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qwaszx167943

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  1. I can confirm (in my Chrome) that if the game/page is bigger than screen, trying to scroll with a mouse wheel (while the mouse is over the game) indeed does not scroll the page - the scrolling is caught by the game itself and used for scrolling long lists, such as harem girls, charms, shop items, and bonuses in the information window. However, I have no idea why your Chrome didn't show the scrollbars.
  2. I passed this Bunny's challenge yesterday and it worked fine, I did not notice anything unusual - after clicking the Challenge button the challenge started as usual. Maybe try refreshing / logging out + back in / clearing the cache?
  3. Abilities (and possible charms/artifacts that bolster them) are useful in that they promote active play, i.e. clicking. Some of your posts seem to promote the idea that idle play (including bonuses that affect that) is the only effective way. I, on the other hand, think that active play should be more effective than idle play. For example, starting fresh after a reset, if you only keep upgrading Mizuki, you'll be able to get to stage, let's say 100, (being unable to pass the stage 100 boss with any speed of clicking). However, if you only keep upgrading Bunny (with the other bonuses from charms and perks being the same), you'll get to the stage, e.g. 80. All artifacts are useful. However, some are more effective than others (e.g. "Idle +100%" is on average 3x more effective than "Hardcore Idle +100%"). And yes, if you intend to play only the idle way, getting (current and imagined) "Click", "Click Boss", "Click NonBoss", "Hardcore Click", "Hardcore Click Boss", "Hardcore Click NonBoss", "Charm Click", "Charm Click Boss", "Charm Click NonBoss", "KnowHow Click", "KnowHow Click Boss", "KnowHow Click NonBoss" (12 artifacts) is less desired than "Idle" (1 artifact). Technically, "Prices -10%" is effectively the same as "Income +11%" (if done the purely multiplicative way, your favorite). Which is not to say it's a bad idea for an artifact.
  4. I see two issues with how percentage bonuses are multiplied in the posted formulas: One one hand I disagree with different sources always multiply each other (with current balancing), that is, for example Total Excitement (on click) = (BaseExcitementOnClick + AllExcitementOnClickFlat + ClassExcitementOnClickFlat + ifBOSS_BossExcitementFlatBonus + ifBOSS_ClassBossExcitementFlatBonus) * (1 + AllExcitementOnClickPercentage) * (1 + ClassExcitementOnClickPercentage) * (1 * ifBOSS_BossExcitementPercentageBonus) * (1 + ifBOSS_ClassBossExcitementPercentageBonus) * (OnClickMultiplier + ...NthOnClickMultiplier) , which seems to be your desired result. This would rise the damage, quickening the progress towards the end even more, about which you remarked in some other posts. On the other side, some sources are indeed different. Bonuses from crafts/charms are different from harem girls' perks. Currently, it can't be even said they are in the same category, they are the same. For example, Mizuki's first perk is "click E! +200%", I have the charm Shamanic Finger Tingler at level 57 "Click E! +4275%". The total, as displayed in the Info window, is "+4.47K%" (rounded). That means the perk's bonus is completely overshadowed by charm's bonus. Thus, my recommendation for the next balancing work is to keep charms' bonuses in the same category, but girls' perks in the separate category (and multiply them), i.e. something like Total Excitement (on click) = (BaseExcitementOnClick + AllExcitementOnClickFlat + ClassExcitementOnClickFlat + ifBOSS_BossExcitementFlatBonus + ifBOSS_ClassBossExcitementFlatBonus) * (1 + AllExcitementOnClickPercentage + ClassExcitementOnClickPercentage + ifBOSS_BossExcitementPercentageBonus + ifBOSS_ClassBossExcitementPercentageBonus) * (1 + PerkExcitementOnClickPercentageBonus) * (1 + IfBOSS_PerkBossExcitementOnClickPercentageBonus) * (1 + PerkOnClickMultiplier) * (OnClickMultiplier + ...NthOnClickMultiplier)
  5. As Салерион wrote, you encounter a boss every 10 stages (stages 1-9 3 normal girls in 3 different states of amount of clothing, stage 10 a boss girl). If you noticed the boss just now at stage 180, it's probably because you've passed the previous bosses within that time limit easily. Stages with normal girls don't have a timer, a boss stage has a timer of 15 seconds. The timer can be extended with Mizuki's third perk, or with Dirty Talking Scripts craft/charm. If you fail to pass the boss just barely (i.e. with 1 or 2 seconds remaining), you could try to use the money you get from passing stages 174-179 to upgrade your harem girls. However, it should be noted that the difficulty of stages seems to go up exponentially, while the excitement from clicks and idle seems to go up linearly per girl upgrade. So when you finally manage to beat stage 180, you will be unlikely to beat stage 190 as well (in a reasonable time I mean - one could spend e.g. an hour to rise the "damage" enough to pass the next boss, but that time could have been better spent restarting in the Forge and with newly crafted bonuses pass that boss easily).
  6. Well, if one passes the stage 590 boss just barely, it is possible one will not be able to pass the stage 600 boss. Anyways, a possible solution could be to show the boss' dialog when encountered for the first time as it is now; then on second encounter show also a checkbox saying "Do not show the dialog next time".
  7. While this would suit my play style as well, there are more options - switch to crafting to use the newly gained mojo, and switch to harem to use the newly gained affection. Which could lead to more confusion when the daily affection limit has been reached - if it does switch, why is it switching when I got no new affection; if it doesn't, why does it sometimes switch and sometimes does not. Thus the description of what happens after the switch would need to be stated somewhere on the Forge/reset screen, and possibly some configuration options would have to be added as well. Currently, remaining on the Forge screen and not switching to another is a simple and consistent compromise.
  8. I would like to have more pubic hair styles featured as well.
  9. Sometimes, after upgrading a charm, its button will not get greyed out with insufficient accumulated mojo. I don't have precise steps to recreate, but my impression is that it happens when the price is slightly less than half of stored mojo. That is, the price of an upgrade is X, the price after an upgrade is X+Y, and stored mojo is between 2*X and 2*X+Y. (If mojo is less than 2*X, the button greys seems to out correctly; if mojo is greater than 2*X+Y, the button is correctly still active). (See Luxuous Relaxing Couch on the image.)
  10. On my somewhat old machine (that is, no GPU acceleration, thus Chrome's GPU process uses about 80% of CPU), there is a noticeable performance drop during boss stages. In normal stages, the center girl's animation cycle lasts about 3s without clicking, about 2s with clicking in boss stages, the animation cycle is over 15s without clicking, and 10s with clicking. Other controls (e.g. girls upgrades, abilities) are less responsive as well.
  11. Trying to access the last page of leaderboard (by clicking the last page button, or by clicking the next page button when on the penultimate page) shows error: 'Oops, no results were found for "". Please try changing your criteria or clearing the search field.' The search field was indeed empty. It only happens for Global+AllTime. Global+Weekly, National+AllTime, or National+Weekly works fine. Mojo/PvpWins/Experience/etc. has no effect in one way or other.
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