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Found 13 results

  1. I realised that we, the regular forum readers, are much too adopted to a large number of crazy obvious bugs, which break all the shiny new features moreless completely for anyone not reading the forum regularly or investing lots of time to find out about all the inconsistent, non-intuitive and buggy behaviours. Note that there are also many players for which reading English is difficult. I have some in my club and explaining them about all of this via limited club chat is not great. Since months are passing and nothing gets fixed, I fear that those bug reports are too much buried within the general test server/league/GG/GS topics. At least it cannot hurt to have them listed once again in a dedicated topic, also to point others to. There is a huge number of old and new bugs, but I am concentrating on those affecting the league, which implies girls' gear and skills, hence all the things added recently, and IMO, after art and story/adventure, the league is the second most important central game element, the one we progress all theses new RPG elements for. Booster indicator EDIT: This has all been fixed with the larger bug fix releases a while ago. Wow, I was positively surprised when seeing and reading about the league redesign at first, but it was so hasty and completely buggy added, embarrassing ... To be fair, some major flaws have been fixed, sorting, and the team edit button added, but the central (I'd say?) element: the booster indicator, is still completely buggy. Really, at this point, two months after the redesign was implemented, it would have been still better to skip it completely, so the booster detector community script would still work, which was a reliable indicator: When an opponent's booster expires, often it is still shown, just without timer, while the opponent is effectively unboosted. This is not always the case, and this inconsistency is another problem, which at least indicates a deeper problem with the code, allowing this randomness. When boosters expire, one expects the indicator to show an empty slot, of course. EDIT: The booster indicators are now always removed, but the opponents now often (not always) remain boosted for a random time up to ~1.5h. When an opponent re-equips a booster, it is immediately shown, while the opponent remains effectively unboosted until next league snapshot, unless the booster was re-equipped within seconds after the expiry. Of course one expects that no booster is shown unless it is also effective when you fight against an opponent, basically aligning the booster indicator with the actual opponent snapshot. EDIT: Mostly fixed. It is now at best some minutes before re-equipped boosters become effective. To sum it up: Of course one expects that, if the indicator shows a booster, the opponent is effectively boosted when fighting against it, and if no booster is shown, then not (which is mostly true, but I have seen screenshots which indicate boosted opponents without showing any booster). Tier 5 girl skills I do not completely dislike those new skills, and I was actually expecting a worse balance and price shatter than how they were finally implemented. But there is at least one major bug which I cannot believe exists, indicating an awful backend coding. I am not blaming the coders here, which probably just follow orders with much too limited time, but those which are responsible for enforcing and establishing conditions for some minimal code quality, review and testing standard, which seems to be completely missing. When doing x2/x3 battles in league, the tier 5 girl skills do not happen. This basically breaks the second and last benefit the whole league design brought, leaving only the negative part of it: that one needs to do two additional clicks, implying two (usually slow) page loads to battle an opponent, as of the new pre-battle page. Congratulations! 😞 EDIT: Some more info from Rena, indicating that some flag indicating that the tier 5 skill has been triggered might not be reset after the first fight of multi-battles: Not a bug, but horrible ingame documentation: The tier 5 skills are moreless not documented ingame, so one must read the release notes, or search the forum, or find it out alone somehow, which is nearly impossible, at least as long as the other bugs exists. For new players, and those which are not good in reading and understanding English, this is even more problematic, but as well for many others who are simply not investing huge time in research: I see about 50% of league opponents with tier 5 skilled girls, where the girl is not located in the effective middle/first position, I saw even one case where 5/7 girls were tier 5 skilled, but all of them located at wrong positions. IMO it is mandatory to make clear ingame, that only one tier 5 skill is effective in a team, and that the tier 5 skilled girl must be in the middle/first position for the skill to be effective. Aside of documenting that behind the info button, some visual indicator on the teams (pre-battle pages as well as team edit pages) would be highly appreciated, giving the middle position some special frame and indicator that/which skill is effective as of the girl located there. And at best another "negative" indicator would be shown on those girls in the team which have tier 5 skilled, but are not positioned correctly. Again not a bug, but an IMO important notice for any future balancing, especially when adding features which have such a massive impact like those tier 5 skills: Note that the league is THE central BDSM feature. Seasons are irrelevant, since everyone can easily reach tier 63/13k mojo without any efforts, at least after having the first season finished as a new player. Pantheon is more important to take care of, but difficult only for about 11 times/battles (stage 1000, 1100, ..., 2000), and then never again (until more stages are added), and also the rewards are overall significantly lower compared to what one can get in leagues, which can be gained endlessly and even girls are regularly added. So ANY new feature which affects BDSM balancing MUST be balanced for the league in the very first place. Pantheon can be looked at afterwards, seasons basically ignored for balancing. Looking at the tier 5 skills, they seem to be quite well balanced for seasons and Pantheon, basically when it is about two moreless equally strong teams fighting against each other where only win/loose matters. However, in league one is mostly stronger than the opponent, as of mythic booster, and since one usually catches opponents unboosted while being boosted oneself. Of course this does not apply for all players, but for those which aim and work for a good position, and those are the only ones which matter for balancing (not saying the others are not important, but who does not work for a good position also does not care much about balancing). And of course in league, not only win/loose matters, but the points, hence mostly the ego left when winning. And considering this, the shield skill is currently massively overpowered. Wrong opponent/defensive team stats and skills When booster expire, opponents (and the own defensive team) show wrong team stats until next league snapshot, and/or beyond: Girl skills are not effective anymore: All girls loose their skill indicators and when battling such opponents it can be also verified that neither the tier 5 skills, nor the tier 4 skills (for the others it is difficult to verify) are effective. This is corrected with next league snapshot. EDIT: Fixed with October 11th patch The individual girl attributes change. It is not clear what exactly is missing, and whether it is even consistent, but on my last observation, the stats (aside of the skills) were correct at first, after booster expiry and before next snapshot, but dropped to too low values after next snapshot, staying wrong like that until my boosters expired the next day. All 3 main stats of all girls were lower, and the difference to the correct/offensive team was larger then what tier 2 skills give, and larger than what girls' gear give, but lower than the sum of both. So it is neither GS nor GG alone, which leaves me without any further idea and imagination of what could go wrong. EDIT: I narrowed it down to the fact that the gear of the first girl in the currently selected seasons team is applied to all girls on your selected league team for your snapshot: EDIT2: Fixed with November 15th patch EDIT3: Bug re-added with Labyrinth on December 6th. I am not 100% sure whether it is the exact same bug, with the 1st season team girl's gear being applied to the whole league team. But again after some random time, the defensive league stats drop. This can be (temporarily) fixed by visiting any team selection page (even the season one). EDIT4: It is the exact same bug it was before: First season girl's gear applied to the whole league team, after some random time, presumably the old snapshot times every 6 hours. Visiting any team edit or selection page, even in season, solves it until the next random/snapshot time. New bug: Wrong stats on the team selection page Since Labyrinth was added on December 6th, on the team selection page(s), boosters are only applied for the stats of the first (top left) team, not to any other. Note that I am currently massively benefiting from all these bugs, knowing about them and acting accordingly to get the best out of league. I like being successful through research, good strategies, investing some time to test/compare everything, having an eye opponents and opportunities etc. That is all good and important for a good competition in leagues and allowing players who do more efforts, being more successful than others, even against higher levels/stronger teams. But I hate to be successful solely because of major bugs, one must read about (in English), or because of features which do a major difference but are impossible to understand even after reading all ingame info about them. I want a fair competition, while currently it feels like I am abusing bugs by battling opponents when they are weaker than they should be, with an overpowered skill, knowing how it works, and knowing that I must not trust the booster indicator but do own math to find out whether one is boosted or not. So KK PLEASE, before adding any new shattering (hopefully not) buggy feature, fix at very least those massive major bugs/issues listed above to restore to or make the recently added features what they should have been (whether we like them or not is a different question, not to be discussed here!). EDIT: Well, the disastrous Labyrinth release full of bugs, many even unrelated to the Laby feature itself, shows that nothing changed. I'm giving up all hope ... P.S. Many of the listed bugs are related to the league snapshots. I know those existed since the league does, and they have some upsides as well (though again something undocument and non-intuitive, which I do not like in general). But for me they cause more confusion than they help, and if you cannot manage to get boosters, team and girl stats and skills right with this snapshot system, would it really be worse to just get rid of it, and have all opponents always shown as and battle against their actual live state? Not sure whether there is a performance aspect as well, but theoretically, feeding an extra database for the snapshot and reading from that one on league table load, shouldn't be faster than reading from the other live stats database, is it? Both must anyway contain all info, for things to work correctly. That the snapshot database misses some info, which is then fetched, sometimes wrongly, from elsewhere, might be even the reason for those related bugs. EDIT: Snapshots are mostly gone when its about boosters and team changes, but still relevant for when opponent teams get new blessings applied: This is either if their boosters expire, if they change their team (manually) or otherwise all together some hours after Monday reset, like old snapshot times. EDIT: Added a new bug about non-applied boosters on team selection page stats.
  2. I've noticed some players gradually losing atk power in leagues, but still slightly boosted. As if just 1 cordyceps expired at a time. I figured if you equipped 1 cord every ~8 hrs, then even if you were afk, or overslept, etc., you'd have at least 2 cords active at all times. Is intentionally staggering boosters a common strategy? I promise I won't use the info for evil... 👼🏽
  3. Greetings, I understand wanting to get Mythis boosters into the mindset of the players but some of us do need something besides this in a six hour period: You know these boosters and the Mythic items in general are not being received well. Why even allow this result as a possibility under the current messed up Market system? You made the correction for Books and Affection, why didn't you make some adjustment for Mythic boosters? Will I be seeing Mythic Equipment next? God this hacks me off. I am forced to do a Market refresh if this shows up since the cost of "stocking" a Mythic item is thirty times the cost of refreshing the Market!
  4. At which point does one switch from the epic (yellow colored) to the legendary (purple colored) boosters?
  5. What's better: 3 Ginseng root and 1 Chlorella or 2 Ginseng root and 2 Chlorella? Or are you use another build? What's build the best or worst in your opinion and why?
  6. en toute sincérité, y a t-il beaucoup de monde qui utilise les boosters il reste dans l'inventaire et ont pense jamais a les activer et comme si se n'étais pas suffisant il arrete pas de nous en donner dans le pachinko donner moi une fille, un avatar ou un équipement mais pas se truc inutile "#$%? meme les livre et cadeaux pour améliorer le niveau ou l'affection des filles sont plus interressant que les boosters et vous , les utilisez-vous ?
  7. I got even 2 Ideas, one of them can be easy realised, the idea is to combine/comprimise 8 low booster into 1 higher booster Cus i think everyone got the same problem, you get common or rare booster from Arena fights you dont need and you would never need them! the price to sell them is to low to be a good option, but i dont want that they get improved, i want the option to combine 8 booster into a better one. I think this is fair, so do we get some more usefull booster by the time and i wont get angry anymore every time if i get a common booster ^^ The 2nd idea i've got for the market is to implement a Global Markt, so every player can sell/buy stuff from other players. I know 1 affection point costs as exemple 417 money in the shop, but what if i have 50 Million cash and i need affection points? I know i can refill the market with kobans or i need to wait a realy long time. But what if i doesnt want to spent so much time and kobans for that? If there would be a global market could i buy from another player for a bit higher price than normaly the affection points! And if another player got enough time to wait for the presents and wants to make may some more cash, could he buy as much as he can from the market and sell it than on the global market Im even sure that i can get on the Global market for legendary equip already a better sell price than on the market to! for that should be only an update, wich dont allow you to buy equip wich have an higher lvl than you are ^^ So at all does i hope that my first idea to compresse booster get realized! The other idea with the global market is only a wish and may does it break a bit the gameplay... What do you think about it?
  8. Il existe une version légendaire pour l'affection, allor pourquoi ne sont elle pas disponible pour l'XP des fille? Ça engendre un déséquilibre. Et pendent qu'on y est, une version légendaire pour les booster completerais bien le tableau.
  9. Problem: Right now we have to go to the market to check to see whether or not we have all four boosters active. That's an unnecessary step. Solution: Please show what boosters we have active on the arena / boss battle / PvP pages, maybe between the team pics and the battle stats. Clicking on an empty booster slot should take us to the booster page of the market where we can activate (or purchase and activate) an additional booster. Thanks!
  10. Hello. About 3:00 GMT+4 26.05 I used 4 EPIC boosters in the market (Ginseng root, Jujubes, Chrolella and Cordyceps) and nothing going on. The quantity of items decreased, but they were not applied. Logout and login the game has no affect. I tried again and everithing turned out, but I have lost some of boosters on my first try.
  11. je eu l'idée qu'il serais cool d'avoir des booster qui aurais des effect du genre augmenter l'argent que rapportre le harem et combat diminuer le temps de regeneration des pts d'énergie ou de combativité augmenter l'exp gagné example de ratio: +5% pour un boost normal , +10% pour un rare , + 25% pour un épique et +50 % pour un légendaire example j'active un booste argent rare , je récolte mon harem total de base example 10000$ mais avec le booste sa rapporterais 11000$ pour la regen de l'énergie et de la combativité sa serait le meme principle mais avec -5% ,-10% ,-25% , -50% de temps entre chaque pts récupéré. vous en penser quoi
  12. Bonjour, le seul booster dont je ne comprends pas l'utilité est le chlorella . Il ne booster ni les pv, pourcentage de critique, ni les dégâts. D'avance merci ?
  13. Bonjour, Je viens pour signaler une erreur au niveau des prix d'achat et de vente de certains articles (ici boosters), - Racine de ginseng: rare (vert) prix= 32400 billets effet: +450 endu 1j12h epique (dorée) prix=1368 billets effet : +950 endu 3j - Cordyceps: rare (vert) prix= 46800 billets effet: +130 crit 1j12h epique (dorée) prix= 1440 billets effet: +200 crit 3j c'est bizarre d'avoir un objet completement meilleur 3-4x moins cher ou sinon c'est un bug d'affichage des prix merci pour vos réponses Artarokk PS: j'ai les 4 objets dans mon inventaires si vous voulez des screens je peux vous les fournir si besoin
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