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the new attraction system is a joke change my mind


Likah
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On 2/15/2019 at 9:47 AM, EpicBacon said:

I second this, the girl shadow animation was great, i only wish the girl stayed in the shadow and you had to click a reveal button to reveal who is was, just so you could have some more time to guess who it is.
 

I have to revise my post a little.  I been lucky enough to get a x100 shard drop 5 times since the new system was introduced so it does exist (as many others, as well as me, have testified in boasts).  So I apologise for getting this wrong.

However, I hold to my view that the new system is a pathetically poor substitute for what went before.  Furthermore, it has become a real enticement to spend kobans because once we get a girl to 90+ shards, it is worth trying to finish her off (or maybe not if one has much more willpower than I have!).

I'm glad I captured the sequence of Val Mani dropping so nicely.  I think it shows perfectly what I wanted to illustrate.  My last drop under the old system was Willow and her drop was the equivalent of a x100 jackpot under the new system.  It was out of the blue and completely unexpected.  This made the shock and the thrill of getting her all the more meaningful and I simply haven't experienced this kind of emotional response under the new system.

As I said in an earlier post, the new system smacks of the IT geeks being put in charge of the art department rather than working in close collaboration with artists.

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On 2/22/2019 at 11:20 AM, Chthugha said:

Oh right, because we've been playing with this system for ages now, so we can absolutely say that it's going to be impossible to get the girls.
We've had 2 events.
One is a legendary days, which always had a pityful chance on obtaining the girl without using kobans, the other is a revival event of just 5 days.
That event is to give people a chance to get old event girls.
They don't even have to do those kind of events.
From what I've seen, it's still very likely to get a girl in those 5-day revival events, so I'm not sure what you've been looking at.

And when it comes to the koban argument...
You get a ton of free kobans from the game.
As long as people keep talking about those free kobans, then you seriously need to reconsider.
You collect those kobans to get girls you otherwise wouldn't be able to get, so why wouldn't you use them for that?
I really don't see the problem.
I don't hear anybody complain about having to use in-game money to buy books or stat upgrades.
It's because that's what you use that money for; getting new stuff that makes your account better.
Just for fun: keep a record of all the kobans you gain (how did you gain them), and how you spend them (and on what).
There are so many players who waste them on things you don't have to waste them on.
Refills aren't a waste if they lead to the girl, which with this shard system is more likely to happen than with the old system.

I do agree that the new system can result in paying out kobans to get a girl.  It is a simple psychological formula.  This is how the new system enticed me to spend them...  When I get a girl to 87 shards I think hard about manual refills and assess how easy it turns out to be to get to 90+ shards without a refill.  If I get to 90+ in the next round of 20, I will do complete or partial refills and I'm usually successful.  So far I haven't done more than 3 manual refills (whole or partial) when trying for a girl, yet the ultimate result has been very similar to that under the old system, but with the expenditure of kobans (perhaps unnecessarily).  I always had one hold-out account under the old system and so it is with the current event.

I don't agree with you re. 5 day revivals giving us a poor chance of getting a girl under the new system.  With 12 shard drops possible and 10-12 shard drops in revivals being surprisingly frequent for each round of 20 tries, building up the shard count for each girl can be encouraging.  I usually get both girls in all accounts over the 5 days.  It's a different story for Legendary or Epic Days.  I got Fabienne with a x100 jackpot, but this was my only success.  In one account she was left sitting on an annoying 96 shards so I have to wait forever it seems to 'finish her off'.

My gripe with the new system focuses on the aesthetic; it destroyed a beautiful and thrilling shadow drop that really tugged at one's emotions and fitted the gambling component of the game perfectly (as did the old Epic pachinko).  The new system does nothing of that (except maybe the lovely purple-pink colour of the heart crystal we see when we get shards).  But this is a poor substitute for the original animation.

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7 minutes ago, Zorba the Geek said:

I don't agree with you re. 5 day revivals giving us a poor chance of getting a girl under the new system.  With 12 shard drops possible and 10-12 shard drops in revivals being surprisingly frequent for each round of 20 tries, building up the shard count for each girl can be encouraging.  I usually get both girls in all accounts over the 5 days.  It's a different story for Legendary or Epic Days.  I got Fabienne with a x100 jackpot, but this was my only success.  In one account she was left sitting on an annoying 96 shards so I have to wait forever it seems to 'finish her off'.

If you read back, you'd see that I replied to someone else stating that it is now impossible to get girls from the revival events. So what I say here is that at the very least it is very likely to get one girl.

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Just now, Chthugha said:

If you read back, you'd see that I replied to someone else stating that it is now impossible to get girls from the revival events. So what I say here is that at the very least it is very likely to get one girl.

Not to mention he's quoting a post from like 50 days ago lol.

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Guest Cabraksys
5 minutes ago, pitythefool said:

Not to mention he's quoting a post from like 50 days ago lol.

Atta way to raise a dead threat, we're dealing with a necromancer here. Thread carefully! :D

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28 minutes ago, Chthugha said:

If you read back, you'd see that I replied to someone else stating that it is now impossible to get girls from the revival events. So what I say here is that at the very least it is very likely to get one girl.

Okay, if that was the case, I have to agree with you.  Sorry for getting it wrong.  Someone panned me for quoting something that is 50 days old.  Haha, fair enough!  I have to admit it's been awhile since I was on this topic.

Edited by Zorba the Geek
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Wait! Why is this thread still alive!? O_O

*pretends to be a Necromancer*

Rise o age o fury and spite of never happy customers!

RISE!!!!

Swarm the forums with your spiteful yearnings of easy access girls!

Flood the game with your infinite koban razing!

All founded by your limited pockets!

Unleash thy anger and malice upon the world of Hentai Heroes!

*Drops a smoke bomb into the cauldron*

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On 3/7/2019 at 8:29 AM, Vulture said:

Except a machine generated random is never random, it always follows a 'randomization pattern' if you will, a pile of ones and zeroes that determines how randomly it will drop a girl, a shard, the jackpot on the dog races on the betting machines...

Now that I think about it the devs have the Probability Manipulation power lol.

Despite the negative response, you are actually quite correct.  The best example of 'machine randomness' was the WWII German Enigma.  Its code was broken by the codebreakers at Bletchley Park because the Enigma machines had predicted pattern flaws that the codebreakers could exploit.  All digitally created random code does conform to the pattern you spoke of and may be manipulated by administrators.  This has been standard practice in the IT industry for ages for online gambling games.  The very fact that drop rates and maximum shard values are actually set according to whether we are facing a Legendary/Epic Days event, a full event or a revival is indicative of this, so it stands to reason that the 'randomness' can be adjusted within an event to encourage gambling patterns in us, according to those psychological rules of instant gratification, hope and reward that is very like taking addictive drugs and acts on the same parts of the brain.

In the case of the new system, I have noticed four additional things that apply to all categories (Legendary/Epic Days, Events and Revivals): (1) the ability to get shard drops relatively frequently at the start of events/revivals to encourage us to keep trying; (2) a 'donut' from Day 2/3 where high value shard drops become quite infrequent; (3) a resumption of higher value shard drops from the last day and a half, and (4) a reduction of shard drop rate and their value when a girl's shard count reaches +80 to 90.  When I had Bitch on 68 in the Test account I managed to get a x20 total shard drop next round.  This brought her up to x88, but, after the next round when I got a x5 drop, it took me another 56 tries (and two and a half refills) to get past that final x93 shards.  What better way of enticing even a cynic like me into spending kobans!  This has happened to me in every event/revival (and in all but two accounts each time) I have taken part in since the new system came into being.  The only nominally random things that appear to happen are the x100 shard drops.  I haven't been able to establish any pattern to these so they are as close to truly random that I can think of.

From the perspective of HH all this makes perfect psychological sense for a game that has a gambling model at its core.  Begin by offering encouragement with the relatively easy gaining of shards in the beginning.  Establish a pattern whereby we keep trying (even though shard drops appear to almost dry up) because of earlier successes.  Finally, when a shard count gets within range to acquire a girl within one round, create the psychological incentive to keep trying by manually refilling combativity at the cost of kobans even though it might take 40-50 or more tries to get any shard drops greater than x1.  This is quite manipulative when one thinks about it and is something we do see within actual casino and pub pokie environments.  The other area where there is some manipulation to the randomness pattern (probably software automated) is in the allocation of opponents in the arena.  Have others noticed that opponents become harder and harder to  play (ever higher egos/attack power) as we advance in this aspect of the game.  I had avoided the arena for months but came back to it recently.  The changes in opponents was stark - easy in the beginning, but getting harder as I go on.

I have found that all these things happen to me time and time again in all six of my accounts.  I have no doubt at all that some will regard this as nonsense and a 'conspiracy theory', but others might have experienced the same things.  I'd be keen to know how many.

I haven't really got a problem with it as long as I keep a philosophical, easy-going attitude to the whole thing and don't despair if I fail to get a girl.  One thing I may try next full event is not to do any refills and so compare the new system with the old to see if the rate of girl acquisition is the same as it was under the old system when I didn't do manula refills.  If it does prove to be the same, this will encourage me to hold my nerve and not do any manual refills.

I also suspect the underlying RNG pattern is unaltered from that previous when we had those lovely shadow drops.  I believe I could tell when a drop was going to occur by a subtle change in the starburst pattern and the order that the money appeared (the black void remained a little longer than usual, sometimes up to a second).  This was equivalent to a normal shard drop.  When the shadow drop occurred unexpectedly this was undoubtedly equivalent to a x100 jackpot.  What I was unable to compare was what value of shard drop was the black void equivalent to.

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3 hours ago, Zorba the Geek said:

Despite the negative response, you are actually quite correct.  The best example of 'machine randomness' was the WWII German Enigma.  Its code was broken by the codebreakers at Bletchley Park because the Enigma machines had predicted pattern flaws that the codebreakers could exploit.  All digitally created random code does conform to the pattern you spoke of and may be manipulated by administrators.  This has been standard practice in the IT industry for ages for online gambling games.  The very fact that drop rates and maximum shard values are actually set according to whether we are facing a Legendary/Epic Days event, a full event or a revival is indicative of this, so it stands to reason that the 'randomness' can be adjusted within an event to encourage gambling patterns in us, according to those psychological rules of instant gratification, hope and reward that is very like taking addictive drugs and acts on the same parts of the brain.

In the case of the new system, I have noticed four additional things that apply to all categories (Legendary/Epic Days, Events and Revivals): (1) the ability to get shard drops relatively frequently at the start of events/revivals to encourage us to keep trying; (2) a 'donut' from Day 2/3 where high value shard drops become quite infrequent; (3) a resumption of higher value shard drops from the last day and a half, and (4) a reduction of shard drop rate and their value when a girl's shard count reaches +80 to 90.  When I had Bitch on 68 in the Test account I managed to get a x20 total shard drop next round.  This brought her up to x88, but, after the next round when I got a x5 drop, it took me another 56 tries (and two and a half refills) to get past that final x93 shards.  What better way of enticing even a cynic like me into spending kobans!  This has happened to me in every event/revival (and in all but two accounts each time) I have taken part in since the new system came into being.  The only nominally random things that appear to happen are the x100 shard drops.  I haven't been able to establish any pattern to these so they are as close to truly random that I can think of.

From the perspective of HH all this makes perfect psychological sense for a game that has a gambling model at its core.  Begin by offering encouragement with the relatively easy gaining of shards in the beginning.  Establish a pattern whereby we keep trying (even though shard drops appear to almost dry up) because of earlier successes.  Finally, when a shard count gets within range to acquire a girl within one round, create the psychological incentive to keep trying by manually refilling combativity at the cost of kobans even though it might take 40-50 or more tries to get any shard drops greater than x1.  This is quite manipulative when one thinks about it and is something we do see within actual casino and pub pokie environments.  The other area where there is some manipulation to the randomness pattern (probably software automated) is in the allocation of opponents in the arena.  Have others noticed that opponents become harder and harder to  play (ever higher egos/attack power) as we advance in this aspect of the game.  I had avoided the arena for months but came back to it recently.  The changes in opponents was stark - easy in the beginning, but getting harder as I go on.

I have found that all these things happen to me time and time again in all six of my accounts.  I have no doubt at all that some will regard this as nonsense and a 'conspiracy theory', but others might have experienced the same things.  I'd be keen to know how many.

I haven't really got a problem with it as long as I keep a philosophical, easy-going attitude to the whole thing and don't despair if I fail to get a girl.  One thing I may try next full event is not to do any refills and so compare the new system with the old to see if the rate of girl acquisition is the same as it was under the old system when I didn't do manula refills.  If it does prove to be the same, this will encourage me to hold my nerve and not do any manual refills.

I also suspect the underlying RNG pattern is unaltered from that previous when we had those lovely shadow drops.  I believe I could tell when a drop was going to occur by a subtle change in the starburst pattern and the order that the money appeared (the black void remained a little longer than usual, sometimes up to a second).  This was equivalent to a normal shard drop.  When the shadow drop occurred unexpectedly this was undoubtedly equivalent to a x100 jackpot.  What I was unable to compare was what value of shard drop was the black void equivalent to.

While all you said may well be true, the only thing to confirm or refute it is by gathering more samples. I personally refuse to believe Kinkoid would go to such extent to encourage spending.

Oh, and let’s try to keep this thread alive. ;) 

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1 minute ago, dummyhunter said:

While all you said may well be true, the only thing to confirm or refute it is by gathering more samples. I personally refuse to believe Kinkoid would go to such extent to encourage spending.

Oh, and let’s try to keep this thread alive. ;) 

Cheers, and thanks.  You are right of course.  Encouraging us to spend (and above all purchase kobans with real Euros) would be a sensible business plan.  If I were them I'd do just that.  As for me, if I were to fork out money all hell would break loose in this household and the females would turn into even more extreme versions of Bitch or Arianne!  In contrast to your noble sentiments re. Kinkoid, I think encouraging us to purchase kobans would be on his ultimate agenda; it would have to be!

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My experience from the last event.

Donatien - I started Day 5 with 75 shards. Over the following 49 fights I had 8 shard drops (16.3% drop rate compared to the average of 10% and my average of 12.4% with Donatien during the event) to complete the girl.

Ninja Spy - I started Day 9 with 52 shards, it was a rather below average performance this far. I collected 30 shards with a 16.6% drop rate on Day 9 and 20 shards with a 10.8% drop rate on Day 10 to complete the girl. The final 8 fights had 3 drops that boosted me from 89 shards to 102 (6+3+4).

This seems to contradict the theory of a worsening drop rate when you have a high number of shards.

Edited by jaybee
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