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jaybee

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Everything posted by jaybee

  1. Not for the strength. You would never use a three-star girl for a useful purpose in the game. You would upgrade them to see their second- and third-star pictures and perhaps for the small money increase that they give. For many players collecting and upgrading the girls is their only reason to play the game. If you have another reason to play, there is not much point to upgrade.
  2. Yeah, we get it, extreme luck like yours is still possible under the new system. I got Alex after 7 days of fighting and 20+ streaks with no shard drops were the norm, not an exception. In my club everybody who talks needed at least 6 days to get the first girl and everybody was dissatisfied. Event girls are the trash that has been thrown on everybody who bothers to log in from time to time. That's the purpose of event girls. Epic and legendary girls have been created for the hardcore player. The question is in the change of the system. In my club people got antsy after 2-3 days, if the girl had not dropped, because usually 2 days was enough to get a drop. Now this has suddenly extended to 6 days. The average player is dissatisfied and feels it is much harder now. New players starting out - will they have the patience?
  3. Gruntt and Alex. Day 1: 63 fights - 10 drops (33 shards, 16% drop rate) - 33 shards total Day 2: 47 fights - 1 drop (5 shards, 2% drop rate) - 38 total Day 3: 40 fights - 8 drops (34 shards, 20% drop rate) - 72 shards total Day 4: 55 fights - 3 drops (5 shards, 5% drop rate) - 77 total Day 5: 37 fights - 3 drops (11 shards, 8% drop rate) - 88 total Day 6: 54 fights - 4 drops (8 shards, 7% drop rate) - 96 total Day 7: 19 fights - 2 drops (9 shards, 10% drop rate) - 105 total TOTAL: 315 fights - 31 drops - 9.8% drop rate Two long 40+ fight streaks with no shards. My worst 12-day event to date, previous worst was fighting 4 days until drop.
  4. Then the game should stop catering to these players. At the moment anyone who has been playing this game for 24 hours is past Dark Lord and anyone who has casually played for a week is past Ninja Spy. Yet we still get constant girls at those two bosses. Why waste the nerves of players with this low-level shit if you want to appeal to the proficient player? You don't force a Level 110 WoW player to go back to the Level 15 zone and compete for rewards of that size. This game does it all the time because for some reason it wants to appeal to beginner players.
  5. I have 20-fight streaks with no shards all the time. That is indeed the new normal. The longest were 40 and 50 fights (divided over two days) but basically for a simple event girl you can fight the whole day and not get a single shard. That's definitely too much in my opinion.
  6. Event girls by definition have been for casual players. Epic girls and legendaries are for committed players. It's not a good idea to turn the easiest reward in the game into a 6-7 day 300-350 fight marathon. We can see from the forum that the casual player is frightened off much sooner than that.
  7. Because it's a collection game and its aim is to collect 100, 200, 300 girls, even if you only need 3 strong ones for all other game purposes. If you make the easiest to get girls so difficult to get, the collection game loses its purpose for the casual player and they stop playing. In the old system basically 90% of the players got the event girls in 1-4 days with very little effort. A mere 10% needed a lot of effort or failed to get the girls. It would be fair for the same percentage to fight full 6 days for an event girl or use kobans at the end. Looking at contest results, by day 5-6 many players were buying fights already. I literally never saw koban spending during 12-day events before but free fight results are so desperately bad that players are forced to do that now.
  8. I am still going at the first girl, with 99 shards accumulated. The drop rate is too low definitely. You have to give chances to casual players who miss 20-30% of boss fights because the counter runs full sometimes. Right now players who religiously fight every boss fight available can need more than six days to get one worthless event girl. Either the drop rate of shards has to be seriously increased or the 100 shard drop chance has to be increased to previous levels, so that most of the players would get the girls in 2-4 days with the full drop as before. Fighting six days for an event girl (meaning 300+ fights) has to be extreme bad luck, not a common occurrence.
  9. Yes, event girls are definitely harder now and all players can see now that full drops have been seriously cut back compared to the previous system. While the earlier system was not optimum - basically most of the players had both girls by Day 6 and spent the second half of the event waiting for it to be over, the current system also harms because you can spend 12 days fighting low level bosses to get to 200 shards. To make the shard system popular among players, devs should increase the 100 shard drop chance of event guys (nobody else) to previous levels. Most of the players would get the full drop, like before, but now they would also get a lot of affection from shards, making it popular. And those few ones who don't get the luck of a 100-shard drop can keep fighting those 12 days.
  10. Happened in all of the games and all of the servers. They will hopefully appear with the daily reset
  11. Third day with Gruntt. 40 battles - 8 drops (32 shards) - 72 total. 20% of battles had shard drops (compared to 16% on Day 1 and 2% on Day 2). On the average shards dropped every 3-5 battles (similar to day 1). Second-day streak of no shards (42 fights) continued until 52 fights, then it settled into the comfortably consistent drop rate, identical to day 1. In computer games RNG in seldom random. It is not based on "luck", it is a mathematical formula consisting of a number of variables. You change one number and the "luck" changes. I have been involved with computer games where players are trying various methods to generate favourable results for supposedly randomly generating quests and their results, unaware that a four-month list with exact quest appearances and their results is generated upon account creation. Yes, it is random, but whatever tricks the players are trying to do to create quest appearances or their results is futile - everything has been pre-determined to the exact second. Similarly in this game there are a multitude of factors determining RNG generation. Of course it's not generated months ahead but each battle is not a surprise random event. The game gauges your progress and determines your RNG (or luck) formula in certain batches and for some players it is possible to get stuck in a bad batch. We know from this game that when an error happens, it is very difficult to fix ("yeah, sorry, your statistics is wrong but the game will keep updating and checking the results and in a few weeks it will be right again, but going and fixing it immediately by devs may cause many more problems," players are told.) Fortunately with battles the periods are not that long but players can get a repeated bad performance command. If the devs are unable to fix that, they should expand the RNG formula to force some drops for players who have got stuck in those bad performance strings. When you have 150 battles and during 100 of those you get results on average every 5-6 battles and then suddenly get a 50-battle streak of zero results in the middle, it is not a normal statistical behaviour, it is a sign of game error, for whatever reasons. And if you have two players who supposedly run the game on identical data, then 150 battles is big enough to say that if one of the players gets results in 3% of the cases and another in 13% of the cases, then their base data is not equal and identical.
  12. Day 2 with Gruntt showed why I think there is something wrong with the way RNG is programmed. 47 fights, 1 shard drop (5 shards) - 38 shards total 16% of fights had a shard drop on Day 1, 2% of fights on Day 2. Day 1 streak of 17 fights without shards was replaced with a streak of 42 fights with no shards. This is too big a swing, especially on the same account and for the same girl, so you cannot look for the reason that player levels, existing girl numbers, event/girl type and a multitude of other factors are different, so you cannot really compare. When everyone was waiting for that one magical girl drop, devs could get away with calling it an "RNG swing" to explain why someone could get a girl in 30 tries while somebody else needed 300 fights. But the more frequent shard drops now help to show that it is sloppy programming. Whatever factors are included in the RNG code are working against themselves in certain situations and not allowing people to get ahead. The factors influencing the RNG code should be fixed to stop many players from quitting. Or if the devs prefer to say there are no factors and it is down to luck - those factors should be added to the code to prevent too much bad luck. To sum up: yes, the RNG code has been badly programmed, as many people have suspected and reported, and should be fixed/improved.
  13. That's so weird, the differences are too big between players, it cannot be normal RNG but something is wrong on a deeper level. First day with Gruntt - 63 fights - 33 shards - 10 drops ranging from 2 to 5 shards. That means 16% of the fights had shard drops. Longest streak without shards - 17 fights. Usually 4-7 fights in-between shards.
  14. Yeah of course that's the reason for Event Pachinko. It's just a matter of cost associated with it. Kinkoid's comment explaining how 7000-8000 kobans is a fair price according to the devs is out there somewhere. In no way do I feel that 5400 is unfairly little for an event girl. They should stick with that in cost for Event Pachinko, just making players happy that there is choice where to spend it. And the fewer rewards and crap to sell will be punishment enough if you decide to spend your 5400 in Event P to get the girl. This solution would mean very few people grumble - only those who believe they have exceptional good luck in casino games and can always beat the odds. (And that's why they probably play Hentai Heroes, as all casinos in the world have banned them because they would just go there and clean the house each and every time.)
  15. I think Kinkoid stated otherwise, saying that 5400 kobans was too little when you roll for one of 1-2-3 guaranteed event girls, therefore they created Event Pachinko with 25% chances at 1800 kobans, meaning that average luck is 7200 kobans for a girl (or higher cost than Epic Pachinko). Meaning, of course that you can be luckier and pay just 1800 or 3600 - or unluckier and pay 10,000 or more before getting a girl. I still feel that they should stick with 5400 kobans in whatever Pachinko you use, just giving you a choice what you want to roll for. Now the law of average luck states you get 35-40% players who are happy with Event Pachinko because they lucked out - and 60-65% who pay more than 5400 and therefore hate it. Dissatisfaction and displeasure is written into the system and more than half of the players will be aggravated, not happy with the system.
  16. Loving Lupa revival. Shard drops showed amazing intelligence, I don't think it's a completely random system. Loving Bunny revival had shard drops from 1 to 11, the longest streak without shards was 10 fights but usually I got something after every few fights. Now let's take Lupa - 106 fights, 100 shards. Bunny had 17 shard drops but Lupa only 11 drops - 10, 12, 9, 11, 7, 9, 12, 10, 9, 9, 2. As you see, very big drops only (is that something to do with the Dark Lord, that he gets bigger drops?). To compensate, there were many 10+ fight streaks without shards, the longest was 22 fights with no shards. Also an amazing coincidence that the final drop with 98 shards was suddenly 2. Based on that I would say that the system keeps track of shard drops - maybe it is a random system how many you get but if you get big drops, the system knows it and gives you more "empty" fights in-between. If you get smaller drops, you are given more fights with shards.
  17. Loving Bunny revival - 128 fights to collect 104 shards. Most common shard drop 4 (5 times), 11 (4 times), 1 (3 times). 17 shard drops total. Longest streak with no shards - 10 fights.
  18. Has it been confirmed with the shard system? Some other players also thought that using x10 seemed to give more shards on Fabienne.
  19. I somehow see a system with legendary items in the market. Usually I go for weeks without a single one. Then the system somehow feels I am too weak and I start getting legendaries basically with every refresh. They are still random - in 14 cases out of 15 useless crap that I do not want and simply ignore. The market continues to give me purple until I get a contest involving pachinko. That's when I play my Great or Epic Pachinko games and usually collect some useful legendary equipment to boost my character. As soon as my item strength has improved, my market is back to green and yellow items only for weeks, not a single legendary any more.
  20. It is also troublesome that after four days and 200 battles we get reports of 50 or 10 shards. This difference is too big. The system should in a way remove extreme luck and bad luck, so that if the median number of shards is 15 for 100 battles, we get an average of 30 over 200 battles and four days. Extreme luck would be 40 and extreme bad luck 20 shards - and we still have the super-extreme good luck of a 100 shard drop. But in a way, if somebody can get just 10 while others get 50, we are back to the RNG swings because with 10 you really feel as frustrated as before - you fought but got nothing at all while some other lucky bastards got 50 and everybody else and their uncle got around 30 shards. Keep the chance of super lucky 50 shards but the system should have a safeguard - if after a certain number of fights (50, 100 etc) the number of shards is too low, increase the chances for a while, until the player reaches the comfort zone. Don't tell the players what the exact comfort zone is but establish a certain minimum that nobody can fall below, not matter how unlucky they are with RNG. The system would only kick in when after a certain number of fights the player is "in the red" with shards - after reaching the comfort zone, leave it up to the general RNG luck again. But on the opposite side, just keep the superlucky chances to get to 50 shards - don't establish a maximum limit for luck. In a way it seems that devs want to remove both - extreme unluck and also extreme luck on the other side. That is why the 100 shard drops were initially removed. You should not be worried about luck - it is a good thing if players are inexplicably unstatistically lucky sometimes, don't take away happiness from the game. Your concern should only be to remove unhappiness and extreme bad luck - using whatever formulas, safeguards you can to remove extreme disappointment from the game.
  21. I have never got a legendary before. Decided not to spend thousands on it and waited for a free drop. I got it now with the new system so my experience would be to state that the odds of getting a 100 shard drop are incredibly better than those of a full girl before. Old system - zero. New system - one. Therefore 100% better chances now. Of course it would be wrong. Just that I was lucky now and not lucky before. On the other hand, 200 free fights and 10 shards is incredibly little. Most people got to around 30 shards with that number of fights. luckiest to 40, unlucky to 20. 10-12 seems incredibly bad luck - I was at 10 shards after 60 fights and at 17 after 80 fights (this was followed by 13 shards over the next 20, so I was at 30 shards after 100 fights). When did the 10 drop for you? Regularly during the days or more at the beginning/end of the event? My fights were early on, mostly with gold due to the promotion - many people reported incredibly good luck with Zack in the first hours. Maybe the devs changed the drop rate for the worse after this?
  22. One problem with events and revivals will be that many of the girls are with low-level bosses. So if you make most of the players fight there for 4-5 days, it will harm the finances a lot. Especially when you don't even pay out the measly 3,500 or 5,000 bucks every time you drop a couple of shards. First, I see no reason for low-level bosses. I made a new account and with the current reward system, it took me around 24 hours of clicking to reach Level 25 and Ninja Spy. Basically there is no reason ever to place someone below Gruntt, especially at revivals, because the situation has changed and it now takes a minimum of effort to sail past Ninja to the next world. I know putting some girls to low level bosses is necessary but at least seriously consider the possibility of always giving money with boss fights because you have to admit the average time of getting event girls will be longer now - even if it is still achievable during 5/12 days.
  23. Why aggravate players over the money issue? Just give money with every fight and shards as an extra. This will instantly remove many complaints and this amount of money is not worth fighting over. I am sure the average number of fights has gone down for boss girls, legendaries and perhaps epics. You will surely have an issue with 12-day event girls and 5-day revivals where a huge percentage of players got a drop in 1-4 days and where fighting 5-6 days to get to 100 shards will be unacceptable for many - as well as the idea of spending any kobans at all for these girls. Something needs to be changed there because that will be the biggest wave of protests next month. Higher 100 shard drop chance? So that players would pray not to get 100 too early because the best way would be to be at 80-90 shards and get that many epic flowers? That might actually make shards popular and make players interested in collecting them with the hope of getting those flowers. Nobody would complain that they no longer get the event girl in 1-2 days - and even if you do, well OK, you were robbed of the flowers but got the girl, so there's not a lot to complain about.
  24. Yeah but the discount forced people to spend in the first day of the event. In the future most of the spending would be after 200 free fights on the final day when it looks likely that everybody already has 30-40 shards.
  25. After 250 fights, I was at 61 shards (then got 100 shard drop). So yes, with 200 free fights over four days you are supposed to get to around 40 shards of the girl. Just like before, you have the option of getting a free drop during those four days (it has never happened to me with legendaries). For the remaining 60 shards, you have a choice - spend them on buying fights around 10-15 times (2,500-3,000 kobans) or wait for the revival that may give you a lucky full drop (again, I have never had that with legendaries) and takes you to around 75-80 shards. Then spend around 1,000-1,500 kobans to buy the fights to get her or wait for the third revival that gives you a reasonable chance of getting the girl for free. Right now most of the people who have spent kobans on fights, have spent less than 5,400 kobans. It is actually amazing that a legendary girl can be obtained cheaper than any random pachinko girl. You are right that without spending kobans, your only chance of getting a legendary girl during 4 days is with a lucky 100 shard drop, just like the lucky full drop before. Many people have got the lucky drop this time, many people have got it at earlier events. However, 90-95% of the players will not be able to get a legendary girl without spending kobans. This is true now, just as it has always been true. The only thing that has changed - it is virtually impossible now to be so unlucky that you spend 7,000 or 10,000 kobans to get a legendary. But right now there is no proof yet to claim that the chance of a lucky drop is significantly lower now than before. In my club there were lucky 100 shard drops at 250 fights and 150 fights. In fact, nobody has ever been so lucky at a legendary event before, this far only one player maximum has got the girl at legendary events (there are no heavy spenders in the club).
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