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​📜​Patch Notes Hentai Heroes 2024 ​📜​


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Market
Mythic items


Mythic items will appear less often in the Market

Books

Level 81-200: a very small chance for Mythic items to appear

Levels 201-350: 1 slot for Mythic items

Level 350+: 2 slots for Mythic items 

Gifts

Girls 41-200: a very small chance for Mythic items to appear

Girls 201-300: 1 slot for Mythic items

Girls 301+: 2 slots for Mythic items

 

Not good enough by any stretch. Let me show you why:

One Mythic Flower (5,000 Affection) = 210 kobans (5 market refills)          
           
Round One          
Item Affection Cost   Avg Affection Avg Cost
Epic Flower 130 $54,210.00      
Epic Bracelet 370 $154,290.00      
Legendary Flower 700 $291,900.00      
Legendary Flower 700 $291,900.00      
Legendary Chocolate 950 $396,150.00      
Legendary Chocolate 950 $396,150.00      
Total 3,800 $1,584,600.00   633.33 $264,100.00
           
Round Two          
Item Affection Cost   Avg Affection Avg Cost
Epic Bracelet 370 $154,290.00      
Legendary Flower 700 $291,900.00      
Legendary Flower 700 $291,900.00      
Legendary Flower 700 $291,900.00      
Legendary Bracelet 1,200 $500,400.00      
Legendary Lingerie 1,500 $625,500.00      
Total 5,170 $2,155,890.00   861.67 $359,315.00
           
Round Three          
Item Affection Cost   Avg Affection Avg Cost
Epic Lingerie 490 $204,330.00      
Legendary Flower 700 $291,900.00      
Legendary Flower 700 $291,900.00      
Legendary Chocolate 950 $396,150.00      
Legendary Chocolate 950 $396,150.00      
Legendary Chocolate 950 $396,150.00      
Total 4,740 $1,976,580.00   790.00 $329,430.00
           
Round Four          
Item Affection Cost   Avg Affection Avg Cost
Epic Bracelet 370 $154,290.00      
Epic Lingerie 490 $204,330.00      
Epic Lingerie 490 $204,330.00      
Legendary Flower 700 $291,900.00      
Legendary Flower 700 $291,900.00      
Legendary Chocolate 950 $396,150.00      
Total 3,700 $1,542,900.00   616.67 $257,150.00
           
Round Five          
Item Affection Cost   Avg Affection Avg Cost
Epic Flower 130 $54,210.00      
Epic Flower 130 $54,210.00      
Epic Bracelet 370 $154,290.00      
Epic Bracelet 370 $154,290.00      
Epic Lingerie 490 $204,330.00      
Legendary Bracelet 1,200 $500,400.00      
Total 2,690 $1,121,730.00   448.33 $186,955.00
           
Grand Total 20,100 $8,381,700.00   670.00 $279,390.00
           
One Mythic Magazine (5,000 XP) = 210 kobans (5 market refills)          
           
Round One          
Item XP Cost   Avg XP Avg Cost
Epic Magazine 180 $36,050.00      
Legendary Magazine 1,000 $200,000.00      
Legendary Book 1,500 $300,000.00      
Legendary Book 1,500 $300,000.00      
Legendary Spell Book 2,500 $500,000.00      
Legendary Spell Book 2,500 $500,000.00      
Total 9,180 $1,836,050.00   1,530.00 $306,008.33
           
Round Two          
Item XP Cost   Avg XP Avg Cost
Epic Magazine 180 $36,050.00      
Epic Book 200 $40,056.00      
Epic Book 200 $40,056.00      
Epic Encyclopedia 250 $50,070.00      
Legendary Encyclopedia 2,000 $400,000.00      
Legendary Spell Book 2,500 $500,000.00      
Total 5,330 $1,066,232.00   888.33 $177,705.33
           
Round Three          
Item XP Cost   Avg XP Avg Cost
Epic Magazine 180 $36,050.00      
Epic Magazine 180 $36,050.00      
Epic Book 200 $40,056.00      
Epic Book 200 $40,056.00      
Epic Encyclopedia 250 $50,070.00      
Legendary Encyclopedia 2,000 $400,000.00      
Total 3,010 $602,282.00   501.67 $100,380.33
           
Round Four          
Item XP Cost   Avg XP Avg Cost
Epic Book 200 $40,056.00      
Epic Encyclopedia 250 $50,070.00      
Epic Encyclopedia 250 $50,070.00      
Epic Encyclopedia 250 $50,070.00      
Legendary Encyclopedia 2,000 $400,000.00      
Legendary Spell Book 2,500 $500,000.00      
Total 5,450 $1,090,266.00   908.33 $181,711.00
           
Round Five          
Item XP Cost   Avg XP Avg Cost
Epic Magazine 180 $36,050.00      
Epic Spell Book 500 $100,140.00      
Epic Spell Book 500 $100,140.00      
Legendary Magazine 1,000 $200,000.00      
Legendary Book 1,500 $300,000.00      
Legendary Spell Book 2,500 $500,000.00      
Total 6,180 $1,236,330.00   1,030.00 $206,055.00
           
Grand Total 29,150 $5,831,160.00   971.67

$194,372.00 

 

As the chart shows, you have the smallest Mythic item priced at a koban cost equal to five market refills. With five market refills I gained 20,100 Affection and 29,100 Experience. Had I had the two slots you took away for Mythic items I would have gained 26,800 Affection and 38,867 Experience (based on the averages of the two 5-refill test. Your Mythic items cost 4-7 times MORE than what they give back in Affection and/or Experience. This isn't a feeling, it's a fact. You completely ignored the reasoning behind our feedback and the feedback on Facebook.

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19 hours ago, Pelinor said:

Not good enough by any stretch. Let me show you why:

One Mythic Flower (5,000 Affection) = 210 kobans (5 market refills)          
           
Round One          
Item Affection Cost   Avg Affection Avg Cost
Epic Flower 130 $54,210.00      
Epic Bracelet 370 $154,290.00      
Legendary Flower 700 $291,900.00      
Legendary Flower 700 $291,900.00      
Legendary Chocolate 950 $396,150.00      
Legendary Chocolate 950 $396,150.00      
Total 3,800 $1,584,600.00   633.33 $264,100.00
           
Round Two          
Item Affection Cost   Avg Affection Avg Cost
Epic Bracelet 370 $154,290.00      
Legendary Flower 700 $291,900.00      
Legendary Flower 700 $291,900.00      
Legendary Flower 700 $291,900.00      
Legendary Bracelet 1,200 $500,400.00      
Legendary Lingerie 1,500 $625,500.00      
Total 5,170 $2,155,890.00   861.67 $359,315.00
           
Round Three          
Item Affection Cost   Avg Affection Avg Cost
Epic Lingerie 490 $204,330.00      
Legendary Flower 700 $291,900.00      
Legendary Flower 700 $291,900.00      
Legendary Chocolate 950 $396,150.00      
Legendary Chocolate 950 $396,150.00      
Legendary Chocolate 950 $396,150.00      
Total 4,740 $1,976,580.00   790.00 $329,430.00
           
Round Four          
Item Affection Cost   Avg Affection Avg Cost
Epic Bracelet 370 $154,290.00      
Epic Lingerie 490 $204,330.00      
Epic Lingerie 490 $204,330.00      
Legendary Flower 700 $291,900.00      
Legendary Flower 700 $291,900.00      
Legendary Chocolate 950 $396,150.00      
Total 3,700 $1,542,900.00   616.67 $257,150.00
           
Round Five          
Item Affection Cost   Avg Affection Avg Cost
Epic Flower 130 $54,210.00      
Epic Flower 130 $54,210.00      
Epic Bracelet 370 $154,290.00      
Epic Bracelet 370 $154,290.00      
Epic Lingerie 490 $204,330.00      
Legendary Bracelet 1,200 $500,400.00      
Total 2,690 $1,121,730.00   448.33 $186,955.00
           
Grand Total 20,100 $8,381,700.00   670.00 $279,390.00
           
One Mythic Magazine (5,000 XP) = 210 kobans (5 market refills)          
           
Round One          
Item XP Cost   Avg XP Avg Cost
Epic Magazine 180 $36,050.00      
Legendary Magazine 1,000 $200,000.00      
Legendary Book 1,500 $300,000.00      
Legendary Book 1,500 $300,000.00      
Legendary Spell Book 2,500 $500,000.00      
Legendary Spell Book 2,500 $500,000.00      
Total 9,180 $1,836,050.00   1,530.00 $306,008.33
           
Round Two          
Item XP Cost   Avg XP Avg Cost
Epic Magazine 180 $36,050.00      
Epic Book 200 $40,056.00      
Epic Book 200 $40,056.00      
Epic Encyclopedia 250 $50,070.00      
Legendary Encyclopedia 2,000 $400,000.00      
Legendary Spell Book 2,500 $500,000.00      
Total 5,330 $1,066,232.00   888.33 $177,705.33
           
Round Three          
Item XP Cost   Avg XP Avg Cost
Epic Magazine 180 $36,050.00      
Epic Magazine 180 $36,050.00      
Epic Book 200 $40,056.00      
Epic Book 200 $40,056.00      
Epic Encyclopedia 250 $50,070.00      
Legendary Encyclopedia 2,000 $400,000.00      
Total 3,010 $602,282.00   501.67 $100,380.33
           
Round Four          
Item XP Cost   Avg XP Avg Cost
Epic Book 200 $40,056.00      
Epic Encyclopedia 250 $50,070.00      
Epic Encyclopedia 250 $50,070.00      
Epic Encyclopedia 250 $50,070.00      
Legendary Encyclopedia 2,000 $400,000.00      
Legendary Spell Book 2,500 $500,000.00      
Total 5,450 $1,090,266.00   908.33 $181,711.00
           
Round Five          
Item XP Cost   Avg XP Avg Cost
Epic Magazine 180 $36,050.00      
Epic Spell Book 500 $100,140.00      
Epic Spell Book 500 $100,140.00      
Legendary Magazine 1,000 $200,000.00      
Legendary Book 1,500 $300,000.00      
Legendary Spell Book 2,500 $500,000.00      
Total 6,180 $1,236,330.00   1,030.00 $206,055.00
           
Grand Total 29,150 $5,831,160.00   971.67

$194,372.00 

 

As the chart shows, you have the smallest Mythic item priced at a koban cost equal to five market refills. With five market refills I gained 20,100 Affection and 29,100 Experience. Had I had the two slots you took away for Mythic items I would have gained 26,800 Affection and 38,867 Experience (based on the averages of the two 5-refill test. Your Mythic items cost 4-7 times MORE than what they give back in Affection and/or Experience. This isn't a feeling, it's a fact. You completely ignored the reasoning behind our feedback and the feedback on Facebook.

now imagine you have six slots with mythic stuff - suddenly you get only ~7000 affection and ~10000 XP for 5 market refills. Oh wait, that is still more then the corresponding mythic item ... -.-

yeah, balancing things out seem to be an alltime learning process rather a simulation process... 

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Sorry but the new Club Champion Improvements seem to be the opposite:

at first it seemed nice, got to 4x shards, but now everyone starts joining I've dropped down to 1x and can't get any higher. All seems to indicate the shards are purely based on damage done, which makes it impossible for the lower levels in groups to get anything.

Heres the current standing in our group: as you can see, I've helped the most so far, but I'm getting the least amount of shards possible.

I can't ever do high enough damage as a lower level compared to my teammates, which makes it absolutely useless if I contribute 100 tickets or 1 ticket, eventhough tickets are far harder to get and a bigger investment at my level.

This results in only top players of every clan getting shards, completing their girl in no-time, giving them no more reason to do the Club Champion, while all the bottom players get left behind with 1 shards (where they could get 3 before) and an even bigger barrier to ever complete it.

Aka, the new system is not just not an improvement, it's sadly worse. 😞

1111111111222.jpg

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5 hours ago, Gotaku said:

Sorry but the new Club Champion Improvements seem to be the opposite:

I'm currently 5th from top, with 20 people below me. I have done about 6% of the total damage, or 4% of his total ego. And fixed on 3 shards since forever. I'm fairly sure KK slipped in a nerf here as well. Oops, sorry, I mean: they "balanced" it.

But I admit I could be wrong, I never did understand how that shard range used to be calculated.

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About the CC shard drops going from a range to a fixed amount, it's a bit too early to tell exactly how it will affect various player profiles in various club profiles, but please don't jump to conclusions hastily, folks.

  1. A fixed amount is generally preferable to RNG, especially with the floor of 1 we used to have.
     
  2. The couple of complaints above seem to come from people in a club where most members don't have the girl yet. I'm not familiar with that, honestly, but I guess a good coordination and cooperation is still the key for those clubs. And it should be made a bit easier with the other update in the same patch, which effectively kills the club-hopping CC sniper trend. Let's not forget that.
     
  3. In a club like mine where everyone has had the girl for a long time, except for our lowest-level members (and/or those who joined us recently), this seems to be helping them a lot already. I'd be hard-pressed to take shards away from them since I'm technically fighting for one affection item as far as the game is concerned... The experts on CC mechanics among us are running their formulas and updating their Excel tables and stuff. They just need more data (we're in the middle of the very first run since the patch).
     
  4. I suppose and hope that, even in clubs where most people are still actually fighting CCs for girl shards, this change should eventually lead to more people completing the girls, and then if they keep helping out their less fortunate teammates after that, it should cascade down until you all grab them. We'll see.
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I don't know how many people in my club have the girl, but are you saying that if they do have her already there are more shards in distribution to go around to other people?

From what I am seeing so far it seems like I am having to use more resources than normal to get a guaranteed amount of shards that is potentially less that what I had received before.

From where I am standing it seems like a really poorly implemented change that will make it harder for the lower levelled players to get shards.

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1 minute ago, sigma29 said:

From what I am seeing so far it seems like I am having to use more resources than normal to get a guaranteed amount of shards that is potentially less that what I had received before.

POTENTIALLY less, maybe.  Under the old system, shard RANGE was built on the percentage of total impression done on the CC when it was defeated.  Some not-so-strong benefited by being awarded at or near the top of their range, and that's great.  However, the range backfired spectacularly too.  One of my club mates did sizable percentages of the overall impression and scored 1 shard.  Eight times in a row.  Another did the same and received 1 shard 6 times in a row.  Try dropping 100+ tickets into a CC, along with kobans in order to spend that many tickets, and getting ONE shard.  It's insanely frustrating and demoralizing.

Reduced exposure to the RNG is a good thing.  Not-so-strong players struggle to get the CC girls under either system because they do less impression per ticket and thus have to spend more tickets and more time than someone who is stronger.  Under this one, we can at least hope that if you invest the tickets into doing a large proportion of the impression, you will receive a shard drop that is commensurate with your investment.

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Not a bad idea. 🙂  I'll give you another extreme example of why the old system had to change.  During the first month of the CC's, a strong player joined us.  He was in a dead club and decided to solo the CC while there.  You would expect that if you did 100% of the impression, you get the girl, right?  Nope.  He joined us with 12 shards.

One of the things we don't know yet is how the fixed shard drops affect the current paradigm, under which the have's basically have to sit on their hands by doing one or a few rounds while the have-not's do the majority of the impression.  We may find out that the have's no longer benefit the have-not's by contributing at all.  Previously, even a single hit, because the % impression was less than that of people who put in many tickets, STILL contributed to people's range.  We just have to go through a bunch of CC's collectively and let people plug the numbers in.

The thing that hasn't changed, the pinch point for not-so-strong players, remains: it hasn't been about the number of tickets since the feature's inception; it has always been about % impression.  Maybe changing the metric as you suggest WOULD be more fair, but we're on month 5 (?) of the feature with only two tweaks.  As a sort-of-strong player, I'm relieved by this change, but I feel for the team mates who are still chasing shards.

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Off course we still need to collect more data. However if the mimimum range is calculated from the impression, and it changed from 1-3 bottom range to 1 fixed shard bottom range, this is a bad thing for the lower level players in most clubs.

As a medium level player in my club, I actually liked the RNG bit of the CC in the old system (even though I got a lot of 1 shards, and missed out on the HC girl because of that). 

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Since the announcement only mentioned the change from RNG to a fixed ammount, I suppose we can assume the % impression (and supposedly the member participation too) sticks.

If so, we need to find where are the markers/tiers that change the drop from 1 to 2, 2 to 3 and so on. If it's around 0,5% (which was the first marker before), the lower players are already being penalized. I see many that score way below that per ticket (but of course, this should/could vary a lot from club to club (or not)).

Some more info on this particular change would've helped a lot, since there's so many players/members already with the girl that can't even help finding this out. We're currently in the dark (and will be next month too, assuming Blet will come back) :S 

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Il y a 7 heures, DvDivXXX a dit :
  1. I suppose and hope that, even in clubs where most people are still actually fighting CCs for girl shards, this change should eventually lead to more people completing the girls, and then if they keep helping out their less fortunate teammates after that, it should cascade down until you all grab them. We'll see.

No. The girl is now completely inaccessible to me and the few of my clubs who do not have the girl yet (the lower levels). I can grab only 1 shard while spending more than 20 tickets on a try, when I was in 1-6 or 1-8 shard in the past. When the expense grows, it is even worse. I could go up to 1-18 range when spending a lot of tickets (80+). Now I will get 3...

So do not suppose please. This is also probably what Kinkoid did: "Suppose".

PS : To get 9 shards, I need to invest 1050 tickets. GG !

image.png.eb3bc6299c7f4125eada3609d6eb5db4.png -> image.png.e5bb6bbb3575b1d80282f410eafd1552.png

Edited by Eexa Man
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For less then 1% I get offered 1 shard. Participation alone was previously enough to get 2 shards in average.

As I have only this small test account left, I might not collect so much data.

These new data will be very interesting. Just to manifest how much of a "trojan horse" the effect "no rage about RNG" is worth. 

I mean, we had extreme RNG (top or flop) to get a girl before the shard system and there was also rage about high flop numbers. And when I have a shard range of 1-80 and get only 2 - that has been rage reason as well.

Yet again the shard system still has its RNG included. So RNG round about the fixed values would sound like the proper solution. As people always asked to start higher than "1" when the end is 50+.

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7 hours ago, sigma29 said:

That makes sense, then perhaps a fairer system would be to calculate it on how many tickets you used rather than the impression you caused? That way it benefits stronger and weaker players more equally. 

And the smaller ones would see a benefit in contribution. The Ymen return of a CC fight is already discouraging.

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58 minutes ago, Eexa Man said:

me and the few of my clubs who do not have the girl yet (the lower levels).

I think you misread something in the quote of mine you answered to.

8 hours ago, DvDivXXX said:

I suppose and hope that, even in clubs where most people are still actually fighting CCs for girl shards,

By your own account, you seem to be in a club that's in a similar situation to mine (most members already have the girl) rather than what I had in mind with this supposition and hope. So your situation doesn't really address what I've said.

In any case, my main point was "don't jump to conclusions so fast, we don't even have one full run of data post-patch yet". So yeah, please let me suppose and hope for now, while you oppose and despair. I'm not saying either of us is right, I'm saying we can't know for sure yet. Anyway, hang in there. Good luck.

 

On another note, I see many players, especially lower-levels, still count the number of tickets they use as the primary indicator of their contributions to the CC fights and, usually, how much they expect to get rewarded as a result. As others have suggested and discussed just a few posts ago, this could be an interesting change of how the CC system works (although it could have a lot of exploitable weaknesses too). But it's important to know that this currently doesn't matter at all as far as the game is concerned. Whether you do 1M damage with a singlet ticket or a thousand tickets, your contribution is a percentage slash formula based on "this member did 1M damage".

 

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il y a 55 minutes, DvDivXXX a dit :

In any case, my main point was "don't jump to conclusions so fast, we don't even have one full run of data post-patch yet". So yeah, please let me suppose and hope for now, while you oppose and despair. I'm not saying either of us is right, I'm saying we can't know for sure yet. Anyway, hang in there. Good luck.

 

I am just exposing facts and numbers based on my current experience since the patch has been applied. And indeed the conclusion is despair and anger. You are correct.

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10 minutes ago, Shorty-er said:

So will it help the number crunchers if I post data here of when the number of shards changes? Has anyone started a new thread to collect the numbers?

I would say create a topic about it in either "General Discussion" or "Feedback".

I'm pretty sure most of the mid-to-high players can't have direct access to that (already have the girl), so we'll have to rely on other players/members to provide it.

Edited by Karyia
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Il y a 5 heures, DvDivXXX a dit :

On another note, I see many players, especially lower-levels, still count the number of tickets they use as the primary indicator of their contributions to the CC fights and, usually, how much they expect to get rewarded as a result. As others have suggested and discussed just a few posts ago, this could be an interesting change of how the CC system works (although it could have a lot of exploitable weaknesses too). But it's important to know that this currently doesn't matter at all as far as the game is concerned. Whether you do 1M damage with a singlet ticket or a thousand tickets, your contribution is a percentage slash formula based on "this member did 1M damage".

 

It's been a while since I say that a really good system could set the minimum value of the range based on the damage you do, and the max value of the range based on the number of tickets you invest. If you hit particularly hard (high level), you are likely to get almost a fixed number of frags, while if you hit light (lower levels), you will have more variability, which I find fair and still keep hope running...

But is it really worth arguing or suggesting when things constantly fall on our head without any dialogue?

Edited by Eexa Man
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48 minutes ago, Eexa Man said:

But is it really worth arguing or suggesting when things constantly fall on our head without any dialogue?

Of course it is. And that's a negative way of looking at how this game evolves and has evolved over the years (and hopefully will keep evolving). If you focus too much on the changes that have a negative impact or you feel make the game worse, and not enough on the changes that objectively improve the game or open new horizons, then you're less likely to encourage them to shake things up.

Kinkoid's team isn't huge and they certainly have their weaknesses, but also their strengths and, more importantly, their drive to push the game further and accomplish great things. I think it's equally important to support and even praise them when they do things right than it is to give them constructive criticism when they fail on or overlook something really important. It's never all black and white, even though every time one specific aspect of one patch brings a lot of negative backlash, it can look like it from a certain (biased and short-term) perspective.

There are things I'm unhappy about, even areas whose obsolescence frustrate me a big deal whenever I play. I'm not shy to point them out and I try my best to make Kinkoid reconsider them. But it's not all I'm giving as feedback, and I'm also grateful for all the cool things they've done, and for still trying to improve. Encouraging them to take a certain direction rather than another seems healthier than yelling at them for making a wrong turn, or missing the turn we hoped for. The same core ideas can be conveyed to them this way, but in a supportive and benevolent manner. The opposite (falling into assuming they're just bad and/or evil so why even bother communicating with them) is bound to fail imho.

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Le 25/06/2021 à 15:50, DvDivXXX a dit :

Of course it is. And that's a negative way of looking at how this game evolves and has evolved over the years (and hopefully will keep evolving). If you focus too much on the changes that have a negative impact or you feel make the game worse, and not enough on the changes that objectively improve the game or open new horizons, then you're less likely to encourage them to shake things up.

Kinkoid's team isn't huge and they certainly have their weaknesses, but also their strengths and, more importantly, their drive to push the game further and accomplish great things. I think it's equally important to support and even praise them when they do things right than it is to give them constructive criticism when they fail on or overlook something really important. It's never all black and white, even though every time one specific aspect of one patch brings a lot of negative backlash, it can look like it from a certain (biased and short-term) perspective.

There are things I'm unhappy about, even areas whose obsolescence frustrate me a big deal whenever I play. I'm not shy to point them out and I try my best to make Kinkoid reconsider them. But it's not all I'm giving as feedback, and I'm also grateful for all the cool things they've done, and for still trying to improve. Encouraging them to take a certain direction rather than another seems healthier than yelling at them for making a wrong turn, or missing the turn we hoped for. The same core ideas can be conveyed to them this way, but in a supportive and benevolent manner. The opposite (falling into assuming they're just bad and/or evil so why even bother communicating with them) is bound to fail imho.

I hear you well and I agree that KK is not trying to be evil when they release changes.

However, my personal feeling is that Kinkoid think they have the monopoly of good ideas and are convinced they know best what is good for us. Maybe by the way, as you mentionned between the lines, because they think they are the only ones to have a long term vision. Which is not entirely wrong because there is absolutely no long-term communication, and we are constantly kept in short term reactive mode with tiny patch notes letting us "guess" what has just happened (and not what WILL happen).

Long story short, even though dialogue is always the most constructive way to resolve issues, I am (still) not convinced the current approach allows any. At the same time, I strongly hope I am completely wrong. 🤔

Edited by Eexa Man
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