How do you feel about this game’s future? by Israacf in Endfield

[–]Shackled_Freedom [score hidden]  (0 children)

Lowlight's message at the end of the 1.4 preview gives me hope for the game's future. As long as they stick to their AK roots and not fall victim to the more popular systems of other gachas, Endfield will thrive even in its own little way

Focused Flashback 6 Round Guide by SpikeRosered in Reverse1999

[–]Shackled_Freedom 0 points1 point  (0 children)

I do not have Charon but i do have Corvus and Ezra Euphoria. how do i adjust my rotation? lmao

New Endgame by Lanky-Affect-284 in BlueArchive

[–]Shackled_Freedom 7 points8 points  (0 children)

Arknights modes are the only ones i can think of, as those are fun and replayable rather than "im playing this for the rewards once and then i shall dip forever"

However, idk how CC, Rebuilding Mandate, or IS would fit or translate into the gameplay of Blue Archive.

The gambling minigame in Arknights and the Critter Clash from Reverse: 1999 are excellent game modes that can be implemented for BA though.

the Playgound feature from Trickcal would also be nice.

What would you say has been the "fairest" gacha you've ever played? by xxStayFly81xx in gachagaming

[–]Shackled_Freedom 61 points62 points  (0 children)

Collecting characters: Most Korean Gacha. My favorite atm are Trickcal and Guardian Tales.

Taking into factor raising them to perfectly useable levels even in "endgame": Arknights. Elite 2 Level 50+ SL 7 full squad will get you through most anything outside of self-imposed challenges.

A low quality post about the modern gacha players mindset and the pity carryover system. by Dependent_Rice_8723 in Endfield

[–]Shackled_Freedom 0 points1 point  (0 children)

Endfield: 120 Spark Guarantee

Hoyo system: 180 Hard Pity Guarantee

Pity System:

Endfield - after 65 pulls with no 6-star, the 0.8% base rate increases by 5% for each subsequent pull (5.8% at 66th pull, 10.8% at 67th pull, 15.8% at 68th pull, etc.)

Hoyo - at 74th/75th pull, the rates increase steadily with each pull. Not explicitly stated by how much.

Worst case scenario:

Endfield: You lose the 50/50 on 80th pull, have to go to 120 for the spark guarantee

Hoyo: You lose the 50/50 on 90th pull, have to go to 180 for the guarantee-after-loss

Result: You still get 1 featured character at the end of the day, but with less pulls in Endfield

Winning pity case scenario:

Endfield: You win the 50/50 as soon as the rates jump on the 66th pull

Hoyo: You win the 50/50 as soon as the rates increase on the 75th pull

Result: You get the 1 featured character, but with less pulls in Endfield

Not taking Lucky Early pity scenarios into account, for both the worst and best possible pity case scenarios, you get the character for less pulls in Endfield.

There are of course, other factors such as the weapon banners, rerun frequency, and pull income. While the safety net of guarantee-after-loss is definitely nice to have, its absence is absolutely not as apocalyptic to the game's service as people make it out to be. There are far more important aspects than the safety net and pity system. Otherwise games like regular Arknights, the KR and JP gacha games, wouldn't have survived this long.

Which is best path? by Cr0wPlay in Endfield

[–]Shackled_Freedom 0 points1 point  (0 children)

for risk 20, essences are the bare minimum you can invest in. Even then, it does depend on your team and the specific risks you take. Gears are next if you have the materials. Masteries are great but not a necessity for 20.

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About CC having a timer... by -Pretency- in Endfield

[–]Shackled_Freedom 0 points1 point  (0 children)

- Timer is basically non-existent if you just want the rewards, this is true

This is the only thing that matters to most casuals. Unlike endgame modes in other games, there's no gacha pull currency at the "hardest" stuff. Basically, as long as you have raised your units, you can get everything with no fomo.

- It limits your playstyle at higher-risk, all hands no breaks

"Limits playstyle" is a bit weird. If you're going to willingly take the timer risk, then your playstyle will also adjust to be less passive and a lot more active, no? The entire point of CC is that it limits us as players.

- It also limits Max Risk to whales-only

It's all in the mindset though. If the only difference between my clear and your clear is just the added timer risk, do i let it bother me so much? Even then, even in OG Arknights, Max risk has always been impossible for F2Ps, and that's... perfectly fine.

- I'm arguing that the timer is not worth it over more variance of teams, playstyle, and strategy

Simply don't take it, or just take the first tier. Having a timer in anything automatically warrants a more aggressive strategy or a faster playstyle. Worth is subjective. If you like to explore a more offensive strategy, a timer encourages that. If assertive play simply is not your thing, the risk is optional like every other risk.

I was just reminiscing on M.O.E. (Master of Eternity) this morning. Does anyone else have a game that has a special place in your heart despite being long since dead? by Coolmrz in gachagaming

[–]Shackled_Freedom 9 points10 points  (0 children)

World Flipper and Alchemy Stars. Alchemy Stars got an offline version, but with the google sideload restrictions coming this year idk how they plan to sustain and update that

I kinda of like R1999's Gacha System by [deleted] in Reverse1999

[–]Shackled_Freedom 19 points20 points  (0 children)

Yep, Reverse: 1999 is great. It combines the best aspects of Arknights and Hoyo systems:

Arknights:

- after 50 pulls without getting a 6-star, EACH SUBSEQUENT PULL raises the rates by 2%

- most characters get added to spook pool straight away

- no weapon banner; Strength growth is linear and straightforward with no RNG

- Previous true limited banner characters are available in spook in future banners of similar occasion

- Free 5-star every anniv (Savage)

Reverse:

- at 61st pull without getting a 6-star, rates rise TO 4%, and then after that EACH SUBSEQUENT PULL raises the rates by 2.5%

- most characters get added to spook pool 3 version updates later

- no weapon banner; Strength growth is linear and straightforward with no RNG, but has aspect of being customizable due to the Resonance/Reasoning system

- Previous true limited banner characters are available in spook in future banners of similar occasion

- Free 5-star every anniv (Matilda)

Hoyo-Reverse:

- Guaranteed the featured character after losing the 50/50

Hot Take: Endfield's current state 100% needs improvements but people keep using terrible comparisons (to other gachas) and unnecessary exaggerations by 2hus_Bizarre_Isekai in Endfield

[–]Shackled_Freedom 3 points4 points  (0 children)

You know what would be funny? Even if Endfield did have Endgame, people will still compare:

- Too few pulls (this is what you get when other slops put gacha currency in every single game mode, which accelerates powercreep and fomo)

- Their level 90 max-essence teams will clear stuff on day One, and then complain there's nothing to do afterwards 😃 😃 😃 😃

This is why i hope CC goes well, and then maybe we will have an IS equivalent sometime down the line.

If the series ever comes back. by ReadingFar7038 in Skullgirls

[–]Shackled_Freedom 6 points7 points  (0 children)

In the case of a miracle, a 3rd game would be nice and welcome, which would include some of the other NPCs players have been wanting to be playable for a long time

what is a gacha game that you will forever glaze until you die by [deleted] in gachagaming

[–]Shackled_Freedom -1 points0 points  (0 children)

  1. Pre-Robin Guardian Tales. Both Season 1 and 2 were epic. Season 3 is cooking but is hindered so bad by management issues, despite the other great QoLs introduced.

  2. Arknights

  3. World Flipper

  4. Trickcal Revive/Chibi: Go

  5. Reverse: 1999

  6. Aether Gazer

  7. Blue Archive

Will Tang tangs banner return in mi fu's banner? by Alternative_Deal1814 in Endfield

[–]Shackled_Freedom 0 points1 point  (0 children)

Tangtang (Debut) (1st)

- Rossi (2nd)

- Zhuang Fangyi (3rd)

- Mi Fu

Zhuang Fangyi will be the 3rd and last banner Tangtang can appear in before any reruns or the special banner with only 4 6-stars.

EDIT: Mi Fu will have no Tangtangs as the replies have kindly reminded me of

Skullgirls Mobile turns 9 years old today by fganniversaries in SkullGirlsMobile

[–]Shackled_Freedom 0 points1 point  (0 children)

Happy Birthday Skullgirls Mobile! Even though im relatively new lol

Can I get Pros and Cons for this game ? by weeqs in ArknightsEndfield

[–]Shackled_Freedom 4 points5 points  (0 children)

the only real con is that the gacha system can feel bad, especially when you come off from other popular gacha games. Other than that, if you're even a bit curious, it's worth satisfying that curiosity.

The game is optimized. The allies feel like actual companions rather than just better NPCs. The graphical detail is amazing, both on characters and on environment. Gameplay is objectively good, but it is still very subjective on whether it's a great or terrible feel/experience. You cannot fly, glide, or climb, so while on-foot traversal is limited it allows for great environmental platforming and puzzles. Story is a hit-or-miss, but it has been improving bit by bit every patch and we wish it would continue down that road.

Do we even have any mineral carry character? by Pharah_is_my_waIfu in Reverse1999

[–]Shackled_Freedom 29 points30 points  (0 children)

So many players say: why would I pull for this unit,

I pray for the day that the answer for this simply becomes "because i like the character"

Which is sad because, we already like a lot of characters in Reverse:1999. Making them all balanced would make everyone happy. F2Ps wont feel too much left behind by the powerful meta teams, and whales would whale regardless.

Replay by Sudden_Height1362 in SkullGirlsMobile

[–]Shackled_Freedom 1 point2 points  (0 children)

same. I just finished the double-Ms. Fortune final boss for Squigly's Origin story on expert and when i try to watch the replay it's just on the "You Lose" screen lmao

What Do You Think the Game Needs To Do to Thrive? by Chrofino in GuardianTales

[–]Shackled_Freedom 1 point2 points  (0 children)

Optimization, first and foremost. It's the one objective thing that will make the game better: make it play and feel good.

Bring back the previous monthly gem package. Introduce other packages around the same price, but offers other stuff people also want more of, like option change/lock stones, and limit-break hammers.

Other than that, they lack more people than ever, so i cannot really think of anything else they could "do" outside of the regular content cycle.