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czaz

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Posts posted by czaz

  1. If I'm gonna be critical of things I don't like (the Champions points change) I should be positive about the things I do.

    In the new Break Out side quest with Spook? That render of her is hot as hell! One of the best I've seen on this site. Great job! More thigh highs! ;)

    • Like 3
  2. There is now an "impact display" which displays the hero's + the girl's impact for each slot.

    image.png.eaabe16a9473ce9e990ec0a4b76eee99.png

    The problem is that we don't know relative impact between two girls in the same sex position unless we move the girl over to that slot. Check out the girls in the 4th and 5th slot here. Same position. Which one is better in that slot? No idea until I move Girl #5 into one of those positions. So every time I hit New Draft I have to hit confirm when I see a girl in that position and manually move her over to that slot to see which one would be better.

    I appreciate the desire to communicate that girls in the appropriate slots will perform better, but this change has made it so that Champions is more of a chore than it's worth. 

    • Like 1
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  3. I generally buy books every time the market is available and keep them for times like this, when the Legendary Contest asks for XP. Right now I have like 800 purple books, and around 400 or so gold books.

    Now that I can only do 50 levels at a time do you think I'm gonna go through all those books? There is no reward worth that work. You guys have made the game less fun with this Awaken crap.

    • Like 7
  4. 20 hours ago, GeorgeMTO said:

    Its a free reward every few hours. What's not to like about free stuff? There's no challenge in anything in this game (except maybe trying to teach some players how to be less bad) 

    It's every 7 hours. That's not "every few hours". It's long enough to make it nothing more than an afterthought.

    As for no challenge in this game, I'd disagree with that. In the Champions you have the draft system. In the Arena you have boosters and you have to keep coming back throughout the day to get your wins. In the Leagues you have the whole aspect of gaming the system and dropping tiers. This ain't exactly a Civ game, sure, but Places of Power seems the lowest effort, boring play system in the game.

    Oh and I've received like 5 Champion Cards and 1 orb so far. 0 shards. Yay.

  5. I came here to check if everything is right with Places of Power, and it looks like some people like it? I don't get it. There's nothing to it. There's no challenge. You just hit the button every 7 hours and you get a chance at a shard... except you'll eventually reach a level where it takes more than 7 hours? That's not my idea of fun.

    Also, that girl looks like she came from the Grinch cartoon, like Cindy Lou Who grew up to become a stripper.

    • Like 1
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  6. 13 minutes ago, ZackMacKenzie said:

    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.  

    And this is why I'm probably done with it. If a fighting system in a hentai game inspires that many words from people, it's too damn contrived and complex. I'm just here for the anime tiddies.

    • Like 5
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  7. For Malina (who is smoking hot btw, well done with the artwork!) I did very well on the first day, then it got slower for the next day and a half, then bam, 100 shards in one drop. For Bitch it's been going slow, slow, slow. Finally got her to 76 shards and now I have not gotten a single shard in probably around 30-36 hours. Yay, RNG. I still don't understand why the new RNG system is supposedly better than the old. There's been little difference to me - the new system may even be less lucky for getting girls for me. 

    • Like 1
  8. Oh god with the "reading comprehension" dude. Just don't respond if you need to pull that juvenile crap. I say "nearly" every event because sometimes it's not been with "several" days left. Sometimes it's only a few days left. It's never been close. And, as I said, RNG is RNG. People used to get unlucky with girls, they're going to get unlucky with shards. Some are saying that now there's a better chance, and my experience, so far, refutes that. If you disagree with that, I don't care.

  9. 2 hours ago, GeorgeMTO said:

    Day 3 of 12 has just started, so less than a quarter of the way into the event. If you have 51 of the 200 shards, you have more than a quarter of the shards, so why is the maths not working out?
    I mostly like it for the fact that should I not be lucky enough to get the girl, I know I'm measurably closer to getting the girl next event instead of starting over from zero again.

    In nearly every event I have gotten all the girls (from the villains) with several days remaining. It's never been close. Usually I'd get a girl every 2-3 days. And right now those 51 shards are from the green-level girl. You get fewer shards for the gold-level.

  10. Yeah I don't get the people that prefer this system, except maybe they're pay-to-play. RNG is RNG, and "you're more likely to get a girl now!" just hasn't been holding true for me. In the first event that this system appeared I had to buy several refills to get the girl. That's the first time I've had to do that on an event. With this event I'm 3-4 days in or whatever it is, and I only have 51 shards. The math ain't working out in favor of the people who for some reason think you have a better chance now. From where I sit, there have been two events and it looks like both events I'm going to need to spend mad kobans to get the girls. Never had to do that before.

  11. The connection issues with the game and the general slowness of commands going through - often not going through at all - are making the game nearly unplayable. I try to click on the girls to collect their money and have to wait to see which ones actually took. In fights whether PvP or not I click on Perform and a carrot sits there dangling for a minute before I can hit skip. 

    This has been going on for weeks and it seems to be getting worse. Please tell me something is being done to address this issue.

    • Like 1
  12. So far I'm at 9 battles, 9 losses. More importantly, I have no idea wtf is going on and from what I'm reading here, it seems few players really have a grasp on things either. That's bad game design. It should be simple to understand, hard to master. 

    Edit - 12 battles, 12 losses. Before this change I'd win at least half the time.

    • Like 1
  13. 4 hours ago, sanjkame said:

    And I really don't understand why the hell are you buying refills seen that still 4 days and 13h event...refills are something that you will use 30 minutes before the event ends. There are no reasons to spend kobans since you can get the girls naturaly

    I had nearly 14k kobans, so I figured why not. And no, there is no way I could have gotten Val Abrael naturally. I still don't have her and I'm sure I'm over 700 attempts at this point. There is no way I could have spent 700 attempts naturally.

  14. 50 minutes ago, Mori-kun said:

    Again, it's all about luck. Threatening to quit the game will not raise your chances of getting higher drops so stop your yapping. It's only the day 1 of the revival event, so don't lose hope. 

    It's not at all a threat. If I'm designing a game and players are quitting, I'd like to know why. As for it being "only day 1", well, it's been nearly 500 attempts now. If it weren't for buying way too many refreshes there'd never have been a possibility of getting this, the first of the two event characters.

    • Sad 1
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