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  1. I don't know why, but the snapshot of my league team is affected by my season team. If I select a weak team with no gear for season, the next snapshot of my league team will have all gear removed.
  2. I agree with everything else you've said, but not this. We're nearing the end of the transistion phase of the BDSM system, that being where a lot of the top players tried to race to 500/750 to have dominance over those that didn't progress as quickly. As more players reach 500/750, the field gets levelled again. Once parity is acheived the differential between the top players will be skill (choosing appropriate teams for appropriate situations and identifying players when they are unboosted) and blessings. Having the Mythics that hits a blessing in a week is likely to be a significant advantage when compeating for those coveted top positions. Mythics hit the blessings FAR more often than L5s. Even the worst Mythic lands in the top 7 twice as often as the best L5*. And the problem with Mythics is that they come around so infrequently. So if you missed Magical Noemy this month, it'll be the end of June next year before you get another chance to pick her up. That's ~12 weeks over the next year where you won't have one of the blessed Mythics and other top players will. Add to this that you're likely to find yourself in the same position next year - finding resources to pick-up both the MD and MR in a month is TOUGH - and missing Mythics starts to look like a debt you'll never pay back.... Add to this that the more Mythics that are release, the more they come to dominate the top 7. Right now the worst Mythic has a ~22% of being in the top 7. There are 20 Mythics. If they each have a one in five chance of being in the top 7, on average 4 of them are going to be there every week. A year from now there will be 32 Mythics. Let's assume that the worst Mythic's chance of being in the top 7 drops to 15% (imo unlikely to fall this far). That's almost 5 Mythics on average every week. If it only drops to 18% that's nearly 6 Mythics/week. The more Mythics that are release the more redundant L5*s become, slowly being relegated to the same position as 3* where they only become useful if they hit a double blessing. Already we have 7 (!!) blue eyed Mythics. This effectively makes any 'Week of Blue Eyes' a 'Week of Mythic' and means that L5*s are only going to be useful these weeks where they are either double blessed, or hit a significantly stronger blessing (i.e. 20% blue eyes, 40% another blessing). My suspicion would be that many of the top players are ensuring that they have every Mythic.
  3. 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.
  4. 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?
  5. C'est encore moi, je ne sais pas si je peux faire plusieurs sujets pour chaque suggestion, sinon, dites le moi, je le saurais pour la prochaine fois. Alors voilà, je viens de gagner la nouvelle haremette de la dernière compèt légendaire et je suis en train de voir si elle peut remplacer quelqu'un de mon équipe. Seulement, le menu de sélection reste peu ergonomique puisque je dois chercher les anciennes haremettes dans une liste gigantesque pour pouvoir comparer. Du coup, je me disais que ce serait bien de pouvoir trier les personnages comme on peut le faire dans le harem pour chercher les haremettes dont on a besoin et, si c'est possible, d'intégrer une fonctionnalité qui permettrait de comparer directement deux équipes pour affiner les choix de sélection pour les combats (mais un système de tri/filtre serait déjà bien).
  6. Houston... Kinkoid, we have a problem! What seems to be the problem? Hentai Heroes was designed first and foremost as a long-term, single player, semi-idle collection/gacha game. And, for all the criticisms and feedback I gave about this or that (artwork quality and consistency issues over the past year or so, a few fairly basic QoL features missing, poor communication and wrong signals sent to the community when there are technical issues, month-long support queues and general lack of personalized, adequate responses to support tickets...) this is a truly great game at its core. The Haremverse, the overall game design, many recurring characters, many cool themes, tons of events and fun stuff to change the daily routine and, above all, the amazing visual style and identity of this game make it unique in its niche, and highly enjoyable in the long run, which is what it's supposed to be. However... You've said it yourselves a number of times: the PvP aspects that were Frankenstein-ed further down the line into this fundamentally solo game were supposed to be "secondary" to its core game style. Except they're not. Not even sort of close. They're the exact opposite: completely and utterly game-breaking, ridiculously imbalanced features that make a tiny group of specific players kings of the hill and the vast majority of players left out on the side of the road, permanently (until you do something about it). I'm talking about the League and Player XP systems, here, and how terribly their current versions interact with one another. Arena and Contests, while PvP as well, are far less harmful to the game, for the most part. Arena is essentially a solo feature with a bit of a PvP texture to it, especially now that it no longer gives XP or booster drops. Contests are fairly competitive but decently balanced, except for players at level 360 and beyond, because you didn't adjust the 40-level range for contest brackets beyond that point, despite pushing the max Player Level from 400 (when 360-400 made sense) to 500 (where a Level 360 thrown in groups with players up to 100 levels above them becomes a balance issue). Apart from this specific issue (and a few minor details), and I'll mention it very briefly here as I already gave detailed feedback on that elsewhere, even the upcoming Legendary Contest event format seems fine in my book (even though it's been receiving a lot of negative feedback so far, and seems to have lots of players worried). If all the PvP parts of this game were at least somewhat balanced, and gave somewhat moderate rewards that most players can at least hope to aim for (at least every now and then), like Arena and Contests do, then we'd be okay. But the League system is a different beast altogether. Leagues are by far the most impactful and the most unfair part of this game. It's like the feature was thrown in casually, without too much thought going into its design at all, as an afterthought; but then, you decided to also make it the biggest source of income and power in the game. And it's been this way for years! Without ever really revisiting the concept, or seemingly noticing the super massive black hole this became in the game's economy. It's not even P2W like many (bad) F2P games tend to become over time, which is a very vicious circle that you guys have yet to fall into, despite claims (and the occasional sign) to the contrary. No, it's even more puzzling than that. You just made it a rule one day that players who started playing early enough in the game's development would have a permanent, overwhelming and even exponential advantage over all the others, for as long as they remain active. And that's not okay. So, what's wrong, exactly? Every single week, a dozen players (if that!) each receive well over 14k kobans (aka a jumbo-jet load), the equivalent of a free EPx10 (in orb form, so they can use it whenever they want), and the equivalent of 3 full-bar combativity refills (that they have to use immediately). Another few dozen players (maybe up to a hundred or so, if we add up all top 4 from D1 to D3, bar the D3 winners I just mentioned) each receive something along the lines of a truckload of kobans, a few free combativity refills, and a few EPx1 orbs. Meanwhile, the remaining thousands of players each receive a virtual slap in the face, along with something around 1K kobans at best (aka a pittance). Every single damn week. What's more, at the risk of ruffling some feathers here, is that it's a zero-sum situation in which the vast majority of players aren't even allowed to have a shot, period. When, say, Jelom grabs himself one of the top prizes, he's not even taking it from me, or you (well, the vast majority of you reading this). No, he's taking it from a couple of the other sharks at the top of this broken food chain who were in the same tank as him for that particular week. But that prize was always going to be for one of them. Same with each of the few D3 aquariums in which Kinkoid keep all their sharks well-fed and overgrown and completely separated from the rest of the field. Same for that level 400+ who grabbed your S3 or your D1 top prize. Yeah, you, in the green shirt. He didn't take it from you (if you're a player who actually belongs in that division, that is), he either took it from the couple of other sharks who also like to prey on the most tender fish and happened to be hunting in the same aquarium as him that week, or it was his prize to claim all along. 99% of players in the current state of the League and XP systems have strictly no fighting chance for any meaningful rewards across the board. We're all trapped in a maze of grossly imbalanced mess you guys boldly claim is a "PvP system", and it's been like that for years, and each passing week increases the power level gap between the lucky few sharks at the top and the plentiful reserves of sweet, juicy fish that 99% of us really are in the current system. And it has a ripple effect on every other part of the game, including the more expensive or competitive events introduced in the recent past, like PoA and the upcoming LC format. Many players felt that the PoA left column was kind of on the nose in terms of "you want, you pay!" design, even for a freemium game. But it's not P2W vs F2P, not really or at least not mainly. Who can afford to spend 7k kobans on demand without depleting their koban stash? Maybe players who get thousands every single week no matter what... which leads back to the broken league system being the core imbalance of this game's economy. It will be similar for Legendary Contests: players with the most accumulated resources and power will have a big advantage compared to others in their respective groups, and that kind of advantage is obtained most consistently, reliably and, dare I say (yes I DO!) easily by simply having won the jackpot a few years ago when the Leagues were introduced with a design philosophy (or lack thereof) best summarized as "your account is older? then you're stronger!". And it already is the case for some regular Contests as well, the ones that are very poorly designed, mainly those with the "Donation" concept. Who has hundreds of millions (sometimes literally billions) of Ymens on hand that they can burn for a chance to grab 300 kobans? That's right, the same tiny part of the player base that already receives all of the main benefits from the current league situation. And that's just one example out of many others of how overpowered this imbalanced system makes these players compared to the rest of the field, to a point where they no longer need to give you any real money, ever (which goes back to my earlier point that this isn't even P2W, it's basically an arbitrary divide between two player groups that has no logical reason to be). A lot of these players, whether they've thrown a lot of money or none at all into the game, have just reached the point of no return thanks to your greatly imbalanced League design where no matter what they do, they'll just keep getting stronger and stronger in every single aspect of the game, including the single player collection game to which the PvP aspects they got their power and income from is supposed to be "secondary" in the devs' minds. Yeah? Well, let's say I win thousands of kobans and a bunch of EP orbs on a weekly basis, and let's say I've been doing that for years... How does my single player collection compare to that of a player who doesn't really care about the leagues (or, more commonly, was left behind because they started too late to have a chance, and realized they had no hope in hell of ever catching up)? Well, I don't know... Does the phrase "I have emptied the Epic Pachinko" sound familiar to you? It does to me. You know who said that? Players who win big in the Leagues. You know who never ever said or will ever say that? Players who do not win big in the Leagues. Definitely including players who think they're focusing on the single-player collection aspect of the game, because that aspect also becomes super easy, barely an inconvenience once you get the kind of self-sustained near-infinite resources the 1% of players who score big in the Leagues have at their disposal. And again, without throwing a single penny in the game, necessarily. You just "had to be there" when the koban-printing machines were distributed... Please do note that I'm not hating on sharks themselves, here. I cited Jelom as an example earlier on, because it's someone who I know routinely crushes his D3, but it's not his fault (or any of his peers') if the system is broken in his favor. And as a person and a forum user, I love Jelom. And most of the players in his position, even though they're often focused on finding tiny margins to win-more more than their fellow league dominators each week, are still aware that they are in a ridiculously privileged situation to begin with, and not thanks to any particular effort or prowess of theirs, but mainly because they started the game at the right time, and they don't suck... Most of the sharks, even though they benefit from it as we speak, do realize how pathetic this "PvP system" is at its core, in which how well you play matters a million times less than how long you had been playing when Kinkoid decided that older accounts would receive a permanent and exponential advantage from then on. And as a community, I think we're fairly helpful, open and friendly, despite Leagues spitting at 99% of our faces while gently licking the remaining 1%... But this has got to stop. You need to open your eyes and have a long, hard look at the monster you've created and how far it is from any decent PvP game design ever. You need to realize that it's sucking the life out of your game, and if you don't change it to something a little closer to actually competitive, fair and balanced, then it might just eventually kill this game. When the last shark will have eaten the last of the fish, how will the game sustain itself? Oh, yeah. You in the back! I can hear you, you know... loud and clear: Wait, but that's just depressing and pessimistic... ... How about you offer some solutions, as well? Because of course, you'd say that. Well, to be very very clear and transparent right off the bat, this isn't my job as a player or a forum user. It's a game designer's job to design and balance one of the game's central feature. Also, pointing out an issue shouldn't necessarily require having a ready-made solution to propose. Of course it's even better if you do, but not saying anything when you see a huge problem arise (or, in this particular case, keep sitting down comfortably), just because you don't have the solution yourself, seems a bit counterproductive, don't you think? Helping others see the problem can bring forth discussion and ideas and lead to the people in charge working on finding and implementing a solution. Ignoring a problem because you can't think of a solution immediately rarely helps (and I do believe that this is what Kinkoid has been doing, and what some actually pessimistic players have been saying for quite a while whenever this massive elephant in the room is mentioned). Nevertheless, I'm not a game designer, but I have played (and still play) my fair share of PvP games, mostly F2P. I have an idea or two of what a balanced PvP system might look like, and just how far removed Hentai Heroes' Leagues currently are from any balanced PvP system I have ever experienced. So, without further ado, here are the main directions I see that I think should be at the very least seriously explored to improve on the current situation: 1/ Leave the Leagues as they are, but UNLOCK and PERMANENTLY CAP the Player XP system. Yep. It's the laziest and slowest solution, but it is technically a solution, long term. If you don't touch the Leagues at all, BUT you take a solemn, unbreakable vow to never EVER raise the Player Level Cap again, AND you reintroduce at the very least ONE way to earn XP that the player has SOME control over, then eventually balance should find its way into the Leagues. We'll end up with D3 and maybe even D2 mostly filled with players close to or at the maximum Level, so they'll have to actually compete with skills and strategies first and foremost again, because skills and strategies will have more impact than a fixed advantage based on Player Level alone. And it should slowly but surely tend towards something similar in the lower divisions, except it'll be centered around, say, Level 400 for D1, then Level 300 for S3 and so on. In the long run, this should result in D3 leagues being highly populated (in contrast with the current situation) by end-game players who have a competitive mindset, very low leagues being also highly populated, hopefully (if the game keeps attracting them, which this kind of change might actually help), with new players of all kinds, some of which will actually have an achievable path to the bigger leagues over time if they're dedicated (and good) enough. And the medium divisions should be in a more or less constant flux between those who promote to the big leagues and the newer players who reach a point where they can promote out of the small leagues. This would probably make for a far more tolerable and interesting situation for mid-game players as well, especially compared to the utterly depressing limbo they're currently stuck in. Again, it's super slow, and it also REQUIRES COMMITMENT, from players but most importantly from Kinkoid. If you take this path, then at some point, a bunch of frustrated Level 500 players will begin to nag you about how much they miss the good old days where they could just crush noobs however they pleased, and "compete" with other high-level players for even bigger rewards when they felt like a little bit of challenge for a change. They will ask you to give them a Level 600 cap to shoot for, so that they can buy their way into it ASAP and start crushing (Level 500) "noobs" again. You will absolutely NEED to give them a very firm and definitive NO for an answer. Otherwise, the whole system will collapse, and by the time it stabilizes again, the same bunch of then Level 600 players will whine and push for a Level 700 cap. This never ends, and this kind of very slow-burn, self-regulating balance doesn't work well against regular meteor showers like that. So you need to really, REALLY consider this before taking that path. Also, even if you do, we will all (well, all of us who are far from level 400 right now, that is) need to be very patient until the natural balance starts to establish itself. But it is one way (again, at least it's a broad direction you could take, I'm not here to design all the details and nuances for you, I'm just spelling out the fundamentals, here). 2/ Keep the locked XP and the massive Player Level Gaps, but IGNORE THEM for League Battles. That's a bit more subtle, it generally requires more monitoring and proactive action from the devs, and it can be done in a variety of ways, but it's much closer to what most PvP games have in place. If I create a brand-new, say, Hearthstone account right now, I might struggle to build a collection and get a decently competitive deck of cards, but when I enter a match, as long as I play well and I have a good deck, it makes absolutely no difference whether my account is a few days or five years old. Same thing for, well, the immense majority of games with a huge and highly impactful PvP part. Hentai Heroes currently HAS a massively impactful PvP part, like it or not (or even worse: keep denying it) except that its basic battle mechanic is instead "the older your account is, the stronger you are", which is beyond atrocious design, and can never EVER be balanced properly (unless you go in the direction I described above as 1/ and really, really commit to it, which will have more or less the same effect, except in the very long run). So, let's get rid of this horrible rule, shall we? Now, what could you replace it with? Well, most PvP games go with something based on results, performance, skills, strategy or a little bit of all that, and have tiers/divisions/leagues/MMR etc. based on previous results. The ones that take game balance extra seriously also tend to have FLOORS, and/or similar concepts designed to make the new player experience as fun as possible while allowing high-(SKILL-)level players to go back up to the ranks they belong to pretty quickly at the start of each season, and preventing them from going back to crushing noobs, even if they want to. None of this seems particularly difficult or challenging to apply to a basic combat system like Hentai Heroes'. But first, let's address the most crucial thing to change, and how it can be changed, to allow all these aspects to come into play. 2/ A) Within a set group/division/league, EQUALIZE PLAYER STATS. So, I'm in a group of 100 other players or so for the week/season, and we'll be competing with each other in a ranking system. The first thing that needs to happen is this: put everyone in that group on an EQUAL FOOTING in terms of raw stats (artificially so, compared to your current system, sure, but only for this part of the game - and also, it's not too different in terms of design from what you've been toying around with for the Champion fights: it's just a matter of adjusting stats). It can be done in a variety of ways, and it doesn't change much on a fundamental level, although some ways may be easier to implement, others more convenient for players, or easier to grasp etc. I'll give one simple but effective example: you can take the MEDIAN PLAYER LEVEL of each group, and then change each individual player's stats as if they had that exact Player Level, for the purpose of their fights in this group (and during that season). Say what would currently be the de facto top dog in the group is Level 404, the smallest fish who got in is Level 270, and most players are sitting somewhere in the middle, well you calculate the median level, let's say it's 345, and boom! The Lvl 404 dude now has his stats adjusted as if he were back to Level 345, the Level 270 dude has his stats adjusted as if he were already at Level 345, and no one has an unfair advantage based on trivial matters that have no place in PvP. From there, of course, anything goes: boosters (and all the various combos they allow), battle team composition, equipment, timing, and every imaginable tactics are at every player's disposal, and may the best player win. Just, you know, it won't automatically be the Level 404 dude just because he's Level 404 and your PvP has no built-in balance in its design. 2/ B) BASE each group/division/league ON PLAYER LEVEL. That's a bit more challenging as it can fluctuate during the week, and you won't necessarily have enough players in certain ranges, but on paper it still works. As a bare minimum requirement, for this to work, you need to implement reasonably narrow ranges of player levels, just like you already proved that you were perfectly capable of doing for Contests, and restructure your Leagues and Divisions around those. Make sure a Level 300 player will never ever compete with a Level 200 player, or a Level 400 player, for that matter. It might prove more difficult at the very "top" of the current food chain, though (I'm sorry if this offends anyone, but it needs to be acknowledged: if you're a veteran with a super high level right now, then in the current system, no one can actually know whether or not you're a "top player" in the traditional sense, as in really good; because you're a top performer by default, since you have an overwhelming advantage no matter what). That's honestly my least preferred kind of "fix" in this category, but it's still a way to at the very least establish a baseline of what's acceptable competition and what's grossly unfair imbalanced garbage. It can be done fairly easily, just remove the annoying and often counterproductive automatic promotion and demotion brackets, and instead let players move up to the next division when and only when they reach the minimum required level to be in the next division. And very obviously but it's crucial enough that I'll spell it out anyway: make it definitely impossible for a player to go back to a lower division than their Player Level allows. This wouldn't be quite as fair, balanced or competitive as solution 2 A above, but it would still be worlds apart from what we currently have. No more Level 400 in S3 or D1 to steal the meager #1 rewards from the fish. No more Level 280 who promoted by mistake or out of sheer optimism getting mercilessly butchered in D3. Actual fights with actual meaning and relevant strategies in most intermediate divisions. You get the idea. 3/ Leave Everything as Imbalanced as it is, but DISTRIBUTE REWARDS EVENLY across the board I hate to even mention this "solution", but I have to. If you're either unwilling or unable to make changes so that the PvP system itself becomes fair and balanced for all (or at least most) then you need to change the distribution of the massive rewards it injects into the game's economy every damn week. The lion's share of those rewards are currently distributed almost exclusively among a permanently fixed 1% sample of the player population (very active veterans, in a nutshell). Completely redistribute this, so that a top 30 in any division isn't massively different in terms of rewards from a top 30 in any other division, and, above all else, so that the top 4 of D3 doesn't reward more than the entirety of D2, and so on. This would be a really lame solution, and essentially a lose-lose situation for players who are currently amassing ridiculous amounts of kobans and other resources every week, and for those who are competitive in spirit and would like a chance to fight for the same type of rewards eventually (but arrived too late to receive a koban-printing machine). But it would at the very least stop the leagues from completely warping the game's economy around them, it would be a net positive for most players in the early to mid game, and it would make the statement that "PvP is a secondary aspect of the game" actually true. To be very clear, I wouldn't be happy with that, but it would still be less harmful than the current situation. That's all, folks. Thanks for your time. I sincerely hope this will spark interest in many players, and of course get the attention of Kinkoid staff, and that we can have an interesting discussion and hopefully see something positive come out of this. I welcome feedback, counterpoints and debate in response to the massive wall of text I've just laid out, of course. I would however like to thank any and all of you in advance for refraining from being too negative, harsh, or making hasty judgments (be it about Kinkoid staff, players who happen to be "sharks" in the current system, myself for daring to challenge the terrible status quo, or anyone else involved). Good luck, have fun. Stay safe.
  7. With the new arena, getting all the 110 pvp wins is super difficult (compared to every other task AND individually). I know it counts wins on tower of fame too but still. It should be reduced to half of that (aka 55 wins) to be more balanced (yes, i know this is a suggestion).
  8. Bonjour à tous, je viens de remarquer quelque chose d'inhabituel dans la ligue ou je concours actuellement : je suis tombé sur un joueur qui a presque 160 levels de moins que moi...mais des statistiques quasi similaire. Certes avec des boosters légendaires ça pourrait le faire mais en consultant la page de son personnage, je tombe sur ça : Moi de mon coté je peux battre ce joueur, mais s'il s'agit d'un bug du jeu ou l'utilisation d'un bug qui lui profite, ça dérange par le faite qu'il puisse voler la place d'un autre joueur qui joue normalement car il marque des points actuellement dans la ligue en étant sur le podium. Voilà, je voulais votre avis la-dessus
  9. I currently cannot fight any other players in leagues, as when i click the Perform button in Tower of Fame, nothing happens. Last time it worked was about 9 hours ago, now it does not (did not try in between because i slept so i do not know when it stopped working). It is the same problem both on Hentaiheroes and nutaku
  10. Hello everyone! I have a simple question regarding the stats of the gear we get in the game. I have a set of legendary gear, all of them with multiple stats. Just now, however, I obtained a piece with a single higher stat, corresponding to my class (Charm). My question is, which kind of gear is better? Multiple balanced stats or higher single stat? Thank you so much in advance!
  11. Bonjour à tous et à toutes. Aujourd’hui, je vais vous poser quelques questions en rapport avec le pvp et les niveaux. Le but étant de donner son avis sur le sujet. 1ere question : aimez-vous le nouveau système de score en ligue ? Oui ou non, si oui ou non expliquez les raisons. 2e question : que pensez-vous de la rehausse des niveaux est-ce une bonne chose ou pas ? 3 e question : que pensez-vous des ligues depuis la rehausse et le nouveau système de scores ? Pour moi, je déteste le nouveau système de scores que je trouve totalement injuste pour beaucoup de joueurs. Le fait que ce soit l’égo restant qui apporte une certaine quantité de points avantage le top. Laissant les joueurs de niveaux intermédiaires sur le cul, ne pouvant jamais briller au profit des mêmes personnes. Je ne suis pas pour car je trouve que c’est une façon maladroite de rajouter de l’espérance de vie au jeu. Il faut bien atteindre le niveau maximum à un moment donné. De mon point de vue, ça n’arrange pas beaucoup de joueurs. Les deux combinés, c’est une horreur pour tous les joueurs possédant un niveau intermédiaire. Les ligues sont devenues une plaie à mon sens. Toujours les mêmes personnes vampirisant les récompenses, ce que je trouve assez injuste. Pour moi, tout le monde a le droit de briller. C’est dommage que le seul facteur qui influence la force c’est l’ancienneté. Si je crée ce sujet c’est pour montrer mon ressenti sur ce sujet, je ne jette la pierre à personne. Ce n’est pas de la jalousie, juste un constat.
  12. 4 of the 5 top players in the Dicktator I league are hardcore players (7 of the top 10). Does hardcore really enjoy a significant advantage in PVP or does it just seem like it? How do the other leagues break down between the types of players?
  13. Bonjour à tous et à toutes, je poste rarement un sujet sur le forum. Ce sujet à pour but de parler du patch note qui prendra lieu ce mercredi 22 mai. Pensez-vous que le retour des bonus des clubs en défense sont une bonne chose ? Pensez-vous que ça endiguera enfin le phénomène de Rush dès 5 h 00 du matin ? Pensez-vous que cela déséquilibrera les ligues ? Je vais m'exprimer sur le sujet, le retour des bonus des clubs en défense sont une bonne chose, ils endigueront enfin le rush dès 5 h00. Des joueurs rusheront tout de même, mais au moins il y aura plus de chance que des défaites se produisent. On verra moins un top 15 voire les 20 premières places de D3 avec des scores parfaits. Par contre, il ne faut pas se voiler la face, les joueurs avec de plus petits bonus seront forcément moins forts que ceux qui sont au maximum. Cette maj renforcera l'esprit de club donc de groupe, les joueurs solos rejoindront peut-être un club, même si certains veulent continuer de jouer seuls je le conçois. Je pense surtout que le jeu est en constante évolution et que nous devions nous adapter à ce que Kinkoid nous prévoit. Inutile de se prendre la tête vis à vis des avis des autres, exprimez-vous dans le respect de l'autre car chaque avis compte.
  14. Hello I was curious what you think is better for fights. Letitya or Sara/Golden Bunny My concern is about the very low charm stat of the later two, is it worth it to sacrifice so much charm for just a tiny bit more HC points ?
  15. Does anyone how how arena matchmaking works? Are your opponents chosen based on your level? Mojo? Ego/Atk/Def? If it were really decided on a mojo basis, I might consider deliberately losing to some of the opponents instead of avoiding those fights, since that would improve the chance of weaker opponents appearing
  16. Après 3 combats sur 15 d'effectué il m'est impossible d'en faire un quatrième...rien ne fonctionne....encore!
  17. Un petit topic pour permettre à la communauté de partager les bonnes affaires dans l'arène et la tour de la gloire, ... Ce topic servira à la communauté pour partager tout les bon plan, comme ça on gagnera des XP et des points. Comment faire, c'est simple juste faire un screenshoot (du joueur dans la tour par exemple ) et le partager ici. Pour voir une bonne affaire c'est simple, un joueur baissera fortement son Ego. Souvent en mettant une alpha de faible niveau (lvl et/ou étoile) et/ou en se de s'équipent. Évitez les HS, merci. Enjoy la famille ! (Pour ma part la semaine prochaine ou cette semaine, je baisserai mon Ego pour vous en faire profiter)
  18. Il n'y a pas eu la lenteur démoralisante comme d'habitude après la fin du tournois hebdomadaire mais je n'avais que 2 tentatives contre mes adversaires et une troisième quelques secondes plus tard au lieu des 15 que nous avons tous d'habitude. Je vois que certains ont déjà eus 6 combats ou plus...que se passe t'il ???
  19. Hmmm.. comment dire ??... AAAAaAaAAAAAAAaaaAAAarghhhh !!!! brin de brin !! ah... ça va un poil mieux... Mais qu'est-il arrivé au système de matchup ??? Je suis level 199, autour de moi, à mon rang de Mojo, tout le monde est 210+ , tout le monde me fout 10-15k d'ego dans la vue (et je suis pourtant maxxé en attaque) Alors, où je pleure, je peux pas redescendre !!! Chui perdu au milieu de ces demi-dieux !... Et le pire, si j'en bats un, je prends encore 32 mojos !! Si je perds, bah, c'est normal, sont des brutes, je perds 1... Bref... fini mon beau score de PVP... snif... Allez, vous pouvez reprendre votre week-end, la pause est finie... PS : comme, maintenant je vais être pauvre, j'ouvre une hotline de soutien à moi : '0820 help a mod, donne c'que tu peux...' PPS : j'ai les noms de ceux qui donneront pas...
  20. Actuellement, le PVP est complètement no skill et n'a rien de bien passionnant. Je propose une alternative qui incitera votre cerveau à faire plus que déplacer votre souris pour cliquer sur 2 boutons. Dans les grandes lignes : Un affrontement entre 2 joueurs se décompose en plusieurs manches ; une manche se joue en tour par tour. A chaque début de manche, le juge annonce un nombre et une catégorie. Exemple : 23 Hardcore, 32 Savoir-Faire, 58 Charme. A chaque tour, un joueur sélectionne une de ses haremettes, et ajoute sa valeur dans la catégorie désignée par le juge à son total de la manche. Exemple : La manche vient de commencer. Le juge a choisi Hardcore et mon total est de 0. Je joue Bunny qui a 3.7 hc → mon total passe à 3.7. Au tour suivant, je joue Juliette avec ses 1.7 hc → mon total passe à 5.4. Le but du jeu est d'obtenir un total le plus proche possible de la valeur donnée par le juge. Dans les détails : Une fois qu'une fille a été utilisée, elle ne peut plus l'être pendant le reste de l'affrontement. Un joueur peut s'arrêter de jouer des filles au cours d'une manche dès qu'il le souhaite (la manche continuera Si un joueur ne peut plus jouer aucune fille, son tour est sauté. Si un joueur atteint la valeur exacte annoncée par le juge, il gagne automatiquement la manche. Si un juge a annoncé la catégorie à laquelle appartient le joueur, celui-ci peut ajouter 1 fois dans la manche un bonus compris en +1 et -1 à son total. Afin d'assurer un semblant d'équilibrage entre joueurs anciens et débutants : Les stats apportées par les haremettes seront celles qu'elles ont au niveau 1 avec 0 affection Les joueurs ne joueront non pas leurs filles depuis toutes celles présentes dans leur harem, mais plutôt parmi une pool définie en amont du combat. Il reste encore des choses à définir (quel joueur joue en premier dans la manche ? Combien de haremette dans une pool ? Quel intervalles de valeurs annoncés par les juges? Etc.) mais le but de ce post est de présenter l'essence du gameplay. Si je me suis mal exprimé quelque part et que vous n'arrivez pas à me comprendre, n'hésitez pas à demander des clarifications. Sinon, n'hésitez pas à faire part de ce que vous en pensez.
  21. Salut, j'ai une question un peu conne "peut-être" : Comment fonctionnent les combats en pvp de l'arène ? Est-ce qu'il y a moyen sûr et clair de savoir à l'avance quand on va/peut gagner contre l'autre joueur ? Parce que j'avoue être un peu perdu sur la logique et le fonctionnement de l'arène. Des fois, je domine complètement l'autre joueur en stats et je perds ! Et d'autre fois, je semble totalement dominé par les stats d'un joueur et je gagne ! (voir screenshot ci-joint ) Du coup, j'y comprends rien. J'ai pas de stratégie et je combats les 3 joueurs l'un après l'autre en me disant que j'ai genre 50 % de chance de gagner ... merci d'avance et @+
  22. Tour de Gloire Les premières ligues commenceront le lundi 17 septembre 2018 Les ligues seront disponible dès maintenant depuis la Tour de Gloire Les ligues sont disponible dès maintenant pour les joueurs qui ont atteint en jeu le niveau 20 ou plus Lorsque le joueur atteindra le niveau 20, il sera placé automatiquement dans la ligue la plus basse : le Branleur I Chaque joueur de la ligue sera réparti dans un groupe de 100 à 199 joueurs où ils seront en compétition pendant une saison pleine. Une saison durera 14 jours, pendant ce temps, vous ne pourrez combattre uniquement les adversaires de votre groupe pour un maximum de 3 fois par adversaire. A la fin de chaque saison, vous recevrez une récompense qui dépendra de votre classement dans la ligue Pour déterminer votre position pendant la saison, vous serez amené à cumuler des points de ligue en combattant les autres joueurs Chaque combat vous fera gagner de l’expérience, son montant dépendra du niveau de l’opposant Une victoire vous décernera 3 points de ligue, alors qu’une défaite vous rapportera 1 point En cas d’ex aequo dans le nombre de points, le joueur étant arrivé en premier à ce nombre de point sera au dessus de l'autre et si un ex aequo persiste encore, le système regardera quel est le joueur ayant le plus haut niveau Pour défier un joueur, vous aurez besoin d’aller dans le tableau des ligues dans la Tour de Gloire et d’utiliser des points de défi, ils seront utilisable uniquement pour les ligues Le taux de rechargement des points de défi est de 1 point toutes les 60 minutes, et vous pourrez stocker jusqu’à un maximum de 5 point de défi Vous pouvez recharger vos points de défi en utilisant des kobans avec un ratio actuel de 0.36 kobans par minute. Pour un prix maximum de 108 kobans A la fin de la saison, les joueurs seront récompensés de leur position dans la ligue avec les récompenses suivantes : Branleur I : Pour le 1er de la ligue : 120 kobans, jusqu’à 700 000 ymen (basé sur ton niveau) et un livre épique Du 2ème au 4ème : 48 kobans, jusqu’à 280 000 ymen (basé sur ton niveau) et un livre épique ou rare (choisi au hasard) Du 5ème au 15ème : 24 kobans, jusqu’à 140 000 ymen (basé sur ton niveau) et un livre épique ou rare (choisi au hasard) Du 16ème au 75ème : 6 kobans, jusqu’à 49 000 ymen (basé sur ton niveau) et un livre épique ou rare ou commun (choisi au hasard) Du 76ème et au delà : 7 000 ymen (basé sur ton niveau) et un livre rare Branleur II : Pour le 1er de la ligue : 240 kobans, jusqu’à 1 400 000 ymen (basé sur ton niveau) et un booster épique Du 2ème au 4ème : 96 kobans, jusqu’à 560 000 ymen (basé sur ton niveau) et un booster épique ou rare (choisi au hasard) Du 5ème au 15ème : 48 kobans, jusqu’à 280 000 ymen (basé sur ton niveau) et un booster épique ou rare (choisi au hasard) Du 16ème au 75ème : 12 kobans, jusqu’à 98 000 ymen (basé sur ton niveau) et un booster épique ou rare ou commun (choisi au hasard) Du 76ème et au delà : 14 000 ymen (basé sur ton niveau) et un booster rare ou commun (choisi au hasard) Branleur III : Pour le 1er de la ligue : 480 kobans, jusqu’à 2 800 000 ymen (basé sur ton niveau) et un équipement épique ou légendaire (choisi au hasard) Du 2ème au 4ème : 192 kobans, jusqu’à 1 120 000 ymen (basé sur ton niveau) et un équipement épique ou rare (choisi au hasard) Du 5ème au 15ème : 96 kobans, jusqu’à 560 000 ymen (basé sur ton niveau) et un équipement épique ou rare (choisi au hasard) Du 16ème au 75ème : 24 kobans, jusqu’à 196 000 ymen (basé sur ton niveau) et un équipement épique ou rare ou commun (choisi au hasard) Du 76ème et au delà : 28 000 ymen (basé sur ton niveau) et un équipement rare ou commun (choisi au hasard) Sexpert 1 : Pour le 1er de la ligue : 960 kobans, jusqu’à 5 600 000 ymen (basé sur ton niveau) et un cadeau épique ou légendaire (choisi au hasard) Du 2ème au 4ème : 384 kobans, jusqu’à 2 240 000 ymen (basé sur ton niveau) et un cadeau épique ou rare (choisi au hasard) Du 5ème au 15ème : 192 kobans, jusqu’à 1 120 000 ymen (basé sur ton niveau) et un cadeau épique ou rare (choisi au hasard) Du 16ème au 75ème : 48 kobans, jusqu’à 392 000 ymen (basé sur ton niveau) et un cadeau épique ou rare ou commun (choisi au hasard) Du 76ème et au delà : 56 000 ymen (basé sur ton niveau) et un cadeau rare ou commun Sexpert 2 : Pour le 1er de la ligue : 1920 kobans, jusqu’à 11 200 000 ymen (basé sur ton niveau) et 20 de combativité Du 2ème au 4ème : 768 kobans, jusqu’à 4 480 000 ymen (basé sur ton niveau) et 8 de combativité Du 5ème au 15ème : 384 kobans, jusqu’à 2 240 000 ymen (basé sur ton niveau) et 4 de combativité Du 16ème au 75ème : 96 kobans, jusqu’à 784 000 ymen (basé sur ton niveau) et 2 de combativité Du 76ème et au delà : jusqu’à 112 000 ymen (basé sur ton niveau) et 1 de combativité A la fin de la saison, le top 15 des joueurs de chaque groupe est promu vers une ligue supérieure, si il y a assez de joueurs pour créer au moins un groupe A la fin de la saison, les 15 joueurs se trouvant à la fin de chaque groupe se verront rétrogradé vers une ligue inférieure, à l’exception des joueurs dans le Branleur 1 Les joueurs avec 0 points se verront automatiquement rétrograder Activités Pour équilibrer le gain d’expérience provenant des ligues, vous recevrez la moitié de la quantité d’expérience pour chaque mission quotidienne finies. Harem Sur smartphones, le comportement du système a été optimisé afin d’éviter des ralentissements pendant la phase de chargement du harem.
  23. Tower of Fame The first leagues will begin on monday the 17th of September The leagues will now be available from the Tower of Fame The leagues will be available for players from level 20 and beyond Whenever a player is getting his level 20, he will be placed automatically in the Wanker I, the lowest league Each players of a league will be divided between brackets from 100 to 199 players in which they will compete for a full season A season will last for 14 days, during that time, you will be able to fight only the adversary inside your bracket, with a maximum of 3 challenges per opponent. At the end of each season, you will receive a reward depending on your ranking in the league To determine your position within the season you will gather points by challenging other player Every combat will award experience, the amount depending on the level of the opponent. A victory will award 3 league points while a lose will award 1 point. In case of ties in the number of points, the player that was the first one to arrive at that total of points will be on top and if a tie persists, the highest level will the winner of the tie To challenge a player, you will need to go in the league tab in the tower of fame and use challenge points that are purely used for the leagues The recharge rate of challenge point is 1 per 60 minutes and you can stock up to 5 challenge points You can recharge your challenge points using kobans with the current of 0.36 kobans per minutes ratio. For a maximum price of 108 kobans At the end of a season, players will be rewarded for their position in the league as the following : Wanker 1 : For the 1st of the league : 120 kobans, between 520.000 to 700.000 ymen (based on your level) and an epic book From the 2nd to the 4th : 48 kobans, up to 280.000 ymen (based on your level) and epic or rare book (randomly chosen) From the 5th to the 15th : 24 kobans, up to 140.000 ymen (based on your level) and an epic or rare book (randomly chosen) From the 16th to the 75th : 6 kobans, up to 49.000 ymen (based on your level) and an epic, rare or common book (randomly chosen) From the 76th and beyond : up to 7.000 ymen (based on your level) and a rare book (randomly chosen) Wanker 2 : For the 1st of the league : 240 kobans, up to 1.400.000 ymen (based on your level) and an epic booster From the 2nd to the 4th : 96 kobans, up to 560.000 ymen (based on your level) and epic or rare booster (randomly chosen) From the 5th to the 15th : 48 kobans, up to 280.000 ymen (based on your level) and an epic or rare booster (randomly chosen) From the 16th to the 75th : 12 kobans, up to 98.000 ymen (based on your level) and an epic, rare or common booster (randomly chosen) From the 76th and beyond : up to 14.000 ymen (based on your level) and a rare or common booster (randomly chosen) Wanker 3 : For the 1st of the league : 480 kobans, up to 2.800.000 ymen (based on your level) and an epic or legendary equipment (randomly chosen) From the 2nd to the 4th : 192 kobans, up to 1.120.000 ymen (based on your level) and epic or rare equipment (randomly chosen) From the 5th to the 15th : 96 kobans, up to 560.000 ymen (based on your level) and an epic or rare equipment (randomly chosen) From the 16th to the 75th : 24 kobans, up to 196.000 ymen (based on your level) and an epic, rare or common equipment (randomly chosen) From the 76th and beyond : 28.000 ymen (based on your level) and a rare or common equipment (randomly chosen) Sexpert 1 : For the 1st of the league : 960 kobans, up to 5.600.000 ymen (based on your level) and an epic or legendary gift (randomly chosen) From the 2nd to the 4th : 384 kobans, up to 2.240.000 ymen (based on your level) and epic or rare gift (randomly chosen) From the 5th to the 15th : 192 kobans, up to 1.120.000 ymen (based on your level) and an epic or rare gift (randomly chosen) From the 16th to the 75th : 48 kobans, up to 392.000 ymen (based on your level) and an epic, rare or common gift (randomly chosen) From the 76th and beyond : up to 56.000 ymen (based on your level) and a rare or common gift (randomly chosen) Sexpert 2 : For the 1st of the league : 1920 kobans, up to 11.200.000 ymen (based on your level) and 20 Combativity From the 2nd to the 4th : 768 kobans, up to 4.480.000 ymen (based on your level) and 8 Combativity From the 5th to the 15th : 384 kobans, up to 2.240.000 ymen (based on your level) and 4 Combativity From the 16th to the 75th : 96 kobans, up to 784.000 ymen (based on your level) and 2 Combativity From the 76th and beyond : up to 112.000 ymen (based on your level) and 1 Combativity At the end of the season, the top 15 players of each cluster are promoted to a superior league, if there is enough players to create at least one cluster in the league At the end of the season, the bottom 15 players of each cluster are demoted to an inferior league, with the exception of the people inside wanker 1 Players with 0 points are automatically demoted, regardless of their position Activities To balance the gain of experience provided by the leagues, you will now be rewarded half the quantity of experience for each daily mission Harem Optimisation of the harem behavior for smartphones that should avoid freezes while loading the harem
  24. It's completely pointless even bothering facing opponents nearly 15 levels above you as it's clear who the loser is. Make the battle system reasonable, at least cut the level-generation of the opponents you face to ½ of 15 above. Otherwise why even bother playing Arena? I'm so f@¤kin' sick of it. Make a change to it. Sincerely
  25. Hi About 2 weeks ago I saw my first bot when doing PVP battles i.e. when you look at their profile it says "There is no hero page to visit, you can still battle this player". A few days later it became 2 bot players, and in the last couple of days, I am *only* seeing bot profiles when going into the Arena. These Bot profiles are pointless to fight, as their stats are so terrible even the weakest harem team would smash them, let along someone who has spent time building a strong team. Any ideas on what gives?
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