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View Poll Results: Who are your favorite μ's idols? | |||
Honoka Kosaka | 24 | 23.30% | |
Kotori Minami | 22 | 21.36% | |
Umi Sonoda | 23 | 22.33% | |
Eli Ayase | 25 | 24.27% | |
Nozomi Tojo | 23 | 22.33% | |
Nico Yazawa | 27 | 26.21% | |
Rin Hoshizora | 22 | 21.36% | |
Hanayo Koizumi | 14 | 13.59% | |
Maki Nishikino | 42 | 40.78% | |
Multiple Choice Poll. Voters: 103. You may not vote on this poll |
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2014-07-21, 23:33 | Link #121 | |
No time to sleep, 不幸だ
Join Date: Aug 2012
Location: The Big Apple
Age: 30
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I'll try doing Hard Mode tomorrow. On another note, Happy Birthday, Nico!
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2014-07-22, 01:33 | Link #122 | ||
A Proud Lolicon
Join Date: Dec 2006
Location: In front of my computer
Age: 37
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[edit] Oh wow, 5 gems from Nico birthday. Happy Birthday, Nico .
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Last edited by Duo Maxwell; 2014-07-22 at 05:33. |
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2014-07-22, 22:48 | Link #123 |
✘˵╹◡╹˶✘
Join Date: Nov 2006
Location: Australia
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This is why I can't really enjoy this game .
Burst my ass out today, doing today Hard (haven't done it before), and the 3 Expert song. At one point, i don't even know what i was hitting anymore. So got through it, started to feel the thrill of the challenge!! Got 4 hearts, so pressed the special recruit. Got a... rare Honoka which i already had Idolized version off.... Felt like crap. Like all of these attempts have gone unrewarded, and the sense of achievement from doing something extraordinary... gone. I rather they didn't give love gem, but give me a medal, or unlock a story fragment instead. At least felt rewarded. And as I can't really bother with the event btw. Too busy with real life to play games right in the morning, or during the day to keep myself competitive, or even to get the SR card. So feel like there is no incentive at all for me to play this game, except when a new song coming out and i want to challenge it I don't have a degree on gaming design to know if it will be better this way. But if it was me, I will remove those heart gems, so friend points have chance to draw SR and UR. Then you can earn friend points for every songs like current gold, maybe 20-30 each or something. Except once you finish a hard song, playing another one within 30 minutes will give you a lot more friend points, and it will accumulate (let say up to 10 or 20 consecutive songs) so if you do 10 in a row, you can get up to 300 friends point per song. That way the casual players can take it easy play a bit every few hours during the week. While the more hardcore or have money to burn, simply can sit down during the weekend, pay 10$ or so to buy energy and playing consecutively for hours to get up to thousands of friend points. That gives the basis of paying = more conveniences, rather than paying to access better cards like currently And i will also remove the song failure results in energy lost. You will have energy back, but the actual song will be locked for an hour instead. Keep player desire to try and master an expert song, but still limit the amount of attempts they can do so they can't master songs too fast.
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Last edited by risingstar3110; 2014-07-22 at 23:07. |
2014-07-23, 01:25 | Link #127 | |
A Proud Lolicon
Join Date: Dec 2006
Location: In front of my computer
Age: 37
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Is doing daily song has anything better than the normal ones?
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Also, I'd say that the profit they get from the games goes against what you're suggesting. I actually think this game is much more generous than every F2P games I have ever played on mobile. Just save up all your gems for the day that give out SR for each 11 Honor roll.
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2014-07-23, 02:55 | Link #128 | ||
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Join Date: Nov 2006
Location: Australia
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As we all knew that Zynga championed in it , and despite all those profits, it's all short term and at the cost of terrible review on company names. They also hasn't contributed much, if any into the gaming industries. And considering Love Live is a project on multiple media platforms. They could have had a smarter, more innovative model. I'm looking at Kancolle here and how innovative could pay off in long term. And KanColle was not even main stream, and basically built things out of thin air. Love Live meanwhile could have gone through multiple platforms: music, live shows, anime, manga due to its nature and built up fandoms from there on You can check out the Extra Credits on TCG games model in general, fairly interesting to see it from the game designer perspective (it has 3 parts through) ^^:
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Last edited by risingstar3110; 2014-07-23 at 03:30. |
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2014-07-23, 03:06 | Link #129 | |
A Proud Lolicon
Join Date: Dec 2006
Location: In front of my computer
Age: 37
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Kancolle has the same model as every browser games I've played so far (King & Legends, Sword Girls Online, etc). I'm not sure if we could just compare the 2. Despite the popularity, I don't hear the report of Kancolle's revenue could reach to the lowest of Sega's mobile franchise.
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2014-07-23, 03:36 | Link #130 | |
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Join Date: Nov 2006
Location: Australia
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There are more than just short term on Kancolle market. You see all those figures and just think which anime, manga ever came close to such high releases in such short term. See the effect of hosting Kancolle on DMM name. Or on Kadawa overall. And all these waves of doujin and fan arts.... Swordgirls could not even dream to get a portion of this
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2014-07-23, 03:50 | Link #131 |
A Proud Lolicon
Join Date: Dec 2006
Location: In front of my computer
Age: 37
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Kancolle, from the beginning, isn't even aim for that long term, honestly. It's a small fun project that DMM hosted with an aim to 2000 players and it was created after a drinking party. They didn't choose that model because they aim for it to be a hit, but because they didn't expect it to be anything big. Now if you play any of DMM games prior to Kancolle, it's not much different to other browser games.
For that, you could ask Klashikari or Lantern for more information. It's just something I heard from them. But really, I don't know why we're sitting here arguing. If it's not pleasing to you, you could just stop playing them, honestly. They won't change the model, like how PAD has lived long enough to this day and remain one of the top profitable mobile games without changing a single thing in its game system/mechanic, and I consider Love Live to be much more generous to players than that game.
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2014-07-23, 06:23 | Link #132 | |
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Join Date: Nov 2006
Location: Australia
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Why shouldn't we talk about the Love Live marketing model through? We only have this one thread, and it was not like there is much other discussion to talk about in the first place anyway. And I also pointed out both the positive and negative things Love Live can offer, rather than 'this game sucks, full stop' didn't I? (Furthermore there would be A LOT fewer discussions on any forum, if people only discuss about what they can change)
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2014-07-23, 06:58 | Link #133 | |
Salt Levels Critical
Join Date: Oct 2007
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2014-07-23, 08:01 | Link #134 | |
A Proud Lolicon
Join Date: Dec 2006
Location: In front of my computer
Age: 37
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I actually believe it's a kind of side project from DMM, seeing how fast they encountered the shortage of server slots as soon as the game launched. Also, it's not about discussing thing that can change or not. It's about being upset at thing we have no control whatsoever. The game can be played fine with R units alone. You just fell into the trap of chasing that UR and SR that they use to bait people to spend money. If you want a proper Love Live rhythm game, I think this one is better for you.
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2014-07-23, 16:49 | Link #135 | ||
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Join Date: Nov 2006
Location: Australia
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The fact is, there are alternatives to make the game less annoying (or like guys from "Extra Credits" said "doesn't seems like they are only trying to distort money out of players"). Cause in long term this would hurt the game and the industries more than most. I means even you also said just playing the game for free and let others pay for it.... Maybe that's why you don' feel the need to as you content to be free player. But if you have players like me who want to pay for it, but realise this business model is going nowhere, then surely it is a case of lost customers, right?
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Last edited by risingstar3110; 2014-07-23 at 17:00. |
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2014-07-23, 21:12 | Link #136 | |
A Proud Lolicon
Join Date: Dec 2006
Location: In front of my computer
Age: 37
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I will spend money on the game when I feel like I get enough from it. The game is pretty different from other browser game is that it's partial skill based, like PAD, so even if you're spending a lot, it doesn't guarantee you will pass all the game's content. On the other hand, with a proper team comp, even will all the free stuff, it's still enough for the players to beat all content with moderate effort. Kancolle is different since the only thing you need to do is researching the game before hand and grind stuffs. It still has that gacha feature as LSC, where you spend a lot and doesn't guarantee anything. Similar how you accumulate love gem and spend it. The game isn't that punishing either, compares to a bunch of console games where you pay $60 upfront that will make you rage. Instead of mindless spending love gems, you could just take your time participating in the event with the guaranteed SR reward. Really, the only thing I could complain about the game is it doesn't have practice mode.
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2014-07-24, 19:19 | Link #137 | |
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Join Date: Nov 2006
Location: Australia
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I means I probably played a thousands TCG games before, and once I see a game that it can't be redeemed , then almost always I will simply walk away. But if they seems to have potential, and they mess it up, then it just bug you more, you know.
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