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Found 4 results

  1. Hello, Is the last tier on any boss in "Champions" a guaranteed 20 affection or just a chance of getting it? I think you may have changed the affection system a while back, making the 5th(last) tier of any champion give 20 shards for the respective girls. I think that before you'd randomly get the girl with 100% shards immediately but now it's guaranteed 20 every time you get to the last lvl of any champion, from what I can understand? The problem arises from switching to this system mid-way since the very last bosses are quite difficult and slow... I already have 3 full levels on the "Sky harbor" but the girl there is on 0% which means that I should have 60 shards already instead but I'm on 0 which makes me think that you've changed the system recently or mid-way... Or the Shards are random? This is not an issue for the first level since that one is easy, my progress on "Morning Wood" is lvl 14 but on the "Sky Harbor" it will be really difficult to start from 0 at level 3... If my understanding and math are correct I'd need to get lvl 8 to be 100 shards, that is if what i'm saying is correct and 20 shards . I hope I understood everything correctly, is there somewhere I can get more info on the systems of last tier champions and % of chances maybe?
  2. There are some girl shards which we acquired in the previous competitions and events. But, as we were unable to complete the event or reach the target of competition, we were left without getting the girl we worked so hard for. So, I wish to suggest HentaiHarem👄 team to provide an option to convert those shards which are left untouched to Girl Affection items. We already have an option in the game where when we get more than 100 shards for a girl, the remaining shards get converted to affection items in their respective rank. So, I recommend providing that feature to convert the shards that are unable to be used, into girl Affection items. Hope HentaiHarem👄 take this suggestion into consideration... LOVE THE GAME🥰
  3. Shard Reward Display: I think the Shard reward that is displayed should show what you would actually get if the Club Champion (from now on called CC) was defeated at the moment. The current system simply doesn't make any sense and for new players it's impossible to even somewhat figure out how the system works. To solve this simply change the formula so it compares your impression with the max amount of impression possible and not what your Club members have already done. Difficulty CC has gotten too hard, maybe even normal Champions. I would say they deal too much damage. I'm above the club average and I rarely get to round 10 mostly to 7 or 8 even with up to date gear and maxed stats. What are players supposed to do below the average which have even less? Easiest solution would probably be to not double their damage if the pose doesn't match(there is potentially a bug that sometimes deals double damage even if the pose matches which could make this look even worse) or at least decrease the overall damage by 10% to 25% or you could also increase the players defense but that would affect PvP as well. Level Display Now it's nice that the Level of the CC is just half the clubs average + 10*per10wins but this doesn't represent the strength of it at all as you need about twice the level to make any sensible progress. I can only imagine this is to encourage lower level players to participate. While it might work for the first challenge, for the following they will simply be depressed for having made no progress even though it is far below their level and aren't willing to challenge them again. To solve it simply double the visual level but keep the stats the same. Information Lastly please update the CC how to information and maybe add more. -it doesn't has to be defeated within 24 hours anymore -give more information on how many shards you get and what it's based on (impression and participants, maybe the formula for the technical players) -what is the level and Tier of the CC based on -Can you even still lose against a CC?o buy tickets -Have a shortcut to the Champion reception desk to refresh your mind how they work and to be able to buy tickets Tier I feel like the Tier is honestly a relic and could be removed altogether since it doesn't seem to add anything. I imagine this was mainly to let it self balance somewhat which it won't anymore since you barely can lose against a CC anymore if at all. Shard Reward Amount Lastly, I personally wouldn't have the shards based on participants at all and just give 1 shard for every 1 to 3 percent. But i am aware this will never happen so set the participants relative to the club members (not the possible ones) with a minimum of 10 to prevent people from creating their own private club just to get more shards
  4. I chose to go after Carine instead of Alex. Why would I do that when I'm a Know-how player? Because Donatien hadn't given me any of his girls yet, so I figured I'd kill two birds with one stone by battling him instead of Gruntt. My luck has been poor over these first 2 days, poor enough to question my assumptions about how the shard system works. There are four general ways in which the system could be administered. They are: Independent Parallel Event-dominant interference Villain-dominant interference 1) Since getting villain girls and getting event girls are different processes (statistical events or trials) they are mathematically independent. That means that the chances of getting a hit for one process has no bearing on the possibility of getting a hit form the other. As a result, it would be remotely possible to get a hit with both systems in any one trial. This is the most mathematically pure interpretation of things. 2) A slightly less mathematically accurate interpretation is that the chances of getting a hit from one process is additive with the other process. That means your odds of getting a hit from either of the processes is the sum of the probabilities of getting a hit in each individual process. In this implementation, it is not possible to get a hit with both systems at once. 3) In this implementation, the processes are run in sequence, with the Event going first. In other words, first the system checks to see if you got a hit for the Event girl. If you didn't, the system then checks to see if you got a hit for a Villain girl. Here, your odds of getting an Event hit are normal, but your chances of getting a Villain girl hit are lower than normal because of that initial check for the Event. It isn't a huge difference, but it might be significant depending on the base probabilities of getting hits. 4) This implementation is the opposite of the previous one. Here the check for the Villain girl hit comes first and interferes with the chances of getting an event girl hit. Given my "two birds with one stone" view, I had clearly assumed that either of the first two implementations had been used. My results are either quite unlucky or indicate that version 4 has been used. If versions 1 or 2 are in play, then things have been handled in way that doesn't impact player decision-making. Your decision to fight for an Event girl is not going to be impacted by the status of that villain's orgy team. If version 3 or 4 are being used, then we could be adversely handicapping ourselves by our decision to fight for an Event girl captured by a Villain who still has story girls that aren't in our harem. Either way, we should know which one it is so we can make informed decisions and avoid hurting our already slim chances.
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