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t6gear

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  1. Thanks, I hadn't realized we could scroll through the list of avatars. I would say it's a design flaw because it's not obvious, but I guess they want to advertise the avatars, so on their end it's a feature.
  2. What is the item in the picture, how can I use it?
  3. to say mojo is worthless is to avoid the issue. Perhaps its not worth something to you, but it is to me and probably many others. What else are you willing to give up? How much is the game going to change? At some point this game won't be a game any longer. It's losing the fun part.
  4. It used to be that the leaderboard was based on mojo, and then the admins changed everything. This not only changed the mojo, but also changed the goals of the game. And Now the mojo is only gained/lost via the Battle Arena. The biggest issue I have with mojo right now is that I don't decide my own mojo. The arena opponents are not decided by me. I'm given options, sure, but I'm quite certain they are pre calculated to cause a loss/win as determined by game algorithm/code. I tend to choose opponents well below my Ego level so as to somewhat assure my victory, HOWEVER, somehow SOMEHOW these people will get 3 or even 4 critical hits in a row. The 4th may have been due to reaching 100% (aka orgasm) but Even the chance of getting 3 critical hits in a row is maximum of 0.25x0.25x0.25 = 1.5625%. Anyone who's fought in the arena knows they've encountered this more than 1.5% of the times. Another flaw in this system is that if you lose from an opponent with lower Ego, which by design you will, you end up losing WAY more mojo than you would've received had you won. So you might be fighting an opponent which if you win, you'll get 5 mojo, and if you lose you'd lose 25-32 mojo. The risk/reward is not worth it in this case it seems. Sure there are items, but even those aren't worth it. Let me explain. The daily quest rewards 100% makes sense for small level players, but your senior, experience, and loyal players will only end up selling the items at 1/6th the price (except for affection items/gifts). These items will never be as good as the legendary and epic items MOST players are already equipped with at higher levels. And then there's the cash reward after beating 16 opponents, which considering the ACTUAL time and energy spent playing the game, seems miniscule. I don't know if it's proportional to the level but that 66K doesn't seem worth it more and more everyday. Proposed solutions: This is a brainstorm of ideas. Remove mojo entirely, OR provide mojo from troll battles, OR show risk/reward stat before fighting an opponent in arena for mojo and whatever we may lose. Bring back a system where we can choose our own opponents from the leaderboard,... perhaps a limited number of battles per 30 mins, but at least we get to CHOOSE who we fight. Guarantee epic/legendary item wins after 8, 16, or 20 wins. Give an option to sell items immediately without using the item at the market price, this would not only make the arena a bit more worth it, but also would increase the usage of pahcinko. This has been a rant but I hope you take some ideas seriously as I clearly got frustrated enough to type this all out, I'm sure there are others who feel the same. We need a reason to participate player vs player. Right now we are participating player vs computer algorithms. Thanks for reading/listening.
  5. for all you people saying you got the girls quickly and fast, I hate you. I hate you all. Just wanted to let you know.
  6. Since I agree, I would like to add my 2 cents to this....let's suppose you have a 100 girls, it still doesn't make sense to spend money to collect money you've already made. Even if 1 girl is ready to give money, the collection price is same. Instead of kobans perhaps if there was another option that allowed us to collect if we give 2% of available income.
  7. she makes 1050 per hour, but you can collect her money 3 times per hour i.e. every 20 mins.
  8. how do you even know there's a drop rate, or what the drop rate is, or if it has been or will reset?
  9. sounds like the next mission is not yet created. You've reached the end of the game. When the new mission is developed they will send it..that's why it is 'coming soon' ..it's not here yet.
  10. hey guys, don't mean to hijack thread, but I didn't want to create a new thread because I have questions related to critical damage. Since I've reached the 25% max, does this mean I can dispose/sell everything that just offers critical damage? I have an item that offers 10% critical damage. There's no point in arming myself since the CD doesn't go above 25% which I can reach even if I'm not armed with a single thing. Should we sell all CD items or are the developers going to create a new feature where it may be used? Why are CD items dropped/given via missions/pachinko if they are basically useless? If I may suggest, can you perhaps add a booster in market/game that when equipped with increases potential CD to higher levels?
  11. The error reads: Error! There is a problem in this page. We are working on it, very sorry! I get this mid fight with arena battles and boss battles. Until this issue is fixed can you also let me know if I'm getting my rewards from the battles when this happens or not?
  12. I don't really know what I was doing. But I found this site with the mercy of God. Praise unto the Lord - the provider of hentaiheroes, the waster of my life.
  13. @Damoncord Thank you for your help, much appreciated.
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