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  1. #571
    Random note for those interested: Going from Rank 36 to Rank 34 in PoC made me go from 1% to 0%, which suggests there are 3500 players who have done at least 1 map in PoC. How this compares to previous weeks? Well, ~Rank 40 on Friday was enough to be 0%, but that's Day 6 vs. Day 3 so not perfect comparison

    About candies: It takes 150 candies to get all 5 scenes of a girl. There are 27 girls with scenes in the game (the majority of which are the super-rare 5*s but who cares? ). 150 x 27 = 4050 candies for all scenes if you have most/all girls with scenes. If we estimate an average of 7 candies a day (they often score in the wheel but so do resources), plus 20 candies a week from PoC (21-30%), that's 55 candies per week = ~74 weeks to get all scenes (though whether you'll have every single girl with a scene by then is questionable).

    IMO the reason the candy issue is so obvious is because it is more limiting than getting the 5*s in the short-term at least due to scene quantity (compared to games like FKG and MWA where every girl 3* or above has a scene so they can afford to be liberal in handing out the affection items; if they gave it out at similar rates, you'd end up sitting on piles of candy by the 3-4 month mark latest)
    Last edited by IvanLedah21; 08-28-2017 at 07:09 PM.


  2. #572
    Unregistered Guest
    FKG's 2* girls...all playable girls in the game, in fact, have H-scenes. They're even getting ready to start offering a second affection level for some. I get it that that game is originally an H-game and AB is not, so there's bound to be more emphasis on it. However, they will eventually add stories for all the 4-5* tanks (unknown if that will include the lower ranks). Eventual new players will have way more locked stories to open than we had. There would've been nothing wrong with AB offering an initial burst of candies which would be scaled back to the normal rate after a player gets established like FKG does with flower gems for beginners. It's too late now, but let's say half of the first (first two?) month's daily login reward would be your initial stock to get your started.

    I have nine tanks with stories available for them. I have no idea whether that's typical, but that's all the data I have. I've opened all of the story levels for four of them so far. The thing about it is, though...yes, the candies unlock the skill points, but they're certainly not the limiting factor for using them. The metal cost for the higher skill points is what limits how much you can improve an individual tank. I'm still waiting on enough metal to spend my last skill point for my first tank (though I've spent some metal on other tanks' skill points as I opened them, because ignoring the cheap skill points is just stupid).

    So if the gameplay-related benefit from unlocking the stories is deferred due to the metal cost, what's wrong with letting us enjoy the stories?

  3. #573

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    I actually find this to be the reverse for me. I have metal out the ass at all times but seriously lack gold and candy. I think repairs for tanks should cost more metal then gold because that makes sense. I also think metal and gold should be taken off the wheel and a few 10-20 or so candy tiles added instead, i'd even go so far as to say removes the blueprints as well but those will have a use one day.
    Flower Knight Girl: 255445855

  4. #574
    Quote Originally Posted by Unregistered View Post
    FKG's 2* girls...all playable girls in the game, in fact, have H-scenes. They're even getting ready to start offering a second affection level for some. I get it that that game is originally an H-game and AB is not, so there's bound to be more emphasis on it. However, they will eventually add stories for all the 4-5* tanks (unknown if that will include the lower ranks). Eventual new players will have way more locked stories to open than we had. There would've been nothing wrong with AB offering an initial burst of candies which would be scaled back to the normal rate after a player gets established like FKG does with flower gems for beginners. It's too late now, but let's say half of the first (first two?) month's daily login reward would be your initial stock to get your started.

    I have nine tanks with stories available for them. I have no idea whether that's typical, but that's all the data I have. I've opened all of the story levels for four of them so far. The thing about it is, though...yes, the candies unlock the skill points, but they're certainly not the limiting factor for using them. The metal cost for the higher skill points is what limits how much you can improve an individual tank. I'm still waiting on enough metal to spend my last skill point for my first tank (though I've spent some metal on other tanks' skill points as I opened them, because ignoring the cheap skill points is just stupid).

    So if the gameplay-related benefit from unlocking the stories is deferred due to the metal cost, what's wrong with letting us enjoy the stories?
    Thanks for the reminder about FKG's 2*s (I used 3 since I was also including MWA though) but anyways, yeah under the assumption they're going to add more stories for the few 5*s that don't have and hopefully the 4*s at least, candy really ought to become more available soon. Valid point on the metal restriction as well

  5. Quote Originally Posted by Zandel View Post
    I actually find this to be the reverse for me. I have metal out the ass at all times but seriously lack gold and candy. I think repairs for tanks should cost more metal then gold because that makes sense. I also think metal and gold should be taken off the wheel and a few 10-20 or so candy tiles added instead, i'd even go so far as to say removes the blueprints as well but those will have a use one day.
    I've suggested that before when the minimum candy was 1 and people got that and 500 gold non stop. I told them minimum should be 5 candy not 1 and gold should be removed. What they did was get rid of all candy above 5 lol added blueprints and doubled up the gold.

  6. #576
    Unregistered Guest
    AB is oddly indirect for an adult game (maybe because it forgot to become one, its problem is largely that it is a mobile game with adult content tagged on, and perhaps in the wrong places too).

    Examples,

    The game has no venue to grind affection, which is entirely perplexing as Nutaku is an adult platform and waifu's are, barring strong gameplay (only Aigis has that really), what it is about. Yet Waifu progression is oddly absent or gated at multiple levels.

    It has lots and lots of ladies, but much much less than half has scenes and are largely concentrated in the 5* segment, which leaves a lot of trouble all-round. New player's transition from "trying game" to "patron of the game" is barren for large stretches, indeed even the starting tanks are woefully undersupplied with story and scenes.

    Almost entirely the opposite of what an adult game would want.

    A more sensible approach would be to saturate the starting tanks, a large segment of the 3* and 4*, and then limit the 5* segment (of which all should have scenes when introduced) and then add 4* and 5* as scenes became available (making them in essence count as "new" waifu content).

    Flood out all the 5* and then gate (which is mandatory, they are 5*s, they should be gated) them is pretty much the worst approach possible, it is dead content to a large degree, starving the game of 80-90% of its Waifu content. Players simply never get to it before they are off the hook again.

    It has no events or event cycles to diversify things the players can do and experience, the most basic trigger, the event Waifu and the competition for her through levelling the team, improving resources, squaring off against others is not there. Even POC is oddly indirect, you gain resources not a limited print prestige Waifu (which would normally be a driver in competitive whaling setups as the PoC).

    Also the 1% gatcha strikes me as too little reward for paying players combined with the resources being bought often having too little use. Rewarding the payers should be a premium concern.

    I wonder why the game is not rushing Waifu content and mini-Events (using those with content as the "event" waifus) out the door as stop gap solutions while the (major?) Halloween event is being set up.

    As it is right now, players have consumed the PoC before the story is at end, retarding its potential to keep players in the game immensely, in fact it becomes so common as to annoy them with its repetitive nature. There is simply way too little for a player to do or desire for a too long period of time, which leaves them in the core game, consuming it entirely and finding it barren.

    They should be split at all times between Getting Waifu (Events), Affection Waifu (Grind candy), Preparing for Waifu (levelling) while never been able to get it all done, but be happily buzzing around regardless as they had plenty to to do and be wanting to do it.

  7. #577
    Unregistered Guest
    Quote Originally Posted by IvanLedah21 View Post
    Random note for those interested: Going from Rank 36 to Rank 34 in PoC made me go from 1% to 0%, which suggests there are 3500 players who have done at least 1 map in PoC. How this compares to previous weeks? Well, ~Rank 40 on Friday was enough to be 0%, but that's Day 6 vs. Day 3 so not perfect comparison
    Was at 33% and around spot 1.500-1.600 last week so about 4.500-4.800 players give or take.

    Am 50% this week and kept there on purpose each day. Am about 1.800 now and was about 1.600 Sunday. So about 3.600 players now, slowly climbed from 3.200ish on Sunday.

  8. #578
    Unregistered Guest
    One thing people can do to help others for very little cost in time and resources...if you're not going to compete in the PoC (or heck, play AB at all) for one or more weeks, at least run the first PoC level so that those who still care about it can get the higher percentile rewards.

  9. #579
    Unregistered Guest
    Quote Originally Posted by Zandel View Post
    I actually find this to be the reverse for me. I have metal out the ass at all times but seriously lack gold and candy. I think repairs for tanks should cost more metal then gold because that makes sense. I also think metal and gold should be taken off the wheel and a few 10-20 or so candy tiles added instead, i'd even go so far as to say removes the blueprints as well but those will have a use one day.
    Geeze, how can you have so much metal? I'm at the point where I never repair because all my metal goes toward spending skill points (and keeping the factory slots running constantly). The last level costs over 25K.

    I totally understand with the gold, though...medallion upgrades can eat through gold like nobody's business, and I still haven't maxed out even a single one.

  10. Quote Originally Posted by Unregistered View Post
    Geeze, how can you have so much metal? I'm at the point where I never repair because all my metal goes toward spending skill points (and keeping the factory slots running constantly). The last level costs over 25K.

    I totally understand with the gold, though...medallion upgrades can eat through gold like nobody's business, and I still haven't maxed out even a single one.
    tbh i usually sit at 37k metal before blowing it all on repairs on attempting to clear harder tiles like the lvl 44 one. Regarding emblems stat differences are minimal from 6 to 9 and jumps at 10, at least thats what it seemed to me.

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