
How many times have I died because of this dog butcher...
Who is the developer who made this guy? I want to see his face...




The client turning off like a ghost as soon as I canceled my membership was excellent.
I checked the new account opening execution after re-execution.
This is what they showed in a terrible game that only gives users despair All despair to zero (0). I think it's an action that fits the catchphrase.
Adieu~




Not even exaggerating
The captain, who came to treat a traumatized kid, directly shoved a 'raw onion' into Yuki's mouth.
The captain ate what she spat out, asking what he was doing.
It's not just eating it,
In the in-game text, it says 'Chururp chururp'
Do you still think there are no feminists, Kim Hyung-seok will apologize without lying, and the game will run smoothly?
Seriously, get surgery once.




Haru Gong Setting
Setting with 16% Justice Attribute Damage
Well-raised Veronica
If you match the Crit Damage set, it will be like a cannon, and it doesn't even break the potential
The following is a list of Vitik items




holaaaa, today I bring you in this video how the save data works after the update in chaos zero nightmare!!



When will Stove Lobotomy 2 be localized into Korean?
I want to enjoy it in Korean, but it's making me wait too long.


I wish they would make a dummy mode where users can customize save data as they want and create builds.
Of course, limit it to save data that can only be used in dummy mode.
Or, allow users to customize glimmer as they want without duplication, and add a boss-catching mode.




These days, when I go around the lounge,
I keep hearing about flakes everywhere 😆
I heard you can get them from the attendance shop!
If you haven't stopped by yet, it might be a good idea to check it out today ㅎㅎ
November Attendance Event
Store Attendance Event
Mahjong Ichibangai Attendance Event
Astellia M Attendance Event




Hello, this is Maswang.
Today, Kazena enters a new season and brings a lot of changes.
I've already hit 60 in the Matrix, have nothing left to do in the Codex, and cleared all the Hyperdimensional Regions with 3 stars, so I really had nothing to do.
Will I finally have something to do now??
Let's find out what's been updated.
First, a new story has opened, and you need to clear this story entirely to
Laboratory Zero which is a new Chaos.
Nebula Warp is a boss rush content that uses save data, and it seems like you can clear it easily if you already have a strong deck.
Since it's a seasonal thing and lasts for about 2 months, the next content will be unlocked sequentially every 21 days, so
it's not like you're being force-fed to the point of indigestion.
Now, Yuki has appeared as a new pickup.
Haru, who was a previous pickup, has been moved to permanent rescue.
Yuki seems to be a combatant who focuses on the Inspiration effect that activates when a card comes into your hand and unleashes wide-area damage.
She seems to synergize well with Nia and Cassius, who specialize in card searching.
The pickup partner is also equipped with effects that support Yuki's Inspiration effect.
And Twilight of Dimensions has been reset, so you can aim for rewards again.
The support effect is aimed at Yuki.
The main weakness of the enemies is expected to be Order.
All you can do right now is quickly clear the season story
and grind this new Chaos, and
try Twilight of Dimensions.
The key will be how substantial this boss rush, Nebula Warp, is.
And there's also a package that can be purchased with crystals.
It was a bit ambiguous since the only use for crystals was to buy stamina.
You really struggle with units in the late game.
And a strange stat called Faint Memory has been added to the save data.
And the vague expressions like high and very high are now clearly represented in stages.
.
Now, what is Faint Memory? Remember how cards or flashes that were in our save data disappeared and were removed and then came back???
???
That element is closely related to the Faint Memory stat.
For Tier 1, Faint Memory is 30pt, and it increases by 10pt for each tier.
So, for Tier 13, it would be 150pt.
In other words, that much capacity
card duplication, card flash, neutral cards, monster cards, card removal, etc.
, a lot of the deck changes are maintained.
The conditions were stricter than I thought.
This deck is 100pt.
Shall we calculate it?
CardEstimated ptAnchor0Power Anchor (Removed)Removal 1 time +0, basic card so +20Anchor Drop0Anchor Shot 1Just flash +0Anchor Shot 2Just flash and duplication 1 time +0Anchor Shot 3Just flash and duplication 2 times +10Anchor Shot 4Just flash and duplication 3 times +30Anchor PointerJust flash +0Power ChargeJust flash +0Energy ChargeJust flash +0Pull Up0OverwhelmNeutral and just flash +30Holy StrikeNeutral and just flash +30SadismNeutral +20Total140Hmm...
It's clearly exceeded, but why does it say 100pt...?
I don't know yet...
This one has 2 flash neutral cards, so 30pt x 2 is correct at 60.
No removed cards.
Shall we look at this one too?
2 removed cards, Anchor and Power Anchor +10pt
But since the removed ones are basic cards +40pt
2 unique card duplications +10pt
New flash on Power Charge +20pt
Just flash neutral Combat Ready +30pt
Neutral Sadism +20pt
Total 130pt. This one is perfect.
If that's the case, monster cards take up 80 pt,
so to create a highly complete deck, it's better not to use monster cards at all.
And you shouldn't blindly grab new flashes for unique cards either.
Since I've confirmed that just flash on unique cards doesn't affect pt at all.
But now that the formula has been revealed, I can strategically build my deck while playing Chaos and Codex.
I can strategically build my deck while playing Chaos and Codex.
Okay, let's wrap it up.
It's not bad since I've been eating it all along.
I'm happier that the save data formula has been revealed than the content...
Even the highest difficulty Tier 10 Codex Deep Trauma has a limit of 150pt,
and it was a bit surprising that neutral cards take up so much pt. Grade didn't matter at all.
Let's try to complete a fraudulent deck based on this pt.
This was Maswang. Thank you.
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Esports Simulation Game MOBA TEAM MANAGER (MTM) Favilla Interview
Notice: The developer interview series may contain some key content related to the game's in-game images and story. Please be aware of spoilers for those who are new to the game. The developer interview series may contain some content about scenes in the game or story development. Please keep this in mind if you do not want spoilers.
The photos and interview content used in the interview were provided by the creator through Discord, etc. Please feel free to contact us for interviews regardless of the platform. (Real-time interviews or questionnaires are possible depending on the creator's preference!)
Interview : Q (hashiruka48) / A Favilla
Game Title : MOBA TEAM MANAGER (MTM)
Genre : Simulation, Roguelike, Strategy
Creator : Favilla
Q. Please introduce your team or yourself.
What does the game title ‘MTM’ mean?
A. Hello, I'm "Ssong," the first blacksmith of the game development blacksmith Favilla.
Currently developing MOBA TEAM MANAGER (MTM)!
Q. What is the meaning behind the team name ‘Favilla’?
A. Favilla means "flame" in Italian.
Just as humanity created civilization and art from a small flame,
Favilla will change the world with the flame of "game."
Q. What motivated you to develop the esports team simulation game [MTM]?
Were you influenced by any works or actual esports leagues when developing the game?
A. As those who know already know, we were influenced by “Teamfight Manager” developed by Team Samoyed and developed MTM.
As someone who really enjoys watching esports, especially League of Legends games, Teamfight Manager was such an innovative and great game.
However, in the process of playing, I often thought, ‘It would be nice if there were elements that esports fandom and simulation game fandom could like more,’
I decided to develop MTM because I wanted to capture the enthusiasm and interest of the growing esports market in the game.
Q. What concept and genre is [MTM]?
What role does the player play in the game?
A. MTM is being developed in the genre of "esports simulator" pioneered by Teamfight Manager.
We find the intersection between those who like esports and gamers who like the strategy simulation genre,
We are working hard to develop a game that is casual but can prove various strategies.
The player becomes the coach of an esports team, trains players, leads the ban pick, and must prove strategies for victory by utilizing "personality and characteristics."
Q. How is the main play flow of the game (season progress, game operation, etc.) structured?
A. The play flow of MTM is motivated by the 'seasonal system' of large esports leagues such as LCK or LPL LEC.
Players take turns playing games based on a round system during the season, and if they accumulate rankings through points, they advance to the tournament.
If you win in the 2nd league and 1st league, you will advance to the "World League" and face stronger opponents.
Q. Is [MTM] focused on single play, or does it include multiplayer elements?
Which platform (PC, mobile, console, etc.) are you planning to release it on?
A. The main development direction of MTM is as follows.
1. Early access preparation 2. Official release 3. Mobile version release. 4DLC release 5. We are developing with the goal of supporting PVP mode.
The version currently being produced is a 4v4 based PVE mode, but we are aiming to expand depending on the performance of the project.
Q. Compared to other team management simulation games, what is the difference between [MTM]?
Are there any special aspects you paid attention to in the graphics or UI design?
How is the challenge element or difficulty design that users experience as they grow?
A. I think there are two factors.
First, the 'roguelike gimmick' was adopted as a fun element.
It may be difficult to understand, but the common point of 'roguelike' 'MOBA' and 'strategy simulation' is "proving your strategy."
Therefore, we designed the core fun elements based on the intersection of 'strategy proof' in games of different genres.
In Roguelike, we incorporated the element of changing the weapons and characteristics used each time you enter the battlefield, even though they are the same character, into the concept of 'season'.
The element of changing items, runes, and characteristics every season in LoL was incorporated into MTM as a roguelike element.
Players use the same champions and players, but must prove their strategy by using the different characteristics that change every season.
Even with the same champion and player, the game play will completely change depending on what personality and characteristics they have.
Secondly, it's 'cartoon-style graphics + SD graphics'.
In order to strongly deform the characters that we want to parody or pay homage to actual players, the players' designs are "North American cartoon style."
The designs of in-game champions where battles occur are designed to make auto-battle viewing easier through "SD graphics" that are easy to see.
And in order to deliver the large amount of information unique to MOBA as concisely as possible, we are working very hard to 'simplify information delivery through UI'.
Q. How does the player management or team tactics system work in the game?
What do you think is the most important fun point in team management?
A. The player becomes a coach, watches the auto battle of the champions that the players handle in the in-game, and manages the players' schedules and stats in the out-game.
The out-game uses a day-based system similar to the育成 simulation like 'Princess Maker' to adjust the players' schedules.
Players can train players in the direction they want.
The key point of team management is that "there are no weak players." All players can grow to the highest grade S,
I can introduce that players can make all players the best through their favorite players or concept play.
Q. What development engine or technology stack did you use?
A. We are developing with Unity, and I think we put a lot of effort into naturally creating AI BT (behavior tree).
Q. How is the revenue model or in-game economic system structured?
A. The main revenue model will be selling game package products through Steam, and we are also planning to sell DLC and skins.
We want to avoid pay-to-win structures or inducing excessive billing in the mobile version.
As I introduced in the development log, this project started because I was disgusted with the billing-based payment system and level design unique to MMORPGs and gacha games,
Thank you for believing this. So that fans and gamers can enjoy the game reasonably and fun on mobile as well,
We are currently upgrading the BM of the mobile version to find a BM that is win-win for each other.
Q. How did you reflect the actual structure and trends of the esports industry in the game?
A. There are many parodies and homage elements that people who like esports will recognize.
I think you can infer from many parts, such as the appearance of the character and the names of personality and characteristics.
Q. Please let us know if you have any future development plans, update directions, or target schedules.
A. Our development log link https://favilla.tistory.com/ and
Instagram link https://www.instagram.com/favilla_13/ is
Development logs and development cartoons are being uploaded, so please check them here.
Q. Finally, do you have any messages you would like to share with those who are waiting for [MTM]?
A. MTM is a game that people who like LoL and esports will be interested in.
The developers also have a special affection for LoL and esports.
League of Legends, which has grown into a super-large game, was not a perfect game from the beginning.
Initially, there were 17 champions, and many elements such as balance and graphics were crude and had many problems.
The developers continued to repair LoL by repeating failures and successes,
Thanks to this, LoL was able to bring great changes to the global esports and game culture market.
We are not a perfect game from the beginning either,
By repeating constant failures and successes through users' interest and feedback,
We will make a really cool and really fun game.
We look forward to your encouragement and interest in the future. Thank you.
#MOBATEAMMANAGERTEAMMANAGER国ゲーム #ゲーム開発 #スチームゲーム #电竞模拟器 #团队经理游戏 #肉鸽游戏 #独立游戏 #韩国游戏 #游戏开发 #英雄联盟 #Steam游戏


전문가 형님들 조언 부탁 드립니다.





똥옵영무라도 더빨리잡더라구여 영무 한표

222

닥2
저런거 실험 해봄 길드원이 슈발 거즘 차이 없음 공속 느려서 답답하다고 2번씀 1번팔아버림

둘중 고민하는이유가 또이또이인느낌이라 그런거같은데 그냥 둘중하나팔고 다른데에.스펙업해요

9뜨면 리롤 10뜨면 상자ㄱㄱ
안되면 12쓰면됨

윽 영무 9강 터지면 너무 속상하니까
그냥 8강 쓰시는게 낫지않나

닥영무같은데요 깡공차이가 넘사임
애초에 영무쓰는 이유가 깡공임 다른거 없음 ㅡㅡ;
결속 10강이 유옵 12강급 이라는 결론이 이미 나와있는데
세르비스 9만들어 미감 재 감정
활 날라가면 12강 고고

전혀 생각하지 못한 건데.. 와.. 현답 감사합니다.

뜰놈뜰 마인드로...
현답은 아닌듯
둘중 하나 처분하고 다이아 얻는게 좋을듯하네요