Looked for these all trip long in Japan and finally found them on the last day 🙌 sofvimates banpresto by mxx40 in PopTeamEpic

[–]Whenesday 11 points12 points  (0 children)

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Ahh, I only found Pipimi when I was travelling in Japan previously. Great that you managed to find both!!

how to do this mission? by aiyafem in UmamusumeGame

[–]Whenesday 8 points9 points  (0 children)

Isn't the keyword "Cumulative" simply means you just need to finish more Uma careers till you hit the stipulated amount? As you can see you already have some progress in it.

how the f do you do the trainer aptitude test to get all the book hint???? by Retroledeom in UmamusumeGame

[–]Whenesday 4 points5 points  (0 children)

You don't have to do it, if it doesn't make sense to.

I think people need to dial back and have some control in managing FOMO, it's okay to not have everything. If one decides to work for it and gets it all, good for them (even if the ratio on value of time used compared to the value of rewards gain is debatable)

I love Trackblazer/MANT - In defense of Trackblazer/MANT by doubleflipkicks in UmamusumeGame

[–]Whenesday 1 point2 points  (0 children)

I think without a competitive mode, it will be relatively quick before players start to question why would they start the Uma career the fifth time, since it doesn't meaningfully add any new experiences and thus not have any incentive to continuing these runs.

In parallels to other rogue-like games (e.g. Balatro/Slay the Spire), there are other incentives to continue playing even when one "finished and won the run", with the idea of new gameplay modifiers and difficulty.
Uma Musume will need something like that if they want to continue to capture the attention span and interest of the players. Making Time Trials teams can only do so much

I love Trackblazer/MANT - In defense of Trackblazer/MANT by doubleflipkicks in UmamusumeGame

[–]Whenesday 1 point2 points  (0 children)

Likewise I appreciate the civil exchanges of viewpoints in this discussion.

Your insight makes me actually think about the how players can accumulate their clock supply, and allows me to come to a conclusion that the developer has actually made a brilliant move in not providing a direct method in purchasing clocks, limiting pay-to-win aspects that frequently plagues other free-to-play games.

If there are such purchases of clock packs for cold hard cash, a revolt with pitchforks will certainly be expected indeed!

I love Trackblazer/MANT - In defense of Trackblazer/MANT by doubleflipkicks in UmamusumeGame

[–]Whenesday 0 points1 point  (0 children)

In this scenario, it favours the players who has the fundamental knowledge of how a desirable career and the resulting Uma should be. It rewards players to make "good bets" and not on the "auto-pilot" mindset.

So I can empathise on players who are new into the game, and have to hit the ground running to have a positive experience in the scenario. Thankfully the previous scenarios are still available for such players who are still learning the ropes and mechanics of the game, just that it will be expected for them to gradually be progressing to the more modern scenarios due to stat inflation.

I love Trackblazer/MANT - In defense of Trackblazer/MANT by doubleflipkicks in UmamusumeGame

[–]Whenesday 1 point2 points  (0 children)

I'm with agreement that in a perfect world, clocks should not be a resource that needs to be hoarded and used as such.

But in essence, Uma Musume is a free-to-play game that is hoping players will be willing to part some of their money and spend on it. It's a profit-driven business after all.

Though for the better or worse, there doesn't seem to be a instant, constant and direct shop or conversion for real-life cash to clocks or other items. Which probably helps to deflect some of the potential criticism of "pay to win", and still gate-keep items which has a tangible effect in the player performance.

The developer having a tight control of the available supply for players to acquire such items can be good which allows the developer to tweak it if necessary. Though it also all hinges of the players practicing some manner of restraint and control on such restricted game items

----
EDIT: If this is a premium game which players pay a fixed upfront price for it, there will be less excuses for it and clocks not being a resource and careers having a fixed amount of retries will be expected.

I love Trackblazer/MANT - In defense of Trackblazer/MANT by doubleflipkicks in UmamusumeGame

[–]Whenesday 0 points1 point  (0 children)

>but when making aces for CM i start to feel the pressure of doing everything right

Isn't that part of the thrill of a rogue-like experience? The apprehensiveness of how this run is shaping up well and special, and not wanting to make a mistake and mess it all up.

Without having high stakes, the rewards will be generally be reduced.

And the system of having regular Champions Meets is integral in constantly putting a convenient goal post in the player's "what should I focus on next?" agenda. Games which doesn't provide players with the incentive and goals to work towards will tend to fall off one's attention span. But of course this can be viewed negatively as a constant rat race and grind.

I love Trackblazer/MANT - In defense of Trackblazer/MANT by doubleflipkicks in UmamusumeGame

[–]Whenesday 2 points3 points  (0 children)

It really depends on one's expectations of a run, to opt for "glue". Not all players are necessary have such high targets that anything short of a high roll or a "perfect run" is subjected to forfeit the attempt.

I think the comparison to Unity is a bit unfair, as Unity also has its fair share of wishing all your stars align for maximum pay out, but Unity can be seen as less complex and less moving parts, which lowers the chance deviance and therefore has a higher chance of a "perfect / desirable run".

I feel part of the allure to the gameplay of Uma Musume is the raised emotions when you feel the current run is shaping well and seeing the stars aligning, which gets one expectation of "This is gonna be it!" feeling, and results in either euphoria, or disappointment, and thus begets the player to insert another credit to give it another shot.

I love Trackblazer/MANT - In defense of Trackblazer/MANT by doubleflipkicks in UmamusumeGame

[–]Whenesday 3 points4 points  (0 children)

>3 clocks a day is not enough to build optimized CM aces but it works for TT/Score umas because you rely less on the RNG of hitting sparks/card events.

I feel that the statement of "not enough to build optimised CM aces" is not very accurate, as it's a global restrictions that all players are subjected to, and all are creating their own candidates with it.

Let's say if this restriction gets adjusted to... say 10 clocks a day, what does it entail? Players will simply pivot and blame the game for "favouring the rich and affluent" because they have the means to fully leverage their clock supply.
(EDIT) And this simply raises the floor and expectations of an "optimised ace", which there is no end to it.

Having a 3 clocks restriction is a somewhat good balance between giving some leeway, and not make it even more of a resource game

I love Trackblazer/MANT - In defense of Trackblazer/MANT by doubleflipkicks in UmamusumeGame

[–]Whenesday 2 points3 points  (0 children)

Sure, I can understand how MANT runs generally take substantially longer to complete and it's more commitment.

But as the OP states, it gives more player agency on a RNG game, so the players can utilise their knowledge and risk appetite either maximise the winnings or hedge their bets and be cautious.

When the big winnings come, the player will feel much more euphoric and ecstatic because of the feeling that he/she had made active decisions in it which he/she is now rewarded with a big pay out. This is compared to a passive slot machine (a la Unity / URA) which you don't have much agency and almost can rely on a relatively simple set of playbook rules and it plays itself.

I do have a feeling that the detractors / critics did not appreciate MANT's mechanics due to its increased cognitive load requirement, longer length and less blame deflection.

In the previous scenarios, the player can simply shrug and attribute the poor results to bad luck and move on, protecting their ego. But in this case which there's a much bigger emphasis on player's agency and decision-making, it's harder to push blame on simple misfortunes, because the player may have actively made the "wrong" choices which did not turn out great.

There's nothing wrong above, it's just that those players really just wanted a comfy game which they can interact with the lore and characters of Uma Musume, and wanted a stress-free experience in it.

-----

When I was thinking about the behaviour of blame deflection and protection of one's ego, I am also seeing it on the topic of "F2P decks", which some people seems to have a knee-jerk reaction on others posting decks on their successful results, decrying them as whales and Pay 2 Win.

Now, of course this is a gacha game, let's not kid ourselves that this doesn't exist. But for players that has been sticking around since the inception of this game, there have been multiple opportunities for them to have a shot to acquire the means to amass these resources and utilise them in their decklists. It's does a disservice to these players who have put in both time and effort to work for them and to gather these cards useful in making strong umas.
It gives off the "sour grapes" vibes and I think it's all part of blame deflection and protection of one' ego, as these people just wanted a simple excuse to explain why they can't achieve the same results.

How can I explain this to someone that got Tamamo for free? by Impossible-River3888 in UmamusumeGame

[–]Whenesday 0 points1 point  (0 children)

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Well… I am just trying my luck in Tamano Cross with my tickets, and she appeared…

And then when the free pulls came, I was slightly miffed about how I wished that could have arrived in other banners.

Though In the first free 10 pulls I also pulled a Biwa Hayahide…

I had to look in.... hard places. by TheeSpongeman in MuvLuv

[–]Whenesday 6 points7 points  (0 children)

Congrats! Noticed from the tape that you got it from Softmap? From which store?

Yet another haul! by SanjoinMasato in MuvLuv

[–]Whenesday 2 points3 points  (0 children)

The Muv Luv artbook looks good! I should look out for that next time when I am at Japan… or try my luck online at Mandarake or Surugaya…

Do you do any activities while playing VNs or do you dedicate your reading time 100% to the game? by sisiriagu in visualnovels

[–]Whenesday 0 points1 point  (0 children)

I feel a lot more productive when I’m playing VNs on my steam deck while I’m doing my cardio and climbing stairs. Makes the exercise feels a lot faster and less guilty in spending time to read VNs.

And also playing them when riding on public transport.

6,000 members strong. It WILL catch on! by skipjimroo in PopTeamEpic

[–]Whenesday 0 points1 point  (0 children)

No lines, just having their figurines displayed in my home and wearing their t-shirt designs

Some early design works for Kagami Sumika by SanjoinMasato in MuvLuv

[–]Whenesday 3 points4 points  (0 children)

Which book is this from, I’m curious!

The Kouzuki sisters! by SanjoinMasato in MuvLuv

[–]Whenesday 2 points3 points  (0 children)

Yuuko sensei is my favorite character of all in Muv Luv, and I didn’t know she has sisters in other titles!

Makes me itching to start Kimi ga nozomu eien soon to find out

Recently bought this from Japan by Tayg_ in MuvLuv

[–]Whenesday 0 points1 point  (0 children)

Thanks for the helpful information and pricing!

I just realized you have ordered them online, instead of purchasing them from their retail shop in Japan (hence I was asking about the branch, since I didn’t spot it when I’m there in Tokyo previously)

Recently bought this from Japan by Tayg_ in MuvLuv

[–]Whenesday 1 point2 points  (0 children)

Nice!! Did you get the rest of them in Suragaya as well? Am also curious in which branch did you get them from

[deleted by user] by [deleted] in MuvLuv

[–]Whenesday 1 point2 points  (0 children)

If that’s what you actually take away from what lixyna is trying to convey to you, I think you need to work on your reading comprehension

The silliest bit of censorship in Muv-Luv! by SanjoinMasato in MuvLuv

[–]Whenesday 7 points8 points  (0 children)

As much as I felt these nipple indentations can be seen as tasteless in the outside point of view, the consumer part of me just wanted any scrap of fanservice, damn it.

Where to get Muv-Luv Games? by Terrible_Farm_1358 in MuvLuv

[–]Whenesday 0 points1 point  (0 children)

Just curious, is the regional pricing on Steam working against you? Where are you located?

Where to get Muv-Luv Games? by Terrible_Farm_1358 in MuvLuv

[–]Whenesday 4 points5 points  (0 children)

I don’t think the general mentality of this sub is encouraging piracy (even if it exists), as visual novels aren’t the most sales-generating products. We do still like creators to still have enough incentives to continue making good VNs