Board Thread:General Discussion/@comment-7401186-20160521093529/@comment-1853279-20160628130023

70.241.152.149 wrote:

2. I actually find the defeat 50 transport ships, 20 aircraft carriers, beat 5 world 2 bosses, etc. quests to be easy and cost effective with subs. 5-4? Doing it with subs. Gathering resources through resource nodes? Using a sub for that. I've seen some compositions involving a sub for some event maps. And of course 3-2. They have their uses. That's my point, though. They're typically useful only in those very specific corner cases, in some situations that they weren't even apparently designed for. 5-4 still obviously tries to discourage you from using them, with a forced loss most of the time, and a high turn back rate, but through sheer force you can still manage. I never argued that they don't have uses, it's that they're relatively strange uses, and seem to be design oversights more than anything else.

5. I hadn't even noticed since I avoid Hard mode if the reward isn't good enough/I don't have enough resources. They want your RNG to be inconvenient more often than ever before since RNG is the deciding factor for battles. How can you fix something like this though? Use specific equipment, which is already a thing? Make fights like a puzzle to solve? That too is a thing because of #3. You could stop altogether, but players might complain about the game being less challenging for some crazy reason, forcing the developers to keep stressing us out with harder and harder stuff. A puzzle wouldn't be ideal, because they'd stay silent on the details, like with the original debut of armor break. Right now, it feels like they're loading up on the boss nodes and making the map itself not too difficult. I think I'd rather have it spread out across the map, instead of all concentrated into one make or break node. I agree that there's no one-size-fits-all answer, but seeing both the boss count and health continuing to climb, it can't continue quite the same way and remain realistically possible.

All I do right now is level up ships so I can complete quests while gathering resources for events, knowing full well most of that will either be spent on one specific RNG heavy event map or farming. The thrill of resource management, creating ideal ship compositions, and equipment placement is mostly found there, after all. This may be a sign that you know way too much and your ships are way too strong for the game to provide new things for you that you'd enjoy outside of events. Again, the devs are trying their best (see #5) to please this type of player, but can only do so much.

9. Okay, there may be some merit to events costing a third of what they currently do...but what will you use the remainder of your resources on? Assuming you have everything now, there's nothing you can do but clear more quests or play the hardest available maps if you haven't beaten them yet. I will concede that you have a point. DMM and Kadokawa ultimately need something to lure players like myself back, and to keep us grinding away during and between events. The reality doesn't change how boring it can be to spend 200+ runs on a single map, or stressful as you see the calendar and resources ticking by, when you have to have that last drop-only ship. As for what I would spend the extra resources on, the continued perfection of the kanmusu by Maruyu infusion, of course!

Ar-cen-ciel wrote:

As for the Android version, it is developed on Adobe AIR, and the result is about as good as you would expect. Even if they get out of the beta version, I seriously doubt they'll ever hire a separate Android team for the browser platform. Anyway, if they discontinue the browser version then my career with Kancolle will end with it. So basically they took the laziest path possible, since as far as I can see, AIR is simply Flash as an application. Nice. And it still took them two or three years to realize that much. It's not helping my confidence any, but I appreciate the information, since I wasn't certain how much was put into it.