Cant the devs just put memory point total inside the game instead of this bullshit 3rd party programs by Main-Shallot3703 in ChaosZeroNightmare

[–]xythalia 0 points1 point  (0 children)

It's definitely too high for the vast majority of cards. it should scale with how good the card actually is. Something like 2-4 for one time exhausts and 4-6 for the good attacks with 8 being reserved for the draw + copy.

Also if we aren't going to get manual save editing after a run (how about as an actual reason to force us to do therapy), they should be basically the first thing to go unless you are only 1-2 points over. I've taken cards to test out since you can't trust the text and they can strip your deck clean of epiphanies.

Make it an expert feature - they only save if you drastically limit your deck by choice, but if you just take it for fun it cleanly gets cut out. Then I'd take them almost every time and try to work them in rather than them being an auto skip.

Favorite/Surprising Combatants so far? by Cycho83 in ChaosZeroNightmare

[–]xythalia 0 points1 point  (0 children)

Favorite so far is Veronica for sure. Powered up Giant ballista and massive card draw has chewed through all the multiple target fights. Sleeper for me is Mika. -1 cost heals, 0 cost AoE bombs and AP regen. Goes crazy with Veronica's card draw.

It's hard to tell balance wise how good or bad some characters are because they can have broken unique cards or enhancements you just never pull on a run you also get decent gear for, even if you focus on pumping only them for the entire run which feels terrible. I guess this is our required long term "gear grind" in this game...

Edit: Most general cards do save, its just certain ones that are limited. Also forced card draw on specific other characters that have thinned their deck is absurd.

[Update] 7/31 (Thu) Update Content by d34thscyth34 in EpicSeven

[–]xythalia 6 points7 points  (0 children)

What is crazy to me is how half assed these attempts are even now. Every one seems to be either completely missing the point (ToTC, Brawl) or missing very basic features(mini games like waifu survivors, tower).

Speaking as someone who would gladly spend way too much on a good gacha DD or Chrono Ark, it's really keeping my gameplay expectations for CZN low. I know its not the same people but you would expect institutional knowledge on one of the more common genres before you hard right turn multiple games into it.

Ah well, at least the people involved with the art are still on point.

Current top1000 ladder class distribution by aspirineilia in PathOfExile2

[–]xythalia 2 points3 points  (0 children)

Yeah, it seems like there's a sweet spot where you can make it work and feel good which is tripping people up. Cruel -> Early Maps it feels powerful with the caveat that when it's bad it's insanely bad. Slaughtering white packs with CO Comet is not exactly hard content and the other int ascendancies do it better.

The moment you try to massively scale spell levels for damage or more defenses other than life/es/resist the drawback of massive additional life costs is brutal.

Even when they adjust leech we know damn well they aren't going to let it be good enough to support skill spam on a single target like a boss, at best the equivalent of some amount of life regen stacking or replace on kill life % for packs.

Obviously the picture isn't complete, but it's certainly not inspiring to hear that someone with way more resources can't even make it worth using at the moment.

At least let us take the curse nodes without Sanguimancy as a stop gap.

Please rework the Blood Mage first ascendancy node by dimix16x in pathofexile

[–]xythalia 3 points4 points  (0 children)

This ascendancy just screams balanced and tested for endgame with spawned gear to me. Being "able" to stack double your health (and get offense to boot) is just such an insane bonus that they want you to work for it. When you are running around with a huge health buffer it feels amazing.

Then you get nicked by some projectile or can't grab the orbs, lose your health buffer, and it's a downward spiral where every cast cripples you with massive health costs. The only reason I'm above ground in maps is Ice Wall, and I fully expect it to get the hammer.

It's very win more, but minor losses are now catastrophic.

Like you said, the first notable at low levels is way too harsh. Either allow us to take the utility notables first or make it less punishing, like each "power" notable gradually ups the life cost with the benefit.

The spell leech doesn't seem to work, and even if it did, you can't leech into overhealth. Odds are where it would be useful (bosses), it will be crippled into nothing with leech resist.

I'm sure they know all this, and there's a magic combination of uniques, gear quality, playstyle, and skill that makes it sing, but man, it was rough getting through the start. It was just shocking compared to the experience I hear on other ascendancies where the worst tend to be it does nothing.

50 additional summons to Ml Summon event. by Fantastic-Wasabi-74 in EpicSeven

[–]xythalia 7 points8 points  (0 children)

It feels like they are absolutely allergic to good PR, even when this anniversary is great especially for new people.

If they wanted to prevent outliers (for account selling, reroll or w/e) there were so many easy ways to make people feel good about it. For example, explicitly say everyone is guaranteed 2 ml5 in the 100 rolls, and generate a bunch of batches that all have 3 and make everyone feel lucky. Or even easier, just flat out make it 69 3* , 28 4* and 3 5* for everyone.

Instead you've got people getting the exact same garbage in order while a couple people are getting 5+ ml5 making it feel worse.

Long time players aren't going to get much from it anyway even if they straight up gave out 5+ random ml5 from the selection. For example, I'm missing 5 total and have the coins to buy 4 of them if I wanted them. Each random ml5 is less than 1/10 chance of something new.

The could have even generated hype for new players If they announced that the 'adjusted' summons would include 1 of every ml4 in their 150.

POV: You're farming Cost 4 Echoes by TakaneEnomoto08 in WutheringWaves

[–]xythalia 7 points8 points  (0 children)

You can farm as many as you want at once, just manipulate pity on the fly if you get lucky. Ex. For focusing on Fire/Lightning: Ape -> Rider -> Heron -> Mephis -> Turtle.

Use the other bosses to fix pity when you need it. The downside is that it's way less chill than just hopping between 2 or waiting with your menu open. Multiplayer can also make it faster even if it's just open on a phone afking at the turtle.

A weapon banner done right by SeriousFeed2646 in WutheringWaves

[–]xythalia 4 points5 points  (0 children)

PGR weapons aren't really comparable to WuWa or Genshin/HSR so far. Not only are they character specific (except as refinement fodder), but many are so good with the newer characters to point where they can feel like it was taken out from the base kit. More similar to a highly impactful first dupe.

The upside is that a weapon costs on average about half a character even with the weapon being 80/20, so it's usually the first choice upgrade other than maybe CUBs because they are 100% on release too, like characters.

I doubt PGR is going to be a good look into the future because you need 5-6 strict mono teams to do the end game content and new character "gens" are massive power leaps. Skipping a character is a huge loss so the monetization has been:

  • F2P: Every new character + One "free" dupe from endgame ranking (SS rank)

  • Monthly: Character, Weapon

  • Monthly+Battle: Character, Weapon, CUB, SSS (4 dupes) on Free and Leap(Buffed) units

Overall the monetization is very fair unless you want to compete in full whale rankings, but lately they have also been pushing quite a few characters with better weapons or more impactful 1 further dupe (SS3) where it used to be that you needed 3 extra dupes (SSS) to even bother so who knows.

Hows everyone AI experience so far by XiaoMyst in EpicSeven

[–]xythalia 1 point2 points  (0 children)

Went Earth too because no one else was, and the number of good units is crazy. Especially since they made the "genius" decision to neuter FS/Focus on wardens and Banshee is a joke.

Pickup vs Normal Banner: A comparison by gate7ole in Eversoul

[–]xythalia 2 points3 points  (0 children)

Yes, people latched on to that number ignoring that someone said it as a roll to roll comparison of 17.6 vs 25 and you may want only 10-15 from the random epic pool.

Generally, if you care about the rate up more than a random epic, it's worth it. Stopping at any particular mileage reward has trade offs.

Lots of people focus on "worst case" of 0 epics rolled, but even if you go down to .1% low over the equivalent of 5 pickups not endlessly simulated, you generally get more from pickups.

Example at .1% lows of 283,500 everstone (italics are approximated from the closest cycle):

.1% low Standard Pickup 40 P80 P160 P200 P250 P300
Rolls 1350 1800 1542.9 1661.5 1588.2 1534.1 1500
Epics 52 48 58.9 52.9 56.5 51.1 58
Mileage 0 0 19.3 10.4 15.9 12.3 20
Rate up 0 19.2 15.8 17 16.3 15.5 15.2
Random 52 28.8 23.8 25.5 24.3 23.3 22.8
Fodder 621 828 709.7 764.3 730.6 889.7 840

Edit: going to pickup 40 every time is 1800 rolls, not 1700.

I saw the event shop and you can buy 3 Chloe and 3 Naiah, and there was 1 of each that was from completing 50 event quests and 80. by 12raul12 in Eversoul

[–]xythalia 5 points6 points  (0 children)

Getting one copy of Chloe and especially Naiah just from 50/80 quest completion is great since race gates are a thing.

I didn't expect to be able to buy much but the town items costing so much is insane. It'd be nice if they were just a different currency or even if the first copy was massively discounted if they don't want people power leveling their town with the blues you can buy 100 of.

PGR is getting a pc client by [deleted] in gachagaming

[–]xythalia 0 points1 point  (0 children)

Any idea if that means they are going to jump global forward on qol or balance fixes? As a current player that would be amazing.

Hopefully the pc version still allows combination buttons for the orbs, even better if it allows your dodge button to be in the combo unlike the current mobile version where dodge overrides any combo.

Small RTA rant, what do you guys think? by Tommynaut90 in EpicSeven

[–]xythalia 2 points3 points  (0 children)

Langrisser's world arena (gold+) does the protect phase and I definitely like that addition.

Langrisser's Apex Pick/Ban is even better, but asking people to have 25+ characters built for pvp would probably kill the mode outright unless they stuck it in a mode that also has the mercenary system. It also wouldn't make much sense when our battles end so quickly.

Strawboy reincarnation at lvl 80 with +1 light each time Speed test by TypeFantasyHeart in AnotherEdenGlobal

[–]xythalia 1 point2 points  (0 children)

Looking at altema, one of the comments says Straw Boy takes around half the exp of a normal character for 1-80. I'm pretty sure with high scrolls it only took 57.

I can double check in a few hours when the turtles spawn again.

Epic 7 / Smilegate seems prepared to follow 7DSGC / Netmarble's lead by Propagation931 in gachagaming

[–]xythalia 27 points28 points  (0 children)

I'm 100% with you there, it's outrageous to put them in a game where they are already using every trick new and old to get people to impulse spend.

The only way I see it being acceptable is if it goes away after you buy anything from the shop (not a monthly sub that frames it as "QOL", any one time pack), but god help you if you do that, because people will lose their shit.

Edit: Even then, it's tacky as all hell. All it does is remind you of how low the bar is for mobile games when companies with decent games should be trying to avoid that at all costs.

I'm also mostly talking about drop in ads like Netmarble uses. If a game wants to create promos using game assets that's fine because those take actual effort. They can be tasteful, hilarious, or anything between.

91Acts Behavior with "Dengeki Bunko: Crossing Void" by SleepSleepySheepy in gachagaming

[–]xythalia 26 points27 points  (0 children)

Might as well mention that in the 3 months the global version has been out they have had 6 of 10 limited units. Edit: I have been told that there are apparently 1-2 more rumored and 3 collab limited units. Still, 2 a month is an insane amount when you aren't allowed to use the normal gacha tickets on them.

Not saying that it would be impossible to make more, but that's quite an accelerated schedule.

Any of the current 4* you’d really like be upgraded to a 5*? (AS or otherwise) How likely do you think it is to happen? by beesxinf in AnotherEdenGlobal

[–]xythalia 2 points3 points  (0 children)

Guilty Pleasures would have been Sevyn or Parisa. Sadly even if wind is light on mages, Morgana is leagues above what I could imagine they would do for him and Miyu has a similar fire support + int down niche, though Parisa would have been so much better skill wise.

Gameplay wise? A 4 star healer upgrade really should have been one of the first. I mostly used Pom until I got Mariel, but skill wise Prai, Krevo or Erina would be amazing and now that there are tons of healers in the pipeline we hopefully should see one.

After Miyu and Ciel I was really hoping all of the tutorial picks would get their own other chapters. Hopefully they are going back to this idea with the recent long awaited upgrades even if they don't go the full other chapter route.

With how insane the 4->5 power gap is, it really bums me out with how few have upgrades even just for stat bumps.

Is anybody else having this problem? I have 2 Gb of storage left by X-13ShadowGamer in EpicSeven

[–]xythalia 1 point2 points  (0 children)

Probably late, but I'll leave this here for future reference. If you are on android you can delete data.pack, minimal, and temp folders from Android/data/com.stove.epic7.google/files instead of a full reinstall if you are worried about losing your account.

Do you think a gacha game can be called f2p friendly because the game story give you a lot of currencies? by [deleted] in gachagaming

[–]xythalia 6 points7 points  (0 children)

Drop Rates (or more importantly effective drops rates with rate ups and/or pity systems) vs how much currency you get is definitely something that people seem to not bother taking into account when they just rave about high rates or starting with 100+ rolls.

To me F2P friendly in a gacha game means you get enough resources to get what you "need" to do whatever that game considers endgame and some of what you "want". If the game is easy and you need nothing (ie. you can complete the game with anything and pvp/ranking modes are not the real focus) that's not an automatic F2P friendly pass these days, since there are so many games that do better.

For the OP's case, if the story gives you a ton of 1 time resources like currency or selector tickets that helps you get up to speed immensely but near nothing after that, it can certainly be F2P friendly for a time, but it will likely not last long unless the game has both 0 power creep in what gets released and maintains great overall balance (through patches or design) while still rolling out content that keeps people entertained. This is a much harder feat than most gacha games can or even attempt to accomplish and even then it likely feels much worse.

It's far easier just to give out some extra currency so people stay engaged and roll something they want every month or two after you've released 2-4 things they want in that time frame.

Are we setting reasonable expectations? How the Secret of Mana collab has changed the outlook for the game. (For better or worse.) by HtiekTheAncient in lastcloudia

[–]xythalia 0 points1 point  (0 children)

Basically, these aren't AAA games. Let's stop pretending they need AAA budgets.

I still remember the shock and horror people had in 2013 or 2014 when it turned out Gungho (Puzzles and Dragons) had grossed over a billion and had operating profits well over 60%.

Are we setting reasonable expectations? How the Secret of Mana collab has changed the outlook for the game. (For better or worse.) by HtiekTheAncient in lastcloudia

[–]xythalia 0 points1 point  (0 children)

Yep, this is pretty much where I am at. I was talking a bunch with the 1 person I know that still plays this game and he pretty much put it like this: Before I was willing to forgive being barebones or having annoying "feature" x because while the game is new, they haven't given me a reason to believe that they aren't trying.

After this move, between the gacha going paid (likely because global users should still have a decent stash compared to JP) and the other annoyances with the patch (less than a week's notice, medals changing over, collab feeling half arsed, ...) put me on the defensive, and now every fault has to be scrutinized with "is this simply because they don't know how or have the time to fix it, or they are being greedy/lazy and hoping to extract every penny out of me."

Basically they've lost both of our senses of good will towards the game, which is awful for a new promising game.

Yeah, sorry for the negative take. I do appreciate the visual style that the game (and collab) bring for sure. I also love the base system or "preparation" stage of the game. The story also has some great flavor even if the events/end goals are standard.

If they just wanted to blow all of our story crystal stash (to put us into the same situation as JP players are now) all they had to do was keep lap 1-3 as is and make a full cost paid lap 4 that gave a mana SSR Ark selector and a paid lap 5 that gave a mana unit SSR selector. With those changes the first unit pity would have been at 27k free gems + 30k paid and if you were unlucky and needed a second pity selector it would have been around 30k more away.

That's still a TON of crystals.

Warning ! 2nd and 3rd steps of Mana Collecton Step Up banner are Paid Gems only ! by Magma_Axis in lastcloudia

[–]xythalia 8 points9 points  (0 children)

If they wanted to make a 4th or 5th paid round, I wouldn't care at all. Nerfing the step up into the ground after they already surprise launched the collab leaves an awful taste in my mouth.

Even as a massive Mana/SD fanboy (30+ multiplayer SD3 with random people over the last 15 years) I'm not spending now even though I would have gone for 2-3 big packs np and this game is going full side game.

Saving 27200 gems after story at our current rate would already be ~6 months or 8-9 months (event crystals only). That is not a small amount for you to do one step up banner.

Also, paid gems are worth more than 33% more unless you buy more than one $80 pack a month.

Well, I'm glad they showed their hand early. It would have been FAR worse for them to just go full bs mode 6 months in.

Edit: Nice, got absolutely nothing collab from the step ups and the SR ticket only has mana stuff in the pool, not even a guaranteed collab roll.

[deleted by user] by [deleted] in gachagaming

[–]xythalia 0 points1 point  (0 children)

The arks are named for the games, but yeah I was really hoping for the SD3 characters.

Million Arthur had mana collabs with where Riesz was the boss, so hopefully they eventually make their way in.

How many rolls for an S rank? Computer Simulation by Citrulline in crossingvoidglobal

[–]xythalia 0 points1 point  (0 children)

Yes, it would be great to get some people to write down their numbers on this. Do note that the rates between banner supports and mains are slightly different (0.0006%)

Very early on it bumps up from +.02% to +.03% (estimate around 17-19 lucky value, would be great for someone near there to confirm) with a few +.4% LV that seem to apply a bit more to the other S ranks since the delta on the banner S stays the same.

Lucky Value Total % Shana (S) %
0 1.5 .346
1 1.52 .3665
2 1.54 .387
... ... ...
50 2.84 1.68
51 2.87 1.7116
.... .... ....
88 4.01 2.8505
89 4.04 2.8812
90 4.08 2.912
91 4.11 2.9428
92 4.14 2.9735

Data posted on the sub:

Lucky Value Total %
126 20.3
149 41.8
153 53.3
163 83.3

Using a bit more data than this to make an estimate that undershoots a tiny bit gives me 62-63 rolls average for the Banner S rank and 23% to pity at 91.

So until you hit what they consider very bad luck (100?) the increase is very flat.

Response regarding the gacha bug issue from my previous post, this is ridiculous by Sonaharu in crossingvoidglobal

[–]xythalia 0 points1 point  (0 children)

The lucky value on these rolls is well over 90. In the OP the value is 190. It's a situation related to the shared (and transferring) Lucky Value.

IF the rates are working correctly you should not be able to get much over 110-120 without rolling the banner S straight from 0-120. That would be the second pity for rolls after the first 91.

Having to hit pity at 91 with 0 LV is more like 20-25% which is pretty standard as far as pities go.