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Barf

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  1. Game has been working surprisingly well for a day or so. /files a bug report, this is obviously not WAI/
  2. This event is a gift that keeps on giving. It does not even want to end.
  3. On the other hand... Remember that final scene after third perk, usually with ridiculous affection cost to unlock? It seems it's no longer the case, as reaching third perk automatically unlocks final chat stage, too. With average 2k+ affection per scene x 40 girls, this change means 80k+ affection is no longer required for full unlock. Which amounts to 150-200 days, depending on a degree of your OCD. So, it might be a net win, after all. I just pity people who - instead of perks - went for final scenes, spending mountains of affection in the process. I mean, probably like 5 people, but still... (and yeah, it most likely is a bug #4276, as even after getting full 9-heart unlock you still have useless affection bar to fill - so I guess it's chat chat chat chat until it's fixed;) )
  4. So did I. I'll compensate my pain by awarding myself a Remote Worker of the Month title But if Kinkoid ever does "revival" events the same way HH gets, I better fucking have only that 1 final piece left 😬
  5. TFW paying 2200 kobans to finish last level within last 30 minutes and being 10 minutes late after event ended >.>
  6. Barf

    too high ego

    Irrc, you have up to 6 hours to reapply boosters, depending on the hour, so it's nothing near immediate. As for the same set - I guess ymmw. The numbers from bloated guy's profile are seemingly normal. But the numbers from ToF are completely out of whack, regardless of what boosters he is using. He couldn't have reached them in any normal scenario. Your guy, on the other hand, could - so his case *can* be a display glitch alone, while the bloated one not only displays wrong numbers but also was somehow allowed to reach impossible numbers. Whether they are merely a shadow of sorts is yet to be seen... ...when someone decides to test it in combat.
  7. Barf

    too high ego

    This example could theoretically be explained by some profile/ToF glitch similar to the way Excitement "works". Say, some boosters/Alpha effect does not register on Profile, while it does in ToF. What's more important - the difference *could* be explained by some boosters not registering for one reason or another. 36 hours is not exactly important either, as you can easily apply the same set of boosters, while it might be too early to level up. However, my example above defies any reasoning, as there is no way in hell you could get to those numbers at that level and with that equipment unless Chlorella/Cordyceps are adding to Ch/KH/H stats now. Hell, there's no way of getting there even with 4xLeg Ginsengs, using which would then leave a question of Ego unexplained. You might be too early to suggest that both issues are unrelated. Let's not exclude the possibility that L. Chlorella had - and still has - some unintended effect that allows for such schenanigans and we were seeing those so rarely in the past only because L. Chlorella was crap and therefore few people used it
  8. Barf

    too high ego

    These are going to be one hell of patch notes then. Note that all screenshots were taken at the same moment, so no" different boosters" scenario is applicable. Can you see the discrepancy between profile stats and ToF stats? Also, all of his items are of similar quality, so either this is some unrelated bug or "Boosters are boosting everything at the same time now" is going to be in patch notes along with "Boosters are now adding random crap because lol.jpg".
  9. Make that 500k w/ weak rainbows @ 384lv Couldn't really be boosters, as even 40% increase from 300-ish thousands will not get you that high. I _think_ I saw some phantom bug once, when, with no clear cause, switching a piece of gear would add stats without deducting those from the old piece. But it went away before I even managed to write a report. Perhaps it is back, new and improved.
  10. I'm positively surprised. Now if only they made PvP more player-dependent rather than merely level-dependent or RNG-dependent then it would start to resemble a system... As for Know-How being favored - KH is already being directly and indirectly checked by Hardcore (indirectly - by the virtue of Charm being worthless and - supposedly? - a "counter" to Hardcore)
  11. Ironic, considering that new players have little to zero reason to even give a damn about "anniversary" of a game they started playing some time ago.
  12. How about a tiebreaker that sorts people according to how many times they used a refill? Secondary tiebreaker being anything related to their harem - number of girls, overall bonus, a number derived from how well Charm player developed Charm girls... anything tied to account development, not to internet connection speed. Oh, wait, that would detract from buy kobans buy kobans buy kobans policy... All right, second approach: * Refilling has a progressive cooldown, starting from 2 minutes and then +2 minutes with each refill. or from 1 minute to +1 minute / refill. Price does not change. No additional tiebreaker necessary.
  13. Better yet, keep those stupid boosts. But, at the same time, have them work only during Club activities. That's right - Club-exclusive activities, aka something that makes Clubs actually, you know, "social" feature, bs chat notwithstanding. 1. Club-Only contests with rewards dispersed among club members and/or among top contributors, proportionally to contribution. 2. Club-Only Arena, when you can use this revolutionary "chat feature" to set up group fights against randomly selected groups. Rewards as above. 3. Club-Only Leaderboard. See above. 4. Club-Only Tower of Fame. See above. When you're done developing these Club-Only features, your Club-Only boosts will be both fitting and useful. Right now they seem as yet another feature designed to hunt whales, while driving through a bunch of normie fish. Until you develop something *like* the above, consider NOT trying to convince people to join relatively useless Clubs by boosting their non-Club performance. Funny enough, I think removing Chat feature mighty actually prevent some of incoming drama. Who would've thought having fewer social features could result in fewer social issues in your social tool. You could almost imagine it means something's wrong with a design of that social tool in the first place.
  14. A resoundly "meh" idea. Instead of contributing to fixing runaway issue, it only exacerbates it. Mixing min-maxing, powergaming crowd with a bunch of social issues inherent to any "clubs", AND with implied necessity to invest in-game (or, in case of whales, RL) money makes clubs a ticking bomb, which will be blowing up in Support's faces. Can somebody be kicked from the Club? Will their contributions be returned upon removal? No? Ohohoho, I predict a popcorn-worthy scenes in the future then. If "social" feature needs unrelated boosting to be interesting, then clearly "social" feature fails to be interesting.
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