Market, it KEEPS coming on over and over! Since this problem has persisted as long as it has, perhaps a DIFFERENT implementation is called for. Putting up the "!" flag to indicate that there are new items for sale in the Market is like closing the barn door AFTER all the horses have escaped. In order for there to be new items available it means that we've already been in the Market BY DEFINITION since the Market doesn't reset UNLESS it is open. Instead, put up the flag when the Market countdown clock has expired, indicating that it is READY FOR A REFRESH as soon as we enter it. Unlike the current implementation (even when working properly) THIS implementation would actually be useful to players.
  8. Well, we HAVE been asking the Dev Team to try to boost Charm in order to balance the classes. This might be one of those "beware what you ask for, because you just might get it" situations.
  9. I've done a numerical analysis based only on what we've been told, which may be incomplete or may change before Wednesday. I'm only posting the general comparison rather than the actual numbers because, as a free player, I have to hold onto any advantage I can eke out of the new system. Also, I don't have any Legendary Endurance equipment to determine how they currently compare to SSLs or Harmony Legendary equipment. Rainbow: A1. King of the castle. The new standard. Harmony: provides no marginal benefit over Rainbows. Your Secondary Class: provides limited marginal benefit defensively against this class. Your Off-Class: provides limited marginal benefit defensively against this class. Your Class: provides limited marginal benefit in attack only. Endurance: Unless they give a significantly higher point boost than class equipment does they'll provide no marginal benefit over Rainbows. These marginal benefits are tiny compared to the deficits they present in other areas. As to the original point made by @Damoncord, the frequencies going forward will depend entirely on what Kinkoid is trying to accomplish with the change. It's possible that all types will have nearly equal frequency now instead of one type dominating as before. It's also quite possible that your instinct is correct. Either way, the NHO (New Haremverse Order) makes it harder to decide what to use and when.
  10. @damoncord I cannot, because it's my mistake. Overzealous ranting either got me carried away, or prophetic information channeled through me. Only time will tell, but for now assume I'm just wrong — Rainbow and Endurance are the only ones cited as changing.
  11. Yes, their duration is nerfed, and their power is increased. This is a boon to the players who have a completely different koban economy than the casual and/or free players. Higher level heroes skew towards the higher level Leagues, or the very top ranks of lower leagues, both of which provide much more in the way of kobans than can be expected by free/casual players. Since they receive more, they can spend them more freely. I used to use common boosters from time to time in order to make iffy fights more certain, and to help in the very short term to win a contest here and there. Now, with the better categories no longer having longer durations, I'll probably have to save even the commons for more lucrative situations since I will never have enough epic/legendary boosters to do what I'd want with them. Gosh, I hope not! I use commons to just level girls up to my level without going over. I'm not 100% certain, but I think this is less critical with XP than it is with Affection. Excess XP does contribute to the next level when your level cap goes up. It has seemed to me that excess Affection is lost when you go over the required amount to promote a girl. Again, I'm not 100% certain. Doubling the Rainbow equipment increases their value relative to ALL equipment. In effect, going forward people will be switching out SS-Epics for Rainbows far sooner and more often than they do today. Why? Because the gap between them in your class is shrinking, and you also get to add to the other classes, and harmony and ego directly. Epics won't have to be that old for them to provide no marginal benefit at all over a new Rainbow, regardless of the circumstances. The SS-Legendary equipment is also receiving a boost to keep them ahead of the Rainbows as the ideal* equipment. What's the net effect of this change? It rewards people who play Pachinko heavily. The overwhelming majority of the time, Market refreshes give you SS-Epics at best. All 5 Pachinko methods (Event, Epic, Epic10, Great, Great10) will reward you with Legendary equipment more often than the Market will. This helps the whales exert advantage over the rest of us, and paid members over the casual/unpaid players. HH is seemingly getting more stratified. Add these changes to the fact that villains return less $ than previously, and in the case of worlds beyond #10 none at all, and pay-to-win players are being given the kind of dominance that they have come to expect from the genre — overwhelming.
  12. I think they're actually very slightly cheaper than other books PER UNIT XP. All the others are 200 ymens/xp PLUS a very small fraction of a ymen. If the quoted prices for the legendary books are 100% exact, the fraction has been lopped off for a bit of a savings. They also might have just rounded to prices in the patch notes. We'll find out which on Wednesday. In absolute terms they are expensive relative to lower level legendary equipment, but are cheaper than higher level equipment. Everything's relative.
  13. Who knew that auto-fill/auto-correct was misogynistic?
  14. I'm not saying that the equipment changes and booster changes are a bad thing, but I highly suspect that my life got much, much harder. In 2 months and 70+ levels I've seen precisely ONE legendary equipment in the market, a rainbow. I'm now running 3 epic-SS items, which have devalued almost entirely. Also, since the change isn't retroactive, I now have THIRTY-NINE all-but-useless legendary equipment items only 3 of which I'm using (6 charm, 6 hardcore, 24 rainbow). I went all in for 90 or so GP10 spin 3 weeks ago, which explains my legendary gear glut, and won't be able to try that again for ages! (I've spent way too much $ spent on advancing affection grades recently — I'm looking at you Fabienne! — I am pulling in less money under the shard system and the price of GP10 seems to rise faster than income.) My immediate perception is that this is a huge advantage to the whales and a big one for all paying players in general. I'm not sure I'll be able to find a strategy that allows me to stay competitive. At least I finished 2nd in Mojo which pays out a couple million ybans...oh, wait, it didn't (yet).
  15. Having finished 2nd (+/-1) in Mojo I wouldn't look any gift horse in the mouth. IRL it often feels like I can't have nice things, so a tiny voice in my head said that the fact that I, a free player, having finished 2nd in any ToF category, must have broken it.
  16. FWIW, the ToF has moved on past the rewards phase. It's begun reporting the rankings for the current/upcoming week's competition. So it's broken, but not completely broken.
  17. This part of your reply is really the only one that addresses the key issue, whether one act interferes with a second act. Prior to the change, I neither saw this fact in writing, nor did I see it having a notable effect in play. Regardless of whether it was the case before, if it is the current reality it's both counter-intuitive and unnecessarily punitive.
  18. Most honestly answered I'd have to say D (none of the above) for all three questions. Since that isn't an option, I'll try to give the answers that are closest, or at the very least, the least wrong. A, A, A. I guess I can handle being a step-dad. ID 1457585, HH.com
  19. Given that this is following closely on the heels of the ToF not handling 12 hrs worth of updates (overnight Paris time), something needs to be done, one way or the other.
  20. Terrible thread for the matter at hand. First it (falsely) implies that you can get shards for both, by using a 10x fight as an example. Then it claims that the processes are distinct and don't influence one another. Then it quotes a Dev from the Discord server, without enough context to know what he really means. I'll have to wait until Lundi for a more official answer to my question and in the meantime hope that I haven't screwed myself out of getting even one girl form this Classic Event.
  21. I chose to go after Carine instead of Alex. Why would I do that when I'm a Know-how player? Because Donatien hadn't given me any of his girls yet, so I figured I'd kill two birds with one stone by battling him instead of Gruntt. My luck has been poor over these first 2 days, poor enough to question my assumptions about how the shard system works. There are four general ways in which the system could be administered. They are: Independent Parallel Event-dominant interference Villain-dominant interference 1) Since getting villain girls and getting event girls are different processes (statistical events or trials) they are mathematically independent. That means that the chances of getting a hit for one process has no bearing on the possibility of getting a hit form the other. As a result, it would be remotely possible to get a hit with both systems in any one trial. This is the most mathematically pure interpretation of things. 2) A slightly less mathematically accurate interpretation is that the chances of getting a hit from one process is additive with the other process. That means your odds of getting a hit from either of the processes is the sum of the probabilities of getting a hit in each individual process. In this implementation, it is not possible to get a hit with both systems at once. 3) In this implementation, the processes are run in sequence, with the Event going first. In other words, first the system checks to see if you got a hit for the Event girl. If you didn't, the system then checks to see if you got a hit for a Villain girl. Here, your odds of getting an Event hit are normal, but your chances of getting a Villain girl hit are lower than normal because of that initial check for the Event. It isn't a huge difference, but it might be significant depending on the base probabilities of getting hits. 4) This implementation is the opposite of the previous one. Here the check for the Villain girl hit comes first and interferes with the chances of getting an event girl hit. Given my "two birds with one stone" view, I had clearly assumed that either of the first two implementations had been used. My results are either quite unlucky or indicate that version 4 has been used. If versions 1 or 2 are in play, then things have been handled in way that doesn't impact player decision-making. Your decision to fight for an Event girl is not going to be impacted by the status of that villain's orgy team. If version 3 or 4 are being used, then we could be adversely handicapping ourselves by our decision to fight for an Event girl captured by a Villain who still has story girls that aren't in our harem. Either way, we should know which one it is so we can make informed decisions and avoid hurting our already slim chances.
  22. Heck, if you have to, run up 3 off-class level-1s, and swap out your primary gear for any garbage you have lying around. Why leave anything up to chance?
  23. I think that some people might be missing an important detail about the change in system. If you are a typical player then you probably optimized your behavior for the old system because you wanted to get the best possible results for the lowest possible cost. Now there's a new system in place. That means that your old optimized behavior may not be optimal anymore. You need to adapt to find a new optimal strategy / play-style. Here's how I used to play under the old system (I'm a free player)... Try to win as many kobans as I can without wasting a lot of time and in-game resources. Save kobans like crazy. For classic events and revivals, I chose which event girl I wanted more, and went for her until she dropped. If time remained, I switched to the other. I didn't waste kobans chasing a girl I liked less. For Epic and Legendary Days, I spent kobans. And spent kobans. And spent kobans. These are short events with poor odds so it often takes a lot of grinding to get what you want. And, it didn't always work out. Since there was no progress system and every battle fought was unrelated to every other battle fought I did experience the feeling of bashing my head against a brick wall infused with glass shards (pun intended, and man did it hurt). Take advantage of sales/discounts. While it is possible that I could have gotten a girl on the last day using free combativity, when combat tokens were discounted at the beginning of an event but not the end, I bought as many as was needed. If she dropped early that just meant that I could spend the upcoming free fights on farming for $ or trying to snag villain/troll girls. It just changes the order a little. I don't play this way any more because the game is different now.. For a classic/revival event, I won't spend kobans at all unless I get to the home stretch and have almost all the shards needed for a girl I want. The kobans are just to put me over the top. If I'm not close, I let the balance of shards ride until the next time this girl comes up in an event. For epic/legendary events, I'll spend kobans for girls I really want regardless of the level of progress I've made. I won't necessarily bust my koban piggy bank, but I'll spend. For epic/legendary events that have girls I don't particularly care about, or aren't particularly useful to me, I probably won't spend any kobans even if it's looking like event will end with me close to finishing a girl. Under the old system, it was desperation and desire that fueled spending of kobans as time ran out and I had no idea whether I'd get paid for my trouble or whether I was flushing my kobans down the toilet. It was euphoria, relief or disappointment. Now, I get information that helps me decide whether an investment of kobans is worthwhile or not. Now, I'm using situational information, reasoning and patience to decide whether to throw the dice or give up. I have the means to min-max the value I get from my kobans so I'm using it. I fully expect that by year's end I'll have at least a couple of dozen incomplete girls lurking at the bottom of my harem, but I know that when they do come around — and they always do — I've got a head start on a bunch of girls, and expect to have the time to finish off an old, incomplete with enough time to complete a brand new girl as well. Things are definitely a bit more back-loaded now, but that's way better than the old way of trying over multiple events for the same girl with a real risk of having absolutely nothing to show for it. Shards aren't nothing, no matter what people want to say about them. Would anyone really tell their bank "Here, take the interest back because it was less than a whole dollar/Euro." Would anyone tell their credit card "Here, take back your reward miles, they weren't enough for the flight I want." Of course not! It's basically the same. The shards add up over time to real rewards IF YOU LET THEM. BTW, I have no reason to defend the game or the devs. I'm plenty critical when criticism is due. I'm not, nor have I ever been, a moderator, a representative,or even a paying player. I'm just a retired HS mathematics teacher defending the maths, and I wouldn't if they weren't favorable.
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