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  1. #1

    Join Date
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    Yeah 3 month or something time based resets of leader boards - heck even without any rewards. Something like seasons in WoW arenas or Diablo 3. That would make PvP in HH something that could actually keep people engaged in game. Give new people chance to do something.

    EDIT:

    Damn. Just making tower being wiped seasonally like once per 3 months or something. Maybe with some rewards spread across some 50-100 first places like contests are. Would be better fix for this game that this big update. How bad a game dev you need to be to not see that?
    Last edited by Eversor86; 08-24-2017 at 06:29 PM.

  2. #2
    Quote Originally Posted by Eversor86 View Post
    Damn. Just making tower being wiped seasonally like once per 3 months or something. Maybe with some rewards spread across some 50-100 first places like contests are. Would be better fix for this game that this big update.
    I've also been assuming that something like this would be a logical next step. Like each regional chart and the worldwide chart would all have prize tiers just like the contests. On top of that I'd think that they could expand mojo to be spread throughout more aspects of the game, as in different amounts of mojo are rewarded in the tiered contest prizes along with adding small amounts wherever else as well. (One small idea: Maybe pair up xp and mojo so that whenever any amount of xp is gained you automatically also gain 10% of that amount as mojo?) And then whatever the schedule would be for awarding tower prizes and resetting the tower's charts (I was thinking more like once a month, but once every 2 or 3 months would make sense too).

    Edit: Random idea that came to me just now: Maybe just for the vanity / for the "bragging rights", they could add some sort of badges when viewing player profiles in the tower which shows off their personal best reward tier ever gained from regional tower leaderboard, from worldwide tower leaderboard, and from each individual contest leaderboard. Plus also some badges representing total long-term performance in some way... Like a top tier result for a tower ranking or for a contest would be worth 5 stars, 2nd tier is 4 stars, 3rd tier is 3 stars, 4th tier is 2 stars, and last tier is 1 star. Each performance badge shows the total number of stars earned for that category. A new tab in the tower could let you view all players sorted by star counts, with a filter for selecting to view all players or just a certain region, and a filter for viewing players ranked by all total stars or by just a specific category's stars. Maybe also have badges which show just the stars earned on the three most recent tiers completed for each category, and the new listing has a priority mode to bump players' positions in that listing based on the average of that recent activity. None of the badges or the new rankings tab would ever be reset or used for rewarding prizes. It would all just be for show.
    Last edited by MuljoStpho; 08-24-2017 at 09:03 PM.

  3. #3
    Hmm... Either the server issues are delaying the new contests, or the contests broke in the update.
    Edit: Seems it was just delayed, the new contests started showing up 25 minutes past their normal time. Oh well, at least they showed up and it wasn't something more serious.
    Last edited by soviras; 08-24-2017 at 09:27 PM.

  4. #4

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    I take back what I said earlier. The affection scaling is bloody awful!

    At the moment I am leveling a recently obtained girl to max affection. In total, she requires 8,385 affection (She is my 39th girl in total).
    Currently, I am sitting at 3,319 affection. She requires 5,066 more affection to be able to level her up.
    To get there, I am going to use Bracelets which produce 60 affection per Bracelet. I'll need to use 85 of these to fill the remainder of her meter.
    These Bracelets cost $25,021 in the shop, or have a chance to drop from the pachinko. The latter being the best option if you're looking for affection material.
    85 multiplied by 25,021 comes out to 2,126,785.

    That's right. I am spending over two million dollars just to fill her meter. Keep in mind, I am not even factoring in the amount I've already spent, nor am I applying the additional fee to upgrade her.

    I don't even have words.
    "Our lives are indeed similar to blades. They are worthless when dull."

  5. #5
    Quote Originally Posted by soviras View Post
    Hmm... Either the server issues are delaying the new contests, or the contests broke in the update.
    Edit: Seems it was just delayed, the new contests started showing up 25 minutes past their normal time. Oh well, at least they showed up and it wasn't something more serious.
    I only see one contest active instead of three. Weird. Maybe they'll just show up later though.

    Anyway, those dailies though. 12 per day now instead of 5? But several of those are about a minute long and the rest range from about 5-15 minutes, so they should go down pretty quick anyway. What were they before, more like between 45 minutes and 2 hours for a lot of them?

    Edit: Yeah, the other contests showed up now.
    Last edited by MuljoStpho; 08-24-2017 at 10:38 PM.

  6. #6

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    Before white dailies were like up to 15 minutes long, green ones were up to 45 minutes long, yellow ones were up to or even longer than 2 hours. And event quest were even longer than 8h sometimes (grate to start before hitting the bed XD).

  7. #7
    Unregistered Guest
    I hate the affection scale change; I hoarded up a load of green items to quickly raise new girls, and they are now worthless in terms of how effective they are, and not enough to produce results. I could spend all money saved and still not complete the affection level.

    This is a bad change. There should be a set (and reasonably attainable) affection level for each girl. It's also wrong as it punishes long-term players, who by default will have more girls. Bad change.

  8. #8
    To sum up some of the issues and solutions people have stated and suggested:

    Affection scenes are too expensive, especially for older players with more girls. It's not reasonable if a girl costs more than 5 million total including the items you use to get her to 3 stars. An upgrade should never cost more than 100+ days to earn back with the bonus it gives, and certain upgrades take years to earn back with the current uncapped scaling prices. As such, there should be a cap to the prices in both affection points and money, as to not overwhelm people with the currently rather extreme prices and a single step should never cost more than 2 million total (which takes more than a year to recover already).

    Girls in general are also more tedious to manage, with reduced times between collections for all girls and decreased collection rates for non-event girls. All girls except a few are now a uniform 1270 currency per hour, and a change to this might help.

    Item values in the shop have inflated a lot, while the sell prices are way down and essentially making the items worthless to have and hard to obtain when you do need them. It's also impossible to get boosters for free and it requires the spending of Kobans to get them now. As such, the prices on both ends should be readjusted somewhat, although not necessarily to the previous levels. I suggest a 25% decrease in buy price and a 100% increase in sell price for common and rare items while increasing the buy price of epic and legendary items by 40%. Changing the Koban costs for boosters in the shop back to normal money may also be a good idea, seeing as they only have limited usefulness.

    Bosses no longer give experience, and this is weird considering their cost in energy and the fact that arena battles do still give experience AND increased money. PvP also lacks any real incentives and competition due to it's current system, and that was unfortunately not fixed with the update. Adding exp to the bosses and adding an incentive to PvP would increase interest in the game as it rewards their respective forms of activity.

  9. #9
    I noticed that the pachinko and shop prices also scale based on level, which creates another issue on the long run. The pachinko prices are reasonable for level 40, but if the scaling is linear like it seems to be, then at level 400 a single pachinko spin will cost 40400 currency (366200 per 10x) and a single common item in the shop will cost 83786 currency, 125985 per rare item, 143500 per epic item (which is actually quite reasonable) and an unknown amount per legendary item (if they even appear in the shop at all).

    This means that it could easily reach bizarre costs in order to obtain even generic items for higher level players. This is unreasonable, especially when there is a reasonable chance that legendary items won't appear in the shop at all and you need to use pachinko for them, resulting in people spending a full days worth of collecting money in just 1-2 clicks on the 10x pachinko and needing to spend a whole months worth for a reasonable chance at one you can actually use...

  10. #10
    Quote Originally Posted by soviras View Post
    To sum up some of the issues and solutions people have stated and suggested:

    Affection scenes are too expensive, especially for older players with more girls. It's not reasonable if a girl costs more than 5 million total including the items you use to get her to 3 stars. An upgrade should never cost more than 100+ days to earn back with the bonus it gives, and certain upgrades take years to earn back with the current uncapped scaling prices. As such, there should be a cap to the prices in both affection points and money, as to not overwhelm people with the currently rather extreme prices and a single step should never cost more than 2 million total (which takes more than a year to recover already).
    Am I missing something? I only got new affection levels for Bunny and Juliette, which admittedly are very expensive, but I don't get what people are having to spend millions on atm.

    Another problem is that there's like, no reason to spin Pachinko or try to obtain items otherwise. Getting enough stats to beat bosses is trivial, and min/maxing is irrelevant when all your efforts are invalidated every time you level up.

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