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Horsting

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Everything posted by Horsting

  1. I thought there was a patch notes entry about this being fixed for Hot Assembly, but I can only find it for double penetration (01.11.2023): https://blog.kinkoid.com/patchnotes/patch-notes-hentai-heroes/ I also think that be underlying reason is something which can potentially be abused. Likely not currently, but it is only a matter of time. Per-session progression without a forced logout is pretty bad, and this reply "your fault if you did not log out", without any hint at any place that multiple sessions are not supported, is just not good enough. I opened a bug report about this some months ago, but of course I am ignored:
  2. According to Rosso, you are "wrong": See, the Labyrinth and everything else takes only 12 - 15 minutes, so all good. More is always "better", less is "boring" 🥳.
  3. I always had a monthly card and also always needed to visit the ranking page to get the rewards. I actually prefer this behaviour, so it is possible to play the game between reset and contest starts without risking to break natural regeneration for CP and/or energy. And one can save CP rewards from LR raking for up to 2 more days, in case a more beneficial event starts. Did this two times last LR, IIRC. What could be enhanced in this regards is adding the well known chest icon to the ME banner and raking tab(s), when ranking rewards are unclaimed.
  4. And while there was a patch notes entry about a bug being fixed about HA progress being lost when progressing in concurrent game sessions (like desktop and mobile), I wouldn't trust it. Basically if you progressed in session A, while session B was active, and then session B got logged out (either manually, or automatically like done by the game every some hours), all progress done in session A was lost, overwritten by the state of session B. Would be good to know whether this was the case, since then we'd need to kick KKs ass for getting this completely unnecessary bug addressed, either properly or by forcing a logout of all other sessions when doing a login anywhere. This is actually common practice in some other browser games, while in KK games only the chat is disconnected.
  5. Is that so? I remember and rechecked, that it did take into account the two AP relics with +9% together, i.e. that VM and berserk behave the same in this regards? But regardless, of course usually your DDs stay at 100%, or at least the longest time of hard battles, so berserk has usually only very little time/rounds to stack up, and most of the battles does nothing at all. So VM is clearly far superior. I'd rate berserk lower than any other AP/damage relic (aside of crit damage, which seems to not work at all), despite its stacking behaviour. Indeed an interesting question whether the AP bonus remains after the ego falls below/raises above 50%, just does not raise further, or whether it falls back to base AP the next round. And whether this is the same when you have both relics, VM and berserk. Btw, I tend to use the working AP (attack power) instead of damage, as for me the damage is the final outcome, i.e. that what is called "total damage" in the AJAX. I.e. attacker has AP, defender has defence, then: damage = ( attack power - defence ) * 2 Usually this wording is also used in the game, just the AJAX response and the relics for whatever reason use "damage", inconsistently.
  6. If EP pool still needs to be cleared, I generally agree. But with limited kobans, when you need to decide between PoG/PoA, LD, MDR, DP this month, and e.g. PoV, I'd rate all latter as better invests, i.e. PoG/PoA is the first I'd drop to be able to participate/buy the others.
  7. Absolutely. I am even playing HH only, but it can take several hours to complete everything, and again an hour before reset to finish off contests, ME ranking, last shards for even girls etc etc. Champion contests and objections (now in two events per month: PoA and PoR, and DP by times) are usually a full day of visiting the game every 15 minutes with a timer. Even worse when taking the league serious and aiming to catch opponents unboosted, as you usually need to check back every some minutes for up to some hours on every opponent to hopefully catch it when its stats really drop to unboosted state, and hopefully not when it reboosted already. But one must play this game seriously to recognise this, or, of course, listen to us and taking our feedback serious. I really really really hope it is meant serious this time. But the statement is contradicting the next: Although, Laby difficulties are probably not "anything entirely new". However, putting something on top of a system where e.g. >50% of the relics do not work as expected, revealing seriously messed code structure where A affects B out of the blue, is a very bad idea, making the bug fix mission impossible and actual entirely impossible mission, which will make Tom Cruise and even Chuck Norris start crying and surrender unconditionally 😱😭.
  8. To add to this, @EpicBacon and me were reviewing some data, and with the help of @-MM- magically finding the right formula for some number increase pattern, we found some interesting facts about the "Vigorous Motivation" and "Berserk" relics: The X% damage bonus granted by those relics, is not granted only once, but stacks every round. I.e. if it has +10% damage on the paper, and your girl's initial AP is 50k, her AP raises by 5k every round. Intended or not, this makes the "Vigorous Motivation" (VM) relic very strong. Additionally, while the GS4 damage increase bonus, which was never respected, has been consequently removed completely form the AJAX response, it does weirdly increase the VM/Berserk AP bonus, and ONLY that. Hence an M6 girl with maxed GS4 bonus (+1% each round), increases the 5k AP bonus from above example every round (including the first) by 1%. I.e. on first round, it will be +5000*1.01=5050 AP, on second round +5050*1.01=5101 AP (rounded up) etc. The bonus is rather small, and it looks like a leftover from the previously at least in the AJAX response shown (but not respected) AP increase by GS4, being still effective for the bonus of those two relics, most likely as a result of horribly unmanageable spaghetti code. Another weird observation is that, if the opponent girl has a shield (not defence, but the shield granted by blue/sensual girls' GS5 (Laby) skill), a part of the damage bonus from VM/Berserk is not applied. I tried to find a formula about how much of the bonus is missing, but could not find one. It is at least close to the ration between damage reduced by regular defence and damage eaten by the shield. E.g. it is close to 50% (like ~2500 AP in above example) if the damage is halved by the opponent girl's defence, and the other half is eaten by the shield. But if it really has something to do with it, the question is which AP/damage applies: The damage form the prior round, the damage your girl would have had if there was not shield, an incremental loop result of the actual damage she does, which is a result of the AP bonus reduction, hence would require an incremental loop to know/narrow down. None did really fit, but it was in this area at least. And another important fact: VM/Berserk do only apply if the girl benefits from any other AP relic already, else it does nothing. Not a big issue, since one almost always gets any damage relic quickly, but still. @EpicBacon please verify that this was still true for your last tests. All in all these behave extremely weird, not as documented, complex/complicated, and I am quite sure not as intended, but as a result of messy broken code (ah, not "broken", thanks @jelom, it just follows KK universe fundamental physics). I do not believe this can ever behave in a clean, logic and consistent way, without a complete rewrite from scratch, but it would be still good to report to KK, so they know what their coders are producing and/or have to deal with. So if any mod could forward this to the closed mods Discord channel, that would hopefully not hurt.
  9. Can you give some more details? Are you talking about rewards from Labyrinth only (which does not have an event button but is available through Sex God Path), or do you mean all rewards from all events? And if so, at which point does it fail to do what you expect? What happens, in case error messages?
  10. Agreed. Also having characters from earlier worlds and other game modes regularly chiming in and participating is a blessing for each longer story, IMO, independent of the "more sexy guys" factor. I mean this happens already, but could be more. Variety is always a positive, even important aspect when it is about pleasing sexual tastes of a large player base. We regularly had this discussion about breast sizes, and I was very happy with 2nd last MD Ume, who was even rated best in January girls survey, IIRC? Drifting off topic ...
  11. I don't see something there. ID is "hh_horsting". However, I am not active on Discord anyway, unless I am looking for something particular. Interesting. At least the data is now consistent. A little sad as it would be nice to have all girl skill being effective in as many game modes as possible, IMO. But better no effect than buggy or inconsistent data. I said it, this code is so broken, I am taking bets about whether this will ever fully work as expected or not, and I bet against it 😂. A perfect prove for this: I said at the beginning that it looks like pretty dumb quick patch to just add a *2 to the final damage formula, being confusing and error-prone, instead of doing it properly and doubling AP and defence granted by KH and HK CH. However, this relic is on the blacklist anyway, as it likely can curse your own girls as well, like the assistant relic can bless the opponent. And even if it worked as intended, it is very weak compared to damage buff relics.
  12. This auto-login feature of the browser. There is no auto-login in HH itself. When you are logged out, even when its done automatically (every few hours), you normally need to manually log in again. But many browsers (I guess all Chromium-based desktop browsers at least) have a feature to automatically login at pages when automatically logged out (i.e. you did not log out manually). At least in my case, the loading screen always shows up for a short time when I am auto-logged out, before I am automatically logged in again. Whether this happens faster or slower, and whether it is so slow that even the annoying background music starts playing (which you likely have disabled in the game), varies, I guess depends on server load or random network/routing state between you and the KK servers. There is an animation between loading screen and login screen, IIRC it was always there, but not 100% sure since I disable all animations and transitions throughout the game (besides a few exceptions) with an own script. OP however has a different issue that, at least on desktop, he needs to log in twice. It could be related to flaky KK server network as well, or the first authentication request or answer is for some reason blocked.
  13. Is it shown wrong on the info page as well, when hitting the exclamation mark?
  14. Sadly I could not catch everyone unboosted. But it wouldn't have changed something about the position anyway :).
  15. I am sure, if it worked, it would be e.g. 80,218*2+ceiling(80,218*0.2)+ceiling(80,218*0.2)+ceiling(80,218*0.4) hence again each individual relic bonus rounded up. But this won't bring you to 160,564 of course, but just make a difference of max as many points as individual bonuses, i.e. a max diff of 3 here. As other total damage calculations were correct, also crit ones, this really seems to becoming from the crit damage bonus. But even if one part was a decimal placement mistake, doubling a percentage does not make any sense either only because the absolute damage values are doubled. Otherwise that would effectively quadruple percentage bonuses. It is btw also not 0.16%, because that would give you 160,565 as all values are consequently rounded up in HH. 0,159% would work, but this has even less to do with the expected 80%.
  16. Frontend bugs for sure, I mean they are usually fixed within some hours by our script coders 😄. Many backend bugs seem simple to fix, but without insights into the code base, this is hard to say. Some kind of bugs actually indicate that it must be a horribly tangled code, and then fixing a supposedly trivial bug might be mission impossible.
  17. Definitely not, and even if: there is more than plain hetero- and homosexuality, so I guess also many male players would not be unhappy to have some sexier guys here and there, even when Gay Harem is not their preferred clone. I personally think that having the protagonist going through some character development/growth, making him more mature, also in his style/outfit, wouldn't hurt either. I mean of course, this game is intentionally about the nerdy guy, who is not that successful with women, becoming a hero and getting a harem full of sexy girls. And aside of the funny factors, some of us guys may prefer this story for ... reasons ... But we have that story for at least a year of adventure progress, probably til the end, based on what I saw from leaks (I am in Digisekai, currently). The hero became pretty self-confident pretty quickly, but the superficially nerdy/childish behaviour, square glasses, hair style and even this T-shirt with this NASA style sun and starts (?) on it remained mostly unchanged. Based on the Labyrinth side quests, the outfit seems to change at some point, but was traded against another more nerdy than mature uniform, IMO. Having some character development into a more mature, self-aware behaviour and style to more effectively grow a harem, which makes it also more realistic that all the girls fall for him so quickly, would not hurt. Of course with fallbacks to the inner nerdy and childish character traits popping up regularly, to create some funny and running gag elements, and not loose the roots. And ... wasn't there a game survey which revealed that in average we like to see more orgies? I enjoyed the Assvengers chapter of the Splatters Achipelago world. I guess one or two of the involved guys are more matching your taste. More such scenes, probably a little more extended as well, would be great. But probably there are even some form my current progress til the current end of the adventure.
  18. Where is the 80,218 coming from? The 63,765.201... damage is due to GS4? And 62,259 is the original AP? Note that GS4 applies to the very first round as well, so it needs to be subtracted from the first AP shown for the girl.
  19. If this is indeed the intended way, then it would probably make sense to leave some note on bug reports here, once they were communicated with KK, so we know that and when it has been recognised. This is especially helpful since not a single league or laby bug ever was listed in KKs related blog post. Because I did A LOT of bug reports on all channels, and literally none of them has been fixed in months, at least when taking false booster indicators and false opponent/defensive team stats in their various forms as one bug. Something has changed regarding this back and forth, but both is still wrong in a significant amount of visits/cases. Since many (not all) of the bugs seem fairly trivial to fix, this makes me think that I am just wasting my time.
  20. Better do one report per bug. About the login issue, since I do not face this neither on desktop nor on mobile: Which browser(s) are you using? And did you try it with different browsers? Did you try to disable all ad/tracker/cookie blockers? And for the desktop, are there any related warnings/errors in browser console (when opening the developer tools)?
  21. Actually HA/SE with market is quite a good revival format for 5* girls. It is up to a certain amount of girls/shards free, it is flexible when considering Laby and SM shops, you have a whole month to buy the shards you want, without haste. It could be enhanced by e.g. having a random selection of those girls you do no (fully) own yet (in case limited to event types which have no other revival format. So e.g. I have another chance to get Captain Piper which I dummily missed to spend the sapphires for 😅. Of course it is a question whether it is wanted to make "getting them all" really easier without money invest. As I just mentioned in the other topic: "and loose the ability to compete in leagues" and hence a major motivation to play/progress in this game, for some. As last resort I would probably really go that path, as long as the adventure story is as advertising as it currently is (Digisekai). But of course this also meant that I wouldn't invest any money into the game anymore, which I currently do at least for season pass and gold card. ________________ Btw, a question/hope is have is regarding bug reports and test server. I do not really trust the "bug fixes have high priority next weeks/months" statement of the recent patch notes until I see and verified the bugs really fixed, but assuming that it is true: Bugs cannot be fixed without knowing about them. The forum and ingame tickets are mostly ignored, the public Discord bug reports channel as well, as long as I could see. Casually I see KK staff (Sandman) answering on that channel, but to me it looks like it is only by chance, if there is a simple report still visible without scrolling when the channel is visited. But based on the amount of hourly posts in that channel, including many non-bugs and minor glitches, serious important reports quickly move up into nirvana, where no one finds/sees them ever again. So basically a single Discord channel is completely unsuitable for serious bug reports/tracking, and we see that it does not work at all. The only left way is via mods in the closed mods channel. The related question is hence, given that bug fixing is now stated as priority, whether there will be a proper way to report bugs, which is not practically ignored/a waste of time for us. The forum is IMO MUCH better suited, where you can discuss and in case close reports, ping people to (the whole discussion, not just one post) etc. A real public bug tracking platform would be of course best, but understand that using existing channels is more realistic, of course. Related is the question whether there will be any point to test new content on test server in the future. Currently things are, if at all, only for a few days on test server. When testing it do find bugs and give feedback, there is currently similarly no way to effectively report this bugs and forward the feedback, other than through mods and the closed Discord channel. Hence the test server is, at least for us, at best to get an idea for ourselves and discuss withing the community, but without any chance to affect the final release of this content. Will it remain like this, or will there be finally a dedicated way to effectively report bugs and give feedback for those who test new content on the test server? Could be of course the same as live server bug reports, just with some tagging or similar. And will new content stay longer, like for minimum 2 weeks and completely new game elements (like Labyrinth) for 1 month on test server, so that we have a chance to thoroughly test it, discuss it, phrase feedback and bugs reports, at best in at least 2 iterations?
  22. One point, at least for some, including me, a question of whether you are able to get everything, hence compete with progress with the top, or not. If events are added where you can only get a fraction of content/rewards, without paying money, then I prefer to not have this event at all. Otherwise it feels like I lost an opportunity. Of course, if KK wants to earn money, there needs to be some motivation to spend money, but this does not mean that I am happy with content added which requires you to spend money. Aside of money, the other thing is the time factor, when you want to even just participate in free parts of events: If you need to play 24/7 to finish all click work, wait for timers to expire and the right time to spend resource X when there is an objective or before the storage is full, then this is not a game I am able to play. Of course, again, you could just play at your pace and skip most content/events. But you would fall behind more active players, loose the ability to compete in leagues etc. Leagues are actually a major motivation for me to progress at all (aside of adventure progress and unlocking attraction scenes). If I'd not be able to stay D3 top 4 contender because too many other players become much stronger by investing much more time or money into the game, then I'd quickly loose interest.
  23. Well, the "normal price" is the theoretical price you'd need to pay if you bought all that stuff with kobans (refill, Pachinko rolls, marked etc), at the rate of the smallest (?) koban pack + a moreless consistent conversion factor for Ymen/gems/bulbs, like 1 gem = 2 kobans. This works out moreless in most cases I checked. E.g. 100*10.8+1,800+50*8*2=3,680 kobans value ~ 3,680 kobans*5€/600 kobans=30.67€ "normal price" Or 40*60+55*10.8=2,994 kobans ~ 2,994 kobans*5€/500 kobans=24.95€ "normal price". However in this case, note that it still refers to the old 60 kobans per champion ticket price, while it was recently lowered to 30 kobans, and they forgot to update the bundles accordingly 😂. Reasonable would be of course to not manually calculate and hardcode those values in the shop, but calculating this based on the database which holds the true current prices or assigned values, used when buying refills/Pachinko rolls/tickets etc. But reasonable ... Whether you'd really rate the value of e.g. a kiss as 21,6 kobans according to its refill price and Ymen as what they assigned (I forgot what the factor was) is of course another question, and depends on progress, or current situation/event etc. And some prices are and always were too high, like EvP compared to EP. But there is some logic and consistency (attempted), which is all that can be expected.
  24. Oh my goodness, not even this is working, on a closer view. I only saw the AP in the attacker stats raising, so thought it is working, but would have never guessed that the "total damage" does not take these attacker stats as calculation basis, obviously. This whole thing is so absolutely broken. If I was the one to fix this, I would rewrite the whole backend for the Labyrinth new from ground up, seriously. I am quite sure they are not able to fix it completely, given the nasty type of bugs, indicating spaghetti code all over that no one will be able to overview well. When things are fixed one end, bugs will appear at the other end.
  25. As we also have 2 MDRs (+MD) now, the PoR bonus path is for spenders only. I am quite sure that I need to skip PoA bonus path as well from now on. However, a little motivation to seriously go through this PoR is that it overlaps with LD: 55 CP from free path = 594 kobans saved. And the overlap means that at least the last 200 CP objective can be finished easily, which is always the hardest hurdle for me in PoA. And of course, this means the netto costs for the bonus path is then 7,200 - 79*10.8 = 6,346.8 kobans, when saving the 79 CP for LD as well.
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