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Better boss fights!


LovableSexManiac

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Low drop rates are fine and I am not proposing to change that, but it's really frustrating to fight the same boss over and over and still see no progress towards a girl. We players know we should keep on trying, but it still feels like we're wasting our time and combativity.

So I have two suggestions on this:

1. A small interface change. AFAIK the game tracks how many times you fought a boss, and changes drop rates accordingly. This could be signalled by a slight change on girls' portrait, as in the picture below:

.pic1.png

This wouldn't change the drop rate or what have you at all. It's just a little piece of info for players.

2. Indirect drops. Instead of dropping girls directly, the bosses would drop something like "heart pieces". Those would be X times more common than the current girl drops and, when you get X heart pieces, the game automatically grants you a girl. On average players would get the same amount of girls over a certain time, however "bad luck streaks" and "good luck streaks" would become slightly less common.

Both suggestions would do the same - the game giving players more feedback on their actions. The second suggestion is a bit more complex than the first, but I feel it would be more rewarding and it has more potential for improvements.

Thoughts?

Edited by LovableSexManiac
Some cleaning, without changing the actual content of the post.
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3 hours ago, LovableSexManiac said:

2. Indirect drops. Instead of dropping girls directly, the bosses would drop something like "heart pieces".

Ah takes me back to my Zelda days. It would fit in nicely with some of the parody found here....  But we would be messing with the main mechanic of the game. 

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Well nice suggestions but i am sorry to say that i don't like any of them.

1st suggestion: you never waste a combativity point, every single attempt has a certain chance of dropping the girl and most people like the element of surprise when a girl drops so by knowing that the drop chance has increased they lose this element and just feel frustrated when they still don't get them.

2nd suggestion: well let's say that on your 10th battle the boss drops a full girl so if we dismantle the girls into shards let's say 10 shards then imagine how people will feel when after 10 battles they only have like 3-5 shards, lol.

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Hotless, those are fair points.

On the first idea. Let's pretend the odds are 0.2% per fight, or 500 tries on average*; if the icon changed to red when the odds are 1% per fight, it's still 100 tries on average, low enough so the surprise factor isn't lost. And arguably the surprise would be even greater when the girl drops at yellow, green or blue, because you can say "look, I got her really fast, even against the odds!".

On the second idea. With 10 shards**/girl and a chance of 2% for each shard, the odds you get five or less shards after 500 tries are ~5%***. This is really low, and most players would get 8-12 instead at 500 tries. This is where some statistics come in - when you split a large event into multiple smaller events, you normalize the odds of those small events to happen. So events like "ah, I only got 5 shards, I should have a girl by now!" would be fairly sparse, and plus does anyone keep track on how many troll fights they had to know how many girls they "should" have?

* I'm basing that on koban prices - a girl is worth 5400 kobans at pachinko, so 5400 kobans worth of combativity points should give you 5400/11=490 tries. Don't take the number seriously though.

** 10 is a bit too much though. I'd say 4-6 would be better, to keep luck still important - but less than before.

*** This 5% implies a flat rate. We know it isn't true, but it helps to visualize the situation.

Edited by LovableSexManiac
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2 hours ago, PlusIon said:

Ah takes me back to my Zelda days. It would fit in nicely with some of the parody found here....  But we would be messing with the main mechanic of the game. 

Yup! That's why I mentioned heart pieces. I'm aware it messes a bit with the main mechanic, that's why I offered two alternatives.

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I like the idea, so you are proposing a a sort of a bad luck protection. It sounds great to me. I don't get the whole idea of keeping the "excitement" with a full randomness of the rewards. I am the sort of a player who likes to earn his rewards by trying hard(call it grinding if you will) it brings me much more enjoyment instead of trying to get a completely random drop for a whole event and get nothing... And it seems i am not the only one. For an instance i want to point out the changes of how you get pvp gear in world of warcraft legion. You can see the overwhelming negativity of the playerbase by removing the hard to earn gear with complete randomness. Not only it removes the sense of accomplishment, but it creates a lot of frustrstion if you miss on the drop, despite all the effort you have put in the event. It's like the game is punishing you for playing it. The "Hell yeah i made it!" moment is replaced by "WTF?!? Why didnt this thing drop despite my X(be it 700 or 1000 u name it) number of tries? And there are a lot of dudes that got it without paying! Forget it i'm out!" Doesn't sounds fair for the player who put a lot of effort. Some of you may think i am referring to a certain recent event here- it was unintended, but i guess it still serves well enough for an example of the second instance i'm describing. Moreovee it doesn't remove rhe elemt of surprise if the girl drops earlier than expected. You preserve the element of surprise for those who like it, while also adding the sense of accomplishment for those who tried hard enough. 

Edited by Cantrix
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