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laa (league addicts anonymous) How you doing in the "League"
casey posted a topic in General Discussion
How is everyone doing in the league so far? Also does anyone know how you can tell what level of League division you are in In my League there is 100 players ranging from level 285 down to 2 players @ level 23 that's quite the range. BTW I'm tied for 2nd so far. -
List of embarrassing bugs to be fixed before anything else!
Horsting posted a topic in Bug Reporting
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. -
Every week after the reset the when pressing join for the new league it never works. Sometimes it takes over 5 hours after reset for the button to actually work wh8ch means thos3 hours worth of league plays are wasted affecting the overall rankings in the end.
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Why only reward Top 1 and Top 4? It would make much more sense for this game to give a sizable reward for those who finish 69th. Not only is it thematically the right thing to do, it makes the competition for the underpowered players a bit more fun and possibly highly rewarding. Do the right thing.
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I'm wondering how many players attack me when I'm with different defensive teams and boosters, since we don't have this data. Kinkoid should display statistics, like the amount of challenges that were done against me, and the average of those. Right now, I can do tricks and flip flops, putting interesting teams on defence, but I don't get any feedback... 🤔
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I'm curious how does increments of girls power and of MC stats affect the expected points in league fights. I know that other factors come in, like boosters and girls elements, but let's ignore these and think about them as being equal to all players. I want to know how much more girl power I need for an extra point in a league fight on average. I would like to see a table like this - the expected number of points in relation to the percentage of my opponent power / my Team Power. It would give a very good visual of how much power is needed to get a certain amount of points. Can a table like this be made?
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It's my first post on this forum 😁 I'm playing this game for a year, having lots of fun (but spending too much time on it), got to level 431, I'm having 5* level 700 legendary girls, and I'm at the highest league level (Dicktator 3 I think) 😃 But... The problem is I'm stuck at around 80th place in my division. If I play the hardest, biting, scratching, using 3 L boosters, maybe even some 2-3 Mythic boosters a week, I can manage to place 60th and something at most. So I'm not winning lots of prizes in this division 😥 But I'm not going down either... Should I intentionally ignore the league for a week, in order to be dropping one division down? Or should I keep fighting in Di 3? 🤔 ------------ My name in the game is 'Omer'. I'm currently at 83th place with 578 points (I won only 10 times in this new week out of 57 duels, because I don't want to go high in this week). The highest player to go down (at the relegation zone) at the 89th place has 424 points right now. I'm estimating the highest relegation spot will have ~1500-1800 points, based on last week's experience, but even if I will ignore the league completely for this week, there's danger that I won't be relegated, thus losing lots of XP. BTW, I don't know how you're uploading screenshots from the game, as it does not let me do that (The browser on my phone prevents me from taking screenshots in this game).
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I had 306 fights in my league this week. 102 players to fight. 103 total, including me. Usually, it's 297 total fights (99 opponents on HH.com). I fought 101 of them, and was waiting for the last one "YanDee" (player ID 3013134) who was ranked 6th, to have their ginseng boosters expire, so I could equip 3 cords, and finish them off. They disappeared this morning, on the 6th day of the league week, and took my hopes of scoring a little bit higher, away w/ them. They were constantly boosted for the past 6 days, and changed their defense team after blessings changed, so I doubt they were afk. I didn't get to fight them, but others might have. Does that mean their scores are lowered? I've been keeping track of everyone's scores in a graph, so I'd notice a dip in scores. Does anyone know what caused this?
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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... 👼🏽
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You should worry a lot more about other things than your harmony stat, which depends more on your player level than anything else anyway and it's not that important. That small harem size means you'll have less passive blessings, so less healing on every hit from your blue girls, less damage from your dark girls, less crit% from your orange girls, less crit damage increase from your red girls, ... harmony increase from you purple girls is the least of your concerns, really. I say this because, if you want to compete, it's important to understand the game's mechanics and which girls are better on your ever-changing situation. Have you read this topic? P.S: I first answered this to @Ryu_D_sama on the league anonymous topic, but I shouldn't derail that thread so I moved it to Q&A.
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This thread is for trying to keep track of how tough top Dicktator III players are in PvP. My efforts to this effect could be of general interest, hence this thread, but of course there are no clear-cut answers, so I encourage discussion about it, too. The following is the very first ranking I produced about Nutaku's top players, and more up-to-date ones can be found later in the thread. I tried to produce a ranking of whom I think are The Roughest Toughest Fighters in the Land at the moment (only data after awakenings were introduced is used in the evaluation). Take it with a grain of salt; rarely there are direct confrontations between these people (and even if there are, I might not have the data of it). I also have indirect evidence for D3 first places on leagues that weren't directly observed. Lgm123. Reasoning: 4/4 D3 most recent victories, highest recorded average during the observation period, on all three weeks I have data for has gotten the highest average. Also, while not strictly evidence for PvP success, tied with Hugh Jerexion for highest Pantheon floor. La Kajira. Reasoning: 4/4 D3 most recent victories. Gets second place on both "expected score" and "highest personal score" rankings. The only weeks where somebody has gotten a higher score have been from Lgm123 (twice) and karistea (once), and the highest once. RedEagle (very little data). Reasoning: 3/4 D3 most recent victories. The only week I have data for them, they have the highest average. Highest expected score ranking and third highest personal best score. SJL996 (very little data). Reasoning: 4/4 D3 most recent victories. The only week I have data for them, only La Kajira and karistea got a better average, and was followed by people like sliqguy and bla. The third best expected score. sliqguy. Reasoning: 4/4 D3 most recent victories. Sixth on the "expected score" ranking and fourth on the "highest personal score" ranking. Beat people like bla and Hugh Jerexion in average on one week, lost to karistea and bla on another. karistea. Reasoning: 4/4 D3 most recent victories. Fifth on the "expected score" ranking and fifth on the "higherst personal score" ranking. On one week, had the best average, but on another Thulsa Doom had a higher one. Thulsa Doom. Reasoning: 3/4 D3 most recent victories. Third highest average on one week and second highest on another. Fares okay in predicted score. Hugh Jerexion. Reasoning: 3/4 D3 most recent victories. While seems to possess a lot of raw power as evidenced by the tie in highest Pantheon floor, has fared not that well in weekly rankings or estimated score ranking (11th). bla. Reasoning: 2/4 D3 most recent victories. 8th in expected score. On some weeks seems to score well and on others not so well. Rarum. Reasoning: 2/4 D3 most recent victories. Only 13th on the expected score front, but has beaten Hugh Jerexion, and gotten mostly higher weekly averages than other candidates I had for the tenth place. There are other people who have gotten 3/4 D3 most recent victories, but their expected averages are even worse.
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My question is about passive physical critical hit chance (7-21%), plus submissive > voyeur > dominatrix +20% critical hit chance. Do they actually get added together? For example: If I have 4 physical girls (+15%), and 3 submissive girls (+20%) in my team, versus a player using a voyeur team, is the max critical hit chance 35%? Assuming that my physical passive is maxed w/ 100 physical girls, and a 7% passive bonus? I only have 77 physical girls (13.39%) in reality, as you can see from the screenshot below. Does that mean my current crit chance is 33.39% (13.39% + 20%), or are they multiplied together, the way double blessings are ((113.4% x 120%)-100% = ~36%)? I don't actually use this team. I was just curious after seeing that post. You can see that I'd barely have a 50/50 chance to win, w/ this team even w/ crit chance maxed out. The team below is what I would actually use, composed of 3 submissive, and my top 4 blessed girls. The sim gives a much more favorable prediction for this counter team, a 44% better win chance, and I assume its crit chance is only 25.39% compared to the above counter team. The additional stats granted by the blessed girls are just way more significant. Am I calculating the combined crit chance correctly?
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...you messed up in the League! 😅 Damn it And so I get promoted to Dicktator II, a league I certainly don't want to be in. I was aiming to place 16th to 30th in Dicktator I and keep it like this for a while. There were 20 mere points difference and the player placed 16th (who was Level 420 btw) couldn't be bothered to snipe me from 15th. 😝
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I'm not 100% sure this is the right place to post this, so mods if you feel this would be better off elsewhere please feel free to move. There's no great insight to this post, I just noticed something and felt like sharing. Here's the current top 9 in my D3 bracket (Nutaku): What I noticed is that the players in positions 3, 5 and 7 all appear to be going for a Mythic exclusionary strategy. Each has a Mythic only team on a week where there is only a single Mythic in the top 7. All are clearly levelled to their Awakening max (550, 600 and 600). I know it's early in the week, but from the above I'd postulate that this strategy is working. There are 10 players at level 490+ and TheGlider would be the lowest level of them. So each of the players pursuing this strategy is - currently - outperforming the order that would naturally be expected (level decending). There's only one other player in this bracket that appears to be pursuing this strategy and they're only Awakened to level 500 are only at player level 424 and are correspondingly a lot lower positioned (actually 60 positions below me and I could score 20pt wins on them right now). My point in this is broadly that 3 of the 4 players using a Mythic exclusionary strategy in my D3 bracket are currently placed in the top 10. A fairly strong endorsement of that approach imo. What I also find interesting from a personal perspective is that I have NOT pursued this strategy, but will be able to field a team of 6 Mythics at level 600 before the next Blessing change and 7 when a new Mythic is available in the next weekish. I'm hoping top 15 results may not be too far away.....
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I purposely tried to demote from the league. Now it says I am dropped out and clicking the Join button does nothing. Is that a bug?
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I found something incredible when I fighted a competitor in league. This is his statement parameters in profile page. And this is what I saw in fighting page. It is impossible for a Lv.422 player could have such a parameters even using booster item. Please help me to figure out what happens to this player. Thank you.
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1048/5000 Hello, this is a topic that has been bothering me for a long time I think it is a good idea to adjust the rewards for the highest rank in the league, being that since there are no more leagues, everyone who passes the previous one will be there, even if they are easily able to be in the first 15 or 4 on dicktator2, It is more profitable not to play a week and rank down again or to be between 15 and 30 in dicktator2. filling up with people who do the same with a difference of about 2/3 points between them trying not to be above 15. It is not fun to compete like this and encourages you to fight as little as possible solutions: 1-increase earnings for lower ratings on dicktator3, giving you a reason to want to move up the league. accompanied by a gain according to your power. As an addition it would also be good if they drop you from the league if you stay below 30 (only for that league for the reasons explained above) 2-add more leagues for those who are far above, giving the possibility to those with a lower level to compete with each other, promoting fighting and rank up. 3-tell me what you think If something is not clear either because of the explanation or my bad English, say so, I would like to see more opinions from people with the same problem
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Hi, I started playing about 3 months ago, and I want to learn tips about more experienced league players... So, if anyone are willing to drop one or two pointers are welcomed A little about my performance in league: Actually I'm in Sexpert III, but waiting to demote, cuz' i'm too low leveled to reach a top spot. My level is 180 with an Ego of 140.000 without boost, and the average level of the league is close to 240. So... I should demote to Sexpert I and rotate in between Sexpert I and II? (One week promote and the another demote? or should I stay in Sexpert II? And, If my goal is to reach a higher league, like Dicktator; I guess I should I begin to hoard boosters Is recommended to buy boosters from the market? if the anwser is yes. Should I buy Every boost (rare, epic, legendary) or just epic/legendary? And which one Ginseng Roots, Cordyceps, Chlorella or Jujubes? Also, What is a good combination of boosters to use If I want to have a high performance during the league? Thanks in advance.
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I'm gonna need an explanation on this one, because I cannot explain how the hell the game suddenly decides to cheat me out of my League 59th placement rewards (which I even had to spend kobans to secure) out of the blue and, on top of this shit-sandwich, now it turns out I'm locked out of the newly made league in spite of being lvl 275 already, effectively preventing me from doing the early fights and avoid all potential recovery time lost on it.
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CAN NOT ENTER LEAGUE!!! AND ASLO CAN NOT GET WEEKLY REWARDS FROM MONDUY!!!
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When I looked at the league after its reset this week I saw that two players had an unrealistic amount of points. There are 100 players in this league bracket, meaning that there is a maximum of 891 points to be obtained legally and these two players have well over 2000 points! I think that they must be cheating, possibly exloiting a bug or something.
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League ranking names suddenly switched to italian, even though my settings are set to english. I even tried to swap to spanish, to see if there was any change, but they still remained in italian. Even as I swapped back to english. Minor bug, not game breaking, but when I'm using english language, I expect to see sexpert III and not sexperto III.
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Hello, I finished 87/101 (in the bottom 15) of wanker 3. After the reset, I'm still in wanker 3. Please enable the demotions.