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​📜​Patch Notes Hentai Heroes 2024 ​📜​


Noacc

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12 hours ago, saint said:

So the club I'm in is chipping at this slowly, we were able to beat him the first day. However the only reason I can see why we didn't beat him the second time while I was away from the game is because his impression reset and I gained no shards.

This seems somewhat strange that no "failure" screen happened like it does for other content including other champions. At first I couldn't even tell if it just didn't tell me if I got shards or not. Yeah failure screens suck to get but at least its clear what happened.

Also agree that impressions shouldn't be completely reset after 24 hours, but will see what happens goin forward.

Along this sentiment, I also would find it nice to see how I did amongst my club-mates when you succeed.  The shards are the main point sure but if I'm not looking at the ratings right at the end, I have only a vague idea based around the last time I looked.

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2 hours ago, jpanda said:

I also would find it nice to see how I did amongst my club-mates when you succeed

Your final participation rate is included in the popup with the rewards. It tells you your club succeeded, with X participants, and you contributed Y%.

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Okay so my club just beat the champion, which led to a small problem on my end. I was on the screen that showed everyone's current performance, went to go fight the champion which is then how I found out we beat him.

But when I went back to the previous screen it didn't show me the result/shard drop at all. Now it didn't bug out on giving shards, I got some. But this does still seem a little buggy or a situation that wasn't accounted for to show players what they got.

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23 hours ago, DvDivXXX said:

Yeah, go home my friend. You're drunk! ^^

It's the girl fighting for Chad who has only one pose, just like say Murane or Shtupra or... Any other regular champion girl. But the champion selects 5 poses you must match in your draft before facing him (well, technically, Kumiko in this case). It works exactly like all other champions in that regard.

17 hours ago, Karyia said:

Maybe you're talking about stages? 😅 The single-player champions all have 5 stages, if that's what you're aiming at.

I was indeed referring to champions stages (after all, in each stage the champion, not the girl, is in a diifferent pose): it seems that...

On 11/25/2020 at 10:34 AM, Noacc said:

Depending on the progression of the Club, the Champion will have a respective level and tier 

...the ones that i personally used to call "phases" are now referred officially as "tiers". The quote says that the tier is dependant on the progression of the club, so my question is how much progression is necessary to increase Chad tier: moreover, I find a little exxagerated that after four club fights that has still not increased. This makes me fear that if even a high level club like mine needed 4-6 hours to clear Chad at stage 1, the difficulty in the above tiers will quickly become impossible.

(and about being drunk, my friend, you couldn't have known before, but in general I drink wine only on special occasions, and don't like beer and most of the spirits. For the most part, I am practically teetotal. If I used the wrong word to explain the concept it was probably for tiredness, not for drunkenness)

Edited by Observer_X
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Cool new feature that finally allows some club activities. The know-how girl is awesome too.

 

And it's implementation is done keeping veteran-powerplayer in mind, like rest of new features in game. If you are a regular Joe out for fun; go look here, read this, search that and whole shebangs.

Does the developer test their new features on regular accounts (let say lvl 200-225 f2p accounts)?

 

Edit:- I have got good amount of shards of the HC girl, but my club chat is raging fire. (before that defense comes up)

Edited by Rasbhari
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My review of the new club champion feature:

About the mechanics I love that the shard range goes up when more people joins the battle against the champion, making essential that most players of the club contribute at least one fight to every challenge. The champion initial strength needs 350-500 battles to be beaten, so a joint effort is needed by many people, making almost mandatory being in a club with at least 20-25 active players, the more the better.

About the randomness of the shards received, I don't complain, RNG is consubstantial to this game. You could have 1-60 range and receive only less than 5 shards, but you can also have only 1-12 range and receive 11, or even the x100.

For the all or nothing 24 hours challenge, losing all the impression done if the club cannot beat the champion in 24 hours is too harsh in my opinion. with the current implementation that can only be avoided if the club have many players and some of them with enough strength and tickets to do the main effort, or if all people contribute more or less evenly.

About the champion leveling up and down, I haven't seen an upgrade in my club and we have beaten the champion many times, so I assume it will be as slowly upwards as downwards.

For the rewards after you get the girl, currently only one legendary affection, it is too little in my opinion, discouraging participation.

The current feature is meant for full clubs with active medium-high level players, but it poses many problems for small, mostly inactive clubs with low-medium level players.

Ways to improve and balance the feature:

- Not losing all the impression after 24 hours. Possibilities: giving more time, for example 48 hours. Losing only a percentage as in the old champions, something between 25-50%. Or even allowing to reset the 24 hours timer with kobans.

- Making the club champion a bit weaker (10-25%) especially for lower level clubs, or allowing for a quick downleveling after only one or two failed challenges.

- Some people has suggested that the lower bound of the shard range also should go up with the percentage of damage done, as the higher bound does, to lessen the impact of a bad RNG. I support that to some extent, as I said before, this game is mainly RNG.

- Making rewards post-girl more varied and generous, perhaps increasing them with the number of battles or impression done to the champion. Currently it doesn't resist the comparison of effort and rewards with PoP.

Edited by jelom
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50 minutes ago, jelom said:

My review of the new club champion feature:

[...]

- Making rewards post-girl more varied and generous, perhaps increasing them with the number of battles or impression done to the champion. Currently it doesn't resist the comparison of effort and rewards with PoP.

After thinking it for a while, I asked myself:

  • the ranking and shard range mechanisms will be the same when "finishers" participate.
  • So if I want to find anything good in this low reward, then there might be the opportunity to "brake" the finishers in their engagement so that the "nonfinishers" get a higher ranking = higher shard range.

Yet this assumes that the low % participants would & could invest more - and don't need the "finishers" to help them. Unlikely.

This raises also the question - wouldn`t it be very nice if the "finisher %" got internally recalculated to the "nonfinishers" so that the "nonfinishers" get a higher shard range due to participating "finishers"? I doubt it, I think "it is all the same, just no shards for the 'finishers'".  So in a club where the low% are so casually online that they merely are able to invest 1 ticket, they will need 100 helping runs.

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1 hour ago, jelom said:

a club with at least 20-25 active players, the more the better.

 

For the all or nothing 24 hours challenge, losing all the impression done if the club cannot beat the champion in 24 hours is too harsh in my opinion. 

 

For the rewards after you get the girl, currently only one legendary affection, it is too little in my opinion, discouraging participation.

 

The current feature is meant for full clubs with active medium-high level players, but it poses many problems for small, mostly inactive clubs with low-medium level players.

 

Ways to improve and balance the feature:

- Not losing all the impression after 24 hours. Possibilities: giving more time, for example 48 hours. Losing only a percentage as in the old champions, something between 25-50%. Or even allowing to reset the 24 hours timer with kobans.

- Making the club champion a bit weaker (10-25%) especially for lower level clubs, or allowing for a quick downleveling after only one or two failed challenges.

- Some people has suggested that the lower bound of the shard range also should go up with the percentage of damage done, as the higher bound does, to lessen the impact of a bad RNG. I support that to some extent, as I said before, this game is mainly RNG.

- Making rewards post-girl more varied and generous, perhaps increasing them with the number of battles or impression done to the champion. Currently it doesn't resist the comparison of effort and rewards with PoP.

Agreed with all or most of these. Seems like an accurate review to me 👍

In my own case, I'm in club with not so many (hardcore) active players but, at the same time, a small core of players that have been able to get the job done, so far.

I think the worst part of it is definitely the 100% penalty.

I would suggest maybe throwing a few orbs or boosters in there, as random possibilities for rewards or even combos between them? That would make it worthy, depending on what.

If it's possible, about the rng shard drop, I would maybe suggest that if you individually (for example) contribute more than 10%, your minimum would be 2 (or whatever), then 20% that would be 3 (or whatever), that would maybe reflect that your odds would get better (at least on the worst case scenario). Not sure this would be that worthy to implement.

Another thing that might impact things on some clubs is the removal of inactive players from clubs, as that will impact the champion level and so on, IIRC. We'll see.

But, at first glance, it seems a cool feature that brings something to do with the increase in available tickets.

Also, it's a 5-star girl (at least the one on my champion), so it makes it worthy to go for it (more for newer players, of course).

 

Edit: Forgot... Also, being able to turn your contributions into something.. upgrades, tickets, since we keep accumulating those, it would be nice to kind of use them into something, if possible.

Edited by Karyia
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7 minutes ago, Karyia said:

[...]

Another thing that might impact things on some clubs is the removal of inactive players from clubs, as that will impact the champion level and so on, IIRC. We'll see.[...]

The problem with inactive members and leaders in a club makes it much harder for small clubs to get a chance. 

This thing I want to ask to solve in the nearest future possible. Because when your club is full but 15 members + leader is inactive for a long time, you cannot gather new members... and beat the champion.

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1 hour ago, windia said:

The problem with inactive members and leaders in a club makes it much harder for small clubs to get a chance. 

This thing I want to ask to solve in the nearest future possible. Because when your club is full but 15 members + leader is inactive for a long time, you cannot gather new members... and beat the champion.

I think if you contact someone here on the forum that they can arrange for the leadership of your club to be changed. Then with the issue of inactive players, this pressures club to get rid of them as soon as possible. So how long do you give them to be active? My club was trying to give a couple of months because players new to club can have a hard time figuring out things, including even the chat. Life can get in the way as well. For example, a few years ago I had a medical emergency and spend three weeks in the hospital. How many clubs would feel they had to kick me for disappearing for three weeks.

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13 minutes ago, ShadowWeaver said:

I think if you contact someone here on the forum that they can arrange for the leadership of your club to be changed. Then with the issue of inactive players, this pressures club to get rid of them as soon as possible. So how long do you give them to be active? My club was trying to give a couple of months because players new to club can have a hard time figuring out things, including even the chat. Life can get in the way as well. For example, a few years ago I had a medical emergency and spend three weeks in the hospital. How many clubs would feel they had to kick me for disappearing for three weeks.

Sorry for your medical emergency.

 

As far as I have read, the only valid option is, that the "majority" of club members opens a support ticket and ask to make member X as the new leader. Yet it is unknown to me how many members are needed and how long inactivity is necessary that the support decides this request ist valid. 

 

In my club your membership gets questioned after hitting 6 months inactivity.

Edited by windia
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6 hours ago, windia said:

So in a club where the low% are so casually online that they merely are able to invest 1 ticket, they will need 100 helping runs.

Remember that 1 ticket gives you a 1-3 shard range, so in average you will need 50 runs if you invest only 1 ticket each time. It won't be that way of course, most people that still have shards left will use 5 or more tickets, so getting the girl in a maximum of 20 runs even if they are very casual players.

 

6 hours ago, windia said:

if I want to find anything good in this low reward, then there might be the opportunity to "brake" the finishers in their engagement so that the "nonfinishers" get a higher ranking = higher shard range.

Correct, but usually the early finishers are also the stronger and wealthier players, so they contribution to defeating the boss with some battles could still be needed. A compromise between using the less possible battles by the finishers and making the rest of the players able to get a high shard range should be done in those cases.

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40 minutes ago, jelom said:

Correct, but usually the early finishers are also the stronger and wealthier players, so they contribution to defeating the boss with some battles could still be needed. A compromise between using the less possible battles by the finishers and making the rest of the players able to get a high shard range should be done in those cases.

That's exactly what we've set up, but need more information to do it most efficiently.  We're on our 7th or 8th round, and perhaps a quarter of us have Kumiko.  We are trying to figure out how those members can best help those who don't have her, especially the weaker members and those short of tickets. At the moment, the members who have Kumiko are battling once, then just keeping an eye on the clock in case 24 hours looms (so far help hasn't been necessary). It would be very useful to know if that 1 battle is optimal - or 5, or 10, or 0 - the idea being to get shards to those who are having trouble.

Anybody know? If anybody does, can you explain your answer?  TIA.

Finally, FWIW, most of us are extremely glad that there is FINALLY a clan activity.  Would directly battling other clans be better? Sure. But walk, then run.

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36 minutes ago, Antonym said:

[...] It would be very useful to know if that 1 battle is optimal - or 5, or 10, or 0 - the idea being to get shards to those who are having trouble.

Anybody know? If anybody does, can you explain your answer?  TIA.

[...]

I do not _know_. I only observe. And my observation says: the finishers should do 1 ticket. Because the ranking of the nonfinishers needs to be high for a high shard range. On live server with much more participants then on test server I got shard ranges in the 30ies with less then 5% contribution - because there are like 15 members in lower rank.

(and of course, they need to keep their eye on the 24h limit, the less people necessary to get it, the better)

Edited by windia
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1 hour ago, GeorgeMTO said:

RNG is still a thing, so the use of maximum here is wrong.

You are right, it was not correct in a mathematical way.

Just rephrase it as "so players (using 5 or more tickets in every challenge, quite possible even if they are very casual players) usually will get the girl in less than 20 runs"

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Nothing much to add to what's already been said and agree with @jelomsuggestions.

I haven't seen a champ upgrade in my club yet, but I'm just wondering whether there was in any of yours and if there was any significant change in the rewards/shard drop range after the champ levels up.

I fail to see any advantages of beating down on the champ time and time again (without any increase in rewards), so much so that it will become harder and harder to beat. As with the normal champions, the endless progression might become a problem and it will be more costly for the clubs in the future.

Unless, the devious idea here is that the clubs strategise to get the girl for all members within 10 tries, and then purposely lose to weaken their champ, rinse and repeat for each cycle.

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Here is my suggestion on how to improves it.

 

-Remove time limit

Remove the time limit so regardless of number of player in the club and activity, they would still be able to finish it. Huge chunk of impression and time limit is nothing short of discouraging new and intermediate player for trying it, even if they are able to impress the champion.

If the champion is rotate, the club keep the impression but would need to pay koban to continue when the champion return. The club can choose not to pay koban but the champion would lost 10-20% of it's impression depends on the number of club member and it's total level.

This would allowed everyone regardless of their level and club size to earn the girl.

 

Edited by Valgo
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General reaction to the thread: Kumiko is pretty strong, third strongest HC girl behind Bunna and Murane. She has the same HC stat as a couple of other 5-star HC legendaries, but better backup stats. Should such a girl be easy to get? No; in any game, a strong NPC should require strong effort to come by. Otherwise, might as well just give them away. Should she require clan effort to get?  I suppose that's a different question, the answer to which depends on how important to a player clan activity is.

I've noticed that there exists a fair amount of online porn.  The collective gaming aspect of HH is what, if developed further, can set it apart from a thousand other sites.  You want anime porn?  Lots of options.  You want a sizable added dimension as well?  Not so many.  And this sizable added dimension, unlike most, doesn't require spending money.  Seems like a win/win to me.

The clan mechanics may well need improvement to make this work. There needs to be a mechanism to replace dead leaders (or preferably to have co-leaders), because dead wood needs to be pruned for the success of the clan.  Every interested player needs to be able to join an active clan, and the forum should permit publicizing clans that kick for no reason (in fact, perhaps there should be a separate section for it).  No reason I can see that those things can't be done.

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On 2/13/2021 at 12:11 PM, DvDivXXX said:

Your final participation rate is included in the popup with the rewards. It tells you your club succeeded, with X participants, and you contributed Y%.

Aye, I guess I wasn't clear.  I think it'd be nice to see if I was first, second, etc.  Like you can see while it progresses but not at the end.

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52 minutes ago, PianTai said:

Finally got Kumiko and level up it to the maximum. In the balance of power, she is weaker than the girls from the legendary contests. Sad 😟

That's actually pretty interesting. Considering the level of effort involved, I would have at least assumed similar stats.
Obviously she'll be weaker than the new Mythic girls, but I feel like Legendary girls are already starting to fracture a bit.

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