Jump to content

MuljoStpho

Members
  • Posts

    34
  • Joined

  • Last visited

Everything posted by MuljoStpho

  1. Came to the forum just to see what was even going on with this new event. When I first checked in on the game earlier this morning / late last night, I saw this new event and I saw that it said to go to Grunt, so I went there and did my 20 fights and then I realized that the new girl hadn't actually shown up as a possible prize. (Only the champion ticket, some cash, and the 1-spin epic or mythic pachinko orbs were listed as possible prizes.) So I looked again and noticed the part that was saying "total shards remaining: 0" and "40000 shards available in <timer>"... So I just figured "okay? so it's started but it isn't really started yet? I guess I'll be able to do something with this next time I check in?" So I just checked in again just now this evening, expecting to see "shards" available (whatever that even means (I know now that comments here are indicating that it's referring to the crystal heart symbol points that can lead up to the unlock of a girl, but elsewhere in the game that's called attraction, not shards)) and instead it's just the same crap message again. Made me think that the thing might have been bugged. But no, according to this topic it's just crap design. So... Got it. Message received: "just ignore the new event".
  2. UPDATE: Eligible to claim first prize from it but can't get it since that page is stuck displaying its tutorial message.
  3. It got all buggy on me as well. (Playing on Nutaku.) It got stuck in a loop where the same tutorial message kept popping up again prompting me to start my "first" fight in the new arena. I eventually did break out of that loop somehow after all 10 kisses had been spent on it, but I'm still permanently stuck with a tutorial message always popping up on the seasons page prompting me to click on find opponents (the part of the tutorial before the part that had been stuck in a loop, no idea how it got stuck on that one while being fine with the opponents page).
  4. Huh, hadn't loaded the game in a while and I just happened to check it just now and I see an event running... (back into that "puzzle" event that nobody ever really liked to begin with, again...) with only 2 days left on the timer... Well, I'm not spending anything on extra moves, so recruiting this girl has zero chance of happening.
  5. Oh, guess this explains why I've reached the fencer girl (where do you see the name before they're unlocked?) at chapter 1 stage 800 three times now without unlocking her. Was thinking that it must be bugged. Weird / annoying design decision there, devs. (Playing on nutaku, by the way. The new version with the revamps to add story chapters and whatever else only just launched there today and I only just started it a little bit ago.. I already had a bunch of girls credited as unlocked from what I'd gotten in the previous version of the game so this is the first new unlock I've reached.) EDIT: huh, Megumi actually is among those already unlocked for me because of previous progress. I'll hit this wall again whenever I reach chapters 3 and 4 though. Harem shows five of them waiting to be unlocked in that range.
  6. Somehow I'd missed that they'd announced a revamp to the game. Or if I had heard about it, I forgot. I had been wondering about the lack of events lately though. Thought they had been way too frequent before (plus their attempts at making new types of events all seemed like major failures) but kind of got used to seeing them. Kept expecting to see the next one started many times when checking on the game each day over these last however many months, but it's been silent.
  7. Came here just to see if anybody had mentioned this yet. And yeah, all other parts of the game seem to be fine. It's only pachinko that doesn't work. Says something along the lines of the error automatically being reported to the geeks. (I wasn't sure how much we can trust that though since I've never seen that message before now.)
  8. Huh... I didn't have any placement bugs with any of the previous puzzle events, but this one is misbehaving for me in stage 1. The first 8 of the 9 pieces for stage 1 placed just fine, but it refuses to let me place the 9th piece (which is the piece for the bottom right corner). Edit: I guess it didn't count a couple of the moves correctly either? I started with 20/15 moves, and after placing 8 pieces I'm at 14/15 moves left.
  9. I wouldn't say "upset" myself and I don't know about anyone else's reasoning for being a bit annoyed at the more harshly balanced events here, but I personally never spend the free kobans on any kinds of boosters (in or out of an event) because I'm hoping to save them all up for gacha spins in the hopes of winning new girls there. (Granted, that's been a subject to be a bit annoyed about as well for its own reasons. People have been saying it pretty much since the gacha first became a thing here, but these devs have a much better thing going on with the pachinko system in Harem/Hentai Heroes while their Hentai Clicker gacha system feels like a lot more of a rip-off.) I have spent some free kobans from puzzle events on extra moves to be able to actually finish those, but the decision to do that is always made reluctantly. Over in Harem Heroes as well, I've often been reluctant about ever spending the kobans I've struggled to save up on anything other than the multi-pachinko spins. I have done it. (Spending 2 kobans here or there for little QOL multi-actions.) But it always feels like a bit of a waste. Frivolous spending of the free earnings is just counter-productive, in my opinion.
  10. I only just now got past 4200 for the first time. Let's see... 1d3h left on the clock... Probably better to just try to stick it out instead of resetting one last time, but I don't think I'll be reaching 4900 either way. I mentioned that one. The one that gives bonus mojo (or whatever the crap they said that they changed its name to for events) on reset was level 235 at the time of my previous post. I bumped it up to 240 in the time since then. Can't always be paying attention at the right time to trigger the active abilities again when they're all off cooldown, and have to sleep at some point. It was taking me most of a day to reach 4000+ every time. Let's see... crafts that I did not receive at all in this event... Oh, I actually don't have idle boss. What else...? Didn't get the level skip one. (That would have helped a lot to cut down on time necessary per each reset, actually.) And... I didn't get the one that improves critical idle value.
  11. It feels like I won't be able to get anywhere near finishing this one because the wall just keeps getting steeper and steeper faster than I can improve my bonuses to overcome it. 3 days left on the clock, farthest I've gotten so far is 3970 Felicia has x12 multiplier generic click charm lvl 200 (charm / know-how / hardcore versions are each lvl 100), generic idle charm lvl 250 (charm / know-how / hardcore versions are each lvl 50), rewards and non-boss rewards charms both lvl 255, boss reward charm lvl 200, mojo charm lvl 235, triple reward charm lvl 230, mojo ring lvl 235, sex tape souvenir lvl 75, click and idle crit chance charms both lvl 100, click crit value charm lvl 100, charms for starting girl levels and time on boss are both lvl 25. ... I think that cover all the charms I have? No, I also have the click boss stuff but I haven't leveled those. Anyway, it's 54.53B cost to unlock the next new charm but I've just been working on leveling what I have. Just kind of feels like I'm stuck at this point.
  12. Huh... Just noticed the event button. Clicked on it, and it's showing only 2h33m remaining? (Also, the progress bar on the side has no markings for current progress / available rewards, and the picture at the top of the bar is Lyrsa but she's labeled as Spring and "click for more info" doesn't work...) ... ... ... What can I even say to this?
  13. Minus the last part, this is what I've been seeing as well. Within hours on the day this event started I had blasted through most of the milestones. Then the climb to the one at 3000 was slow, and reset after reset after reset (repeat until you lose count) since then I've been struggling to push much farther than 3000. 4d11h left on the timer still, but at the pace it's been going since I first reached 3000 the final goal at 3500 seems to be looking really rough for me right now. It's like I'm repeatedly crashing into a brick wall here. Some notes... I'm at 2.32B mojo cost to unlock the next charm I've focused most of my charm leveling on the idle and reward charms that I've got (generic / hardcore / charm idle each at 190 and generic / non-boss / triple rewards at levels 190, 190, and 150 respectively) I've got 150 levels on the one that boosts mojo received from resets as well, plus 100 levels on the generic click boost I have NOT yet been able to get the charm that adds idle to clicks or its opposite (I've only got various random click stuff plus starting levels, boss timer, and click crit chance / click crit value / idle crit chance (but not idle crit value)) I've focused levels on Felicia (best option for idle, right?) and Megumi most of the time (although Kelina seems to give a better boost to rewards when I scroll down to dump some levels on her instead of Megumi) When click damage is needed I've found that Abrael seems to be the strongest option I've got (can someone confirm that?) Girls in my harem: Mizuki, Bunny, Estelle, Megane, Angela, Vanessa, Clara, Spring, Felicia, Lyrsa, Svetlana, Megumi, Juliette, Abrael, Kimberly, Sa-Lee, Lusamine, Kelina, Vechta, Elysa, Cupid, Keira, Sabrina, Hari
  14. To be fair on the commentary on my 5th point, I am kind of coming at this from the "free to play" player's perspective. At the same time though, I do acknowledge that the game just isn't going to be tailored entirely around how I might want to see it and that the devs are going to be looking for out for their own interests by putting in something that they hope people will be willing to pay real money for. My line of thinking on how this might play out if they were to make use of any of my ideas here (with whatever numbers they would want to use, obviously (I don't expect the random example values I spit out to just blindly get used)) is that they would likely try to balance the scaling per level of the targets and rewards of each of the objectives (which I imagined being an open-ended system with no caps on how high each particular objective could go, by the way (in the second point you seemed to be expecting a limitation of three levels per objective)), plus the costs of the girls as well, so that just as previous events always had pachinko-exclusive rewards outside of the reach of f2p players this would also end up with some sort of setup that makes it damn near impossible for f2p to win all of the event's grand prizes. If it costs a total of 30 tokens to win both of two available girls, perhaps the devs would anticipate an average f2p player being capable of earning somewhere around 15 tokens and that an average paying player would be capable of earning somewhere around 30 tokens. On the third point, how long an event like this might need to last would probably scale with how many girls they associate with it. I suppose though that they probably specifically limited this event to two girls to cut back on new art assets required from their artists, and if that's whats going on anyway then we'd see that limit applied to my version as well. Anyway, the point of adding this token system is that with the objectives running in parallel instead of having a linear sequence between them there would need to be a new way to determine an "end" to the event path. (The suggestion in the fourth point then turns any excess effort (any objective levels completed beyond what gets you enough tokens to unlock all the girls you're going to be able to unlock) into additional small prizes when it ends.) Anyway, about the costs, there could also be the possibility that the devs don't handle the costs of those prizes (and the fair choice between any of them when you claim a prize) the way I proposed. They could just state plainly that one girl will cost 10 and the other will cost 20. (In my proposal, perhaps first claim costs 10 tokens and second claim costs 20 tokens. You'd have your fair choice between the two options when you claim the first time and the other one would wait until you can pay for the second claim. The less fair alternative to that is that the devs just decide for us which one will be 10 and which one will be 20. No choice.) Hmmm... Here's an alternative thought instead of my idea of paying small amounts on a case-by-case basis to turbocharge each separate level of each separate objective... Suppose that there's a currency for that, some sort of "turbo ticket" or whatever they'd call it. We could have the choice to buy those tickets individually or we could pay a bundle price to get several at the same time at a better rate than buying that many individually. Maybe (thinking optimistically here) a small, medium, and large pack to have a variety of options (as opposed to only having the large pack which have so many tickets that it would effectively be nearly equivalent to the current event's single purchase for a second set of prizes). And then those tickets could be applied to whereever you want to apply them. Or if the choice to charge up any specific option on command is too complicated maybe they would just have each next level consume a ticket automatically until you run out of tickets. Or something.
  15. I'm not sure that I really "want" to see this new event format return at all to begin with, but if you really want to keep it around I have some thoughts.... Present us with a list of different types of objectives, similar to what you've done with "Path of Attraction #1"... but allow progress on them all to count in parallel with each other. When a particular objective's target is reached, award some "path tokens" plus whatever other little reward... And then level up that objective so it now calls for a bigger target to reach and the path token reward might increment and the extra reward scales up a bit as well. A certain number of "path tokens" may be spent on a grand prize (new girl). If there are multiple different grand prizes available, the cost scales up for each next one. (So for example maybe it costs 10 tokens the first time you claim a grand prize, 15 tokens the second time, 20 tokens the third time, etc.) Maybe when the event ends any unused path tokens remaining get converted into random extra rewards. Do NOT lock a second set of rewards behind a big purchase. I'd be opposed to there being any mechanic like this at all, but if you really feel like you must include something along those lines I'd propose maybe an option on each separate level of each separate objective to pay a SMALL amount to turbocharge that level, which will extend the target that that level is asking you to reach but it will reward extra path tokens and the other reward will be boosted as well. Anybody else have any other ideas to add onto mine? Or a whole other alternative format to suggest?
  16. Why would she be called that? Hari is her name in the other game as well. And "Hari" kind of looks like the word "hare" and could be read as sounding like the word "hairy" (with hare being the more likely connection for them to have intended to make there). Or with a different pronunciation the word "hari" (har-ee) is... a term from Hinduism? I'm not sure that that connection is relevant here though... (looks through some more search results) Huh, different culture here but apparently in Chinese mythology there's a "rabbit god" named Tu'er Shen who "manages the love and sex between homosexual people". That seems like an appropriate connection to find for a bunny girl in a sex game. What could could "Hasi" sound like or refer to? ... (imagines a nasally stereotypical mobster voice like in an old film noir movie saying "Ha! See!") Anyway, my search results for the word "hasi" aren't turning up anything that looks relevant here. EDIT: You could also think of "Hari" as being short for a name like "Harriet".
  17. Same here. 4d9h left on the clock as I discovered that this had started. They started me at 20/15 moves at least, but still... Hmmm... I think that even if I'm impossibly perfect about never missing any more time for the rest of this I might still need to waste kobans on +10 moves once or twice to finish it? Am I estimating this correctly?
  18. Yep, +1 for this assessment, and +1 for the "mini-game tab" proposal as well. It was a neat surprise at first to see new gameplay for an event instead of the usual lite remake of the main gameplay. But soon it becomes apparent that the balance for this new game mode seems awfully harsh for how it's being used. Throwing some ideas around to try to help brainstorm other fixes or alternatives... Would it be possible for the dailies system here in Hentai Clicker to start including a sequence of event dailies like what we often see in Harem Heroes? Whether the puzzle game continues to be an event format or gets repurposed as a permanent mini-game, how about letting at least 1 daily each day award several extra moves for the puzzle game? (So that'd specifically be the event daily's reward if the puzzle is kept as an event.) Or instead of awarding extra moves in place of kobans / money / harem affection / contacts affection on a daily mission... What if every daily awards one extra move in addition to the usual stuff? (This idea would be more applicable if the puzzle becomes a permanent mini-game.) You could try to strike a different balance with how moves in the puzzle are perceived by us if you adjust the cap for number of moves saved up and the timer to recharge moves... For an example, suppose that we cap at 2500 puzzle energy, recharge +1 puzzle energy per minute, pay 50 puzzle energy to move a piece onto the board, and pay 25 energy to swap an already placed piece with another space or piece on the board. (Obviously with this kind of scaling any potential addition of puzzle energy to daily rewards would likely be giving away several hundreds of points at a time.) I kind of snuck another suggestion into that example there. Let there be a discounted move cost to fix any mistakes that might happen. Say that a player already burned the cost of a move or two placing one or two pieces onto the wrong spot(s) on the board. Let that player pay half of the cost of one move to swap the positions of two pieces already on the board. The player will still be kicking themself over it, but at least the mistake will sting a bit less. What if one of the early contact's had her bonus changed to a reduction on the recharge timer for that puzzle energy? +1 puzzle energy per 30 seconds by the time she reaches max level. (Or change a few of them and have the cumulative effects with all at max level reach that point. Or another alternative could be that we gain 50 energy per hour and some contacts can boost the amount gained while other contacts can reduce the timer, ending at 100 energy per 30 minutes once they're all at max level. Or for yet another alternative... this would add extra complication to the whole thing but perhaps there could be two separate timers: small energy gains on a fast timer and big energy gains on a slow timer, and let there be contacts that tweak amount A, timer A, amount B, and timer B. Maybe in that more complicated idea the fast timer can only max out at 50% better in its amount while getting 100% faster and the slow timer can max out at 100% better in its amount while only getting 50% faster.) Obviously, as suggested by Tsuga let the puzzle game become a permanent feature on a new "mini-games" tab. Climb up through stages to earn certain rewards. 7 day cycle (reset progress weekly). Adding to that idea though, what if the stage 10 reward and/or the grindable stage 11 reward was something similar to the partial credit we can get in Harem Heroes towards girl unlocks? For example, +1 point towards a random gacha girl that you don't have yet and maybe unlock a new girl when you collect a total of 10 points for her. (Best case scenario if you always randomly draw a point for the same girl every time and if this is only the stage 10 reward: It takes you 10 weeks to unlock one girl. (Odds are that we typically won't get such a lucky streak though.)) This goes into a whole other pre-existing gripe with the game, but I'd also propose changing the gacha system to allow for there to be an option for a cheaper gacha spin. The current one is 9000 kobans per spin and you have a chance to insta-win 1 girl. Let the new option be 900 kobans per spin and you have a chance to win 1 point towards a girl. (Same points I suggested earning from weekly puzzle mini-game grind.) Other rewards in that cheaper spin would be at 1/10 of the potency of their counterparts in the expensive spin. And maybe there would have to be some sort of tweak made to the big spin's insta-win result to pay out something extra if she already had some points earned before you insta-won her. (Probably gaining some amount of harem affection.) Going beyond the puzzle mini-game, what if there were other mini-games introduced sooner or later as well and what if the energy resource was actually general-purpose for all mini-games instead of only being for the puzzle? Maybe each mini-game has its own separate randomized reward ladder for each week and we may have to make some decisions about which mini-game(s) we'll prioritize if we're specifically trying to collect certain rewards? (Like if a player decided to make a personal goal out of trying to max out a ton of contacts they would want to try to snatch as much of the contact affection as they can every week so they'd aim for those rewards first before worrying about reaching other rewards.)
  19. If you don't luck out on getting just the right charm eventually though...? 1st and 2nd events went super smoothly for me and I finished them each waaaaay ahead of the cutoff time, just like you mentioned. (Granted, 1st event had that bug that was super easy to accidentally exploit without realizing it...) I had no such luck for the 3rd event. Didn't play it any different than I had played either of the previous events, as far as I'm aware. But I made extremely slow progress through most of it and never got any really game-changing charms to help out with it. I barely scraped by with reaching the line for the next-to-last reward within the last day of the event. There was no chance at all at me reaching the final reward that I'd been checking in on the game multiple times a day every day to get. Of course, I think it'd be worthwhile to be asking how the experience can be expanded and improved even if I hadn't run into that trouble with the recent event.
  20. Yeah. Could make a big difference if they'd allow that for event charms. (Beyond the first few which apparently aren't random. Just some way to reroll the random ones.) [EDIT: Only for event charms, of course. Main game's handling of charms would remain the same as how it currently works.] Perhaps the cost for a reroll could be some specific % of the cost for the next new random one. That % scales up after each reroll you try. So maybe the first reroll costs 10% of the next new cost, next reroll is 20%, next reroll is 30%, and so on up to some maximum like 50% or whatever. Oh, I suppose there'd have to be a refund of any event mojo spent into leveling it if you happen to level something before trying to reroll it. Well, we can hope that there would be a refund in that case at least. They might just say "tough luck, you shouldn't have wasted it" or they might only refund a small portion of it. Anyway, maybe they could also make it so that event charms in general have the costs to unlock each next one scale up less steeply compared to how the ones in the main game scaled up. With the revised scaling of new unlock costs and with the fractional derivation of the reroll cost, I'd imagine that they would also tack on a rule saying that along with increasing the fraction for that reroll cost derivation a reroll would also apply some sort of partial increase on the cost of the next new unlock. So if for example (making up all of these numbers here) it currently costs 10x as much for each next new unlock (1M -> 10M -> 100M -> etc.) maybe a reroll throws a 2x multiplier into that mix (you pay 1M for a new one -> next new one would cost 10M but you don't like what that 1M one gave you so you reroll it (costing you 10% of 10M = 1M ) -> 2 x 10M = 20M becomes the new cost for the next one -> you're fine with what you get and you pay the 20M for a new one -> next will be 200M, but suppose that you decide to reroll something here ( costing you 20% of 200M = 40M ) -> next new one will be 2 x 200M = 400M. To be clear, in the idea I'm proposing here I'm imagining that we'd have the reroll option available at any time we want on any charm that was a random unlock. I am NOT proposing that only the most recently unlocked one can be rerolled.
  21. I got to 1500 a couple hours ago. I'm trying to save up the 423k event mojo for a 10th charm (9th one I got was non-boss rewards by the way) to see if I can get something lucky. But I don't think I'll be reaching 1800 in these last few hours of the event. EDIT: lvl69 idle charm, lvl68 reward and non-boss reward charms, lvl35 click charm, lvl5 hardcore click charm, lvl15 boss timer charm, lvl10 in each of the others that I've got (both types of crit chance and the value for click crits) EDIT2: Next unlock ended up being for boss idle. Meh.
  22. I'm wondering if there could be a way to set up the goals for event rewards to feel more "fair" to more players instead of having some of us get screwed over by bad luck on which charms we get. So the idea I've got forming would be to set up some sort of scoring scheme and set up the rewards at certain target scores. Score would never go down. The points we gain are the points we gain. Targets to reach are cumulative across all resets. One way to obtain points would be based on the number of stages cleared. There would be some formula for this that places higher value on higher stages (and lower value on lower stages). Another way to obtain points could be based on the number of levels gained on the girls. Maybe some formula applies here as well to put more value in levels gained in higher ranges (and less value in levels gained in lower ranges). Another way to obtain points could be based on the number of levels gained on the charms (and the number of charms unlocked). Better points for higher levels of the charms. (And new charms would be worth a significant amount.) Another way to obtain points could be based on resets via the amount of event mojo earned. (Perhaps do log scaling on the total of all earned during the event. For diminishing returns.) Offer all of those ways (plus any others that can be squeezed in), and everything we do within the event portion of the game would gradually contribute towards reaching the reward goals. Faster completion if a player can climb to higher stages, but they'll still be working steadily towards it if they can't manage to reach as high. (As opposed to the current setup where nothing you've done matters if it's not enough to push all the way up to the next target stage.) You'd just have to work out the exact scoring scheme and work out what target scores would be reasonable for the rewards with that scoring scheme. Kind of getting into a different suggestion here (could do this with score-based targets like the above suggestion or with stage-based targets like we currently have) but I was also thinking that perhaps events could have side goals added along the way as we climb towards the goal. These new targets would earn us "event perk points". Each point could be spent to unlock the use of any perk you want within the event. (Or maybe certain more important ones cost 2 or 3 points? Gain multiple from each target reached and then we try to pick a strategic use of them. There wouldn't be enough perk points in an event to have everything unlocked.) This would be entirely independent of which perks you've unlocked in the main game, so you could activate things for the event that you don't have active yet in the main game. A couple things about that though... I'd imagine that for the purpose of the events any harem affection related perks would have to be changed to something else. And you'd also have to make sure that any mojo boosting perks will boost the event mojo when active for an event.
  23. So people are getting banned from this... How can that even be a thing? Are the devs not aware that they've created a single player game, here? In another topic someone was saying that it's autoclickers. (Which would be overkill and uncalled for if that's really a reason for anybody to be banned.) Or maybe more specifically macros / scripting. (Bit more understandable idea, there.) Doesn't make it any less bizarre that it's even possible to be banned from a single player game in the first place though.
  24. I just realized earlier today that there were 2 days left on the timer for this event and I had just barely crossed stage 1200. And I'm currently struggling to push any farther than that. First event had been easy because of the glitch that so many of us accidentally exploited before we knew that anything was wrong with it. Second event seemed pretty well balanced and I completed it with something like 3 or 4 days left on the timer without worrying about it too much. And now there's this event... It seems to be balanced the same as last time but somehow it feels like I'm stuck at a wall right now and I 'm not sure if I can even finish the rest of it in time. (Event crafts so far: click, idle, hardcore click, seconds on boss, rewards, chance for click crits, chance for idle crits, and boosted click crits. Next new charm costs 192k.)
  25. Same here. Won't let me unlock any more and I'm missing that exact same one. EDIT: Reloaded and I was able to unlock that last one.
×
×
  • Create New...