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  1. #131

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    Angry

    The first ever thing you should do - get rid of chests.
    One of earlier announce stated that there are will be no restricting / punishing factors that forces player to close the game while he still have time and will (and money) to play.

    Filled chest slots is definitely most crude of them.
    Even if purchase additional chest slot (what i actually do in Cunt Wars), this is just one more battle.

    I will not make the same mistake here. Not again, amigo.
    Last edited by Eliont; 09-12-2018 at 10:51 PM.


  2. #132
    Unregistered Guest
    Quote Originally Posted by Eliont View Post
    The first ever thing you should do - get rid of chests.
    One of earlier announce stated that there are will be no restricting / punishing factors that forces player to close the game while he still have time and will (and money) to play.

    Filled chest slots is definitely most crude of them.
    Even if purchase additional chest slot (what i actually do in Cunt Wars), this is just one more battle.

    I will not make the same error here. Not again, amigo.
    Your the guy the steals Hentai images from developers and your giving advice on how to run a functional product... the irony is strong with this one. Pay to open a chest or play the level again when you have a free slot, no biggy

  3. #133

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    Quote Originally Posted by mune1one View Post
    So, about the chests,
    There are different chest types: timed chests(earned for winning games, PvE or PvP) , paid chests (in shop) and season reward chests.
    You can get a chest (only one) for each completed stage. If your chest slots are full, you will not receive it (as the pop-ul says), but you can replay that stage at a later time, when you have free chest slots and you will get it. We can't reward you each time a stage is replayed, cause that way everybody will just progress on stage 1.
    I don't see why this is a problem, being able to farm stage 1 would only give Lv1 chests which would barely give anything worthwhile but enough for people who are stuck progressing to feel some kind of progression. If anything, you can just limit it to 1 chest or just a single card reward+coins per day/24hours from replayed stages and create some stamina system or something for the story, that way those stages don't become completely obsolete after you run them and give players something to do in-between waiting for their chests timers.

    About the chest unlock system:
    There are lots of possibilities regarding a healthy unlocking system, all of them have pros and cons.
    After you progress a little, you will find out that it's better for the player to actively choose what chest to open and when, depending on the time you have available for play.
    Some of the implementations that create a better player experience also create vulnerabilities for the project so we have to be careful when addressing important (economy) issues, but we will think about methods for streaming up the process.

    Chests have different opening times. On your 1st few levels you will get 15minutes, 30minutes chests ... but later you will get 1h, 4h ,8h and 12h chests (with different loot and, of course, chances of getting them). Also , keep in mind that the progress is getting slower as you advance and later you will find playing PvP more rewarding(talking about the number of received chests) then playing the sagamap.
    That sounds pretty awful and even worse when you look at the obtainable chest from winning 5 PvP matches, in which you either have to wait multiple hours to get by getting 5 separate chests one at a time or literally throw away 4~5 chests away while trying to get it immediately. Imagine if you got 5 12 hour chests from PvP, you'd have to wait nearly 3 days just to get the PvP chest without tossing away any potential high tier chests.

    Yea, I really don't see why you can't just have all of their timer start the second you get them. It's not like having it is going to stop cash players from spending any less when they can just outright buy the highest tier chests, it would only encourage players to play more and for longer periods, instead of just logging in to do a single match to get another chest and logging off. The locking system only acts as a wall for players who can't play the game 24/7 and is clearly deterring players from the game as you can see by the fact that multiple people have brought it up the matter.


    Quote Originally Posted by Unregistered View Post
    Your the guy the steals Hentai images from developers and your giving advice on how to run a functional product... the irony is strong with this one. Pay to open a chest or play the level again when you have a free slot, no biggy
    Lol. I'd suggest you take a good look at what you wrote and what you're playing. There's even more irony with your post.

  4. #134
    Quote Originally Posted by Aidoru View Post
    Lol. I'd suggest you take a good look at what you wrote and what you're playing. There's even more irony with your post.
    It's almost like he doesn't realize every character is just a blatant clone of ripoff of someone else.
    Props they put a Flower Knight Girl character in the game though.

  5. #135
    China Guest
    Any tips for level 9? I’m a noob but I really like the concept! Animations are really smooth fir a web game too

  6. #136

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    Quote Originally Posted by mune1one View Post
    About the chest unlock system:
    There are lots of possibilities regarding a healthy unlocking system, all of them have pros and cons.
    After you progress a little, you will find out that it's better for the player to actively choose what chest to open and when, depending on the time you have available for play.
    Some of the implementations that create a better player experience also create vulnerabilities for the project so we have to be careful when addressing important (economy) issues, but we will think about methods for streaming up the process.
    I do believe you should have a middle ground as well. Choosing which chest you are opening is indeed nice (compared to a fixed line), but you are easily wasting a lot of time.

    I suggest to allow people to make a conditionnal queue they choose themselves. For instance, this queue is composed by minimum 2 chests (no matter their duration), or up to a cumulated time of 2 hours, for instance (so they can queue up to 4 "30-min chests". It would allow people to reduce considerably the time where they are opening nothing (either during play before the chest is opened but not claimed or when they are not playing) while keeping the choice of which chest is opened first.

    There are way too much downtime for way too high chest duration currently.

    It's too bad, that and the pvp match without much rewards are the only problems for the game currently.

  7. #137
    Game is pretty terrible in all aspects...

    It essentially took all the bad parts of all puzzle games on nutaku and piled it into 1 game. And removed all good parts essentially.

    Strategy? No, there is esentially 0 strategy, half abilities are pure RNJesus and mechanics have the lowest skill to RNG ratio out of all match 3 games there is.

    Pay to win in your face? Yes, I had at least 5 or 6 different 'offers' thrown into my face before I could even complete that amount of stages...

    Was hoping too much since the topic was so big before release... but it's more terrible than even phantasma and naughty kingdoms.

  8. #138
    Quote Originally Posted by Keyen View Post
    I do believe you should have a middle ground as well. Choosing which chest you are opening is indeed nice (compared to a fixed line), but you are easily wasting a lot of time.

    I suggest to allow people to make a conditionnal queue they choose themselves. For instance, this queue is composed by minimum 2 chests (no matter their duration), or up to a cumulated time of 2 hours, for instance (so they can queue up to 4 "30-min chests". It would allow people to reduce considerably the time where they are opening nothing (either during play before the chest is opened but not claimed or when they are not playing) while keeping the choice of which chest is opened first.

    There are way too much downtime for way too high chest duration currently.

    It's too bad, that and the pvp match without much rewards are the only problems for the game currently.
    We are still thinking of a method to make the chest opening experience better. We will have to see what solution works best for us.

    Quote Originally Posted by Hentaika
    Game is pretty terrible in all aspects...

    It essentially took all the bad parts of all puzzle games on nutaku and piled it into 1 game. And removed all good parts essentially.

    Strategy? No, there is esentially 0 strategy, half abilities are pure RNJesus and mechanics have the lowest skill to RNG ratio out of all match 3 games there is.

    Pay to win in your face? Yes, I had at least 5 or 6 different 'offers' thrown into my face before I could even complete that amount of stages...

    Was hoping too much since the topic was so big before release... but it's more terrible than even phantasma and naughty kingdoms.
    Im sorry but p2w is something else. You are describing only the fact that you can buy multiple stuff in the game... why would that be a bad thing?
    P2W means you can't progress as fast as a paid user or you are getting blocked by not buying anything... and that certainly is not the case. The fact that i tested the game with and without any added currency... during the last year...

    You may have a point when talking about the RNG. Probably a big part of the RNG heroes that will be available (around 70 in total coded so far) are in the initial launch, unlocked in the lower levels . People currently have around 10-15 different champions. If you would have played a little more, i guarantee you that there is a lot of strategy involved. Think about this .. teams of 4 , each of them has a different ability .. and all of them can interact (armor buff, armor nerf, increased power etc) with each other + the pure game knowledge (how the tiles match, how they cascade, how does freeze/burn/poison work and a lot more.)

    Maybe you will try it again, now that you have a little more knowledge about it

  9. #139

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    The main problem at low levels (and makes the game very frustrating in pvp) is the amount of damage taken when a girl die. I mean, the gamedesign around that is interesting, however the number are not. Multiple time, I had 500 hp (over 750), 2 heroines on the field, the opponent at 50 hp after I killed his first hero (so I dominated pretty well), and then, the opponent spam his 3 characters (usually becky, Cherry and Aster or Fanny), RNG-kill both (-350 HP) because becky is way overtuned on character damage, Cherry is way overtunned about nearly everything (65 player damage at the very least AND lot of girl damage), and kill me instantly by sheer stroke of luck and spam.


    It's very sad, because the gamedesign around the game is very interesting (how to use healing, the risk/reward to have a girl on the field, the timing, etc). But currently, the amount of tactics involved is very low because OS are too common. On the other hand, you can't kill them with the block attack, they are too narrow and have way too much life. Maybe reduce their hp and skill damage by 30% or something like that.
    Last edited by Keyen; 09-13-2018 at 08:21 AM.

  10. #140
    The problem is that we are all low level right now . 200 HP is a lot when you only have 7-900 , but when you get to at least 1200 (at lvl 30 you will have 1600+ hp) , the experience will change a lot. There are even strats when you want to get a hero killed (but i'll stop talking about that, spoilers... )

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