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翻訳の問題を報告
You are not supposed to win every career from start, but to slowly (!) improve by upgrading your trainees, create veterans which then act as legacy parents to improve starting conditions and build a deck of fitting, upgraded support cards. This way, you decrease the impact of RNG to have better chances.
Thus, instead of focussing on winning the career, you should simply aim for getting better veterans in the beginning.
But most importantly you need to learn the game mechanics, e.g. how stats should be distributed for the specific racing style and the lenght of the races in the career, which skills are usefull for your strategy etc.
So yeah, the game gets complicated.
Sakura Bakushin O is probably the easiest one, simply give her 6 Speed supports and train speed only. Note that even then it will not always work due to the RNG and you will need maybe 10 or even more tries, but it is still the one with the highest chances for a beginner.
If its like 95% RNG...this game is not gonna be fun lol
Every single time in this story race I end in 4th place with all of my horses. This game is way too much lol
Again, the whole idea is to decrease the RNG. Actually, the fun IS to overcome the RNG.
Problem is that many players expect to beat every career after a few tries using barely upgraded ressources (there is a reason to improve stars, potential levels, veteran parent rank and support card level and variety),
In RPG terms, they are trying to beat a mid boss while still level 1, wearing starter gear and without a party.
Simply imagine it without the heavy RNG:
a) Without adjusting the race difficulty: Everybody beats the career with starter or minimal improved horses--> No point in raising or upgrading anything much, pure game of numbers (stats), no feeling of achievement, game boring after 1 week.
b) To compensate lack of RNG, race difficulty is increased during career: Without fully raising/upgrading your traineees/veterans/support card you would always loose at the same race --> Game even more frustrating than now
It does though, the Oguri Cap that is showing up in the race in the story is the same Oguri Cap I just got out of career with, heightened stats and everything, identical to what I had in career.
In the beginning, it is.
But with experience (i.e. by playing) you learn what to do. You learn that end closers need completely different stats (and thus support cards) and skills than front runners, that you have to check the career before to plan for eventually upcoming long races (which require more stamina) and which skills are useful for your strategy...
This game is not your average simple gacha, it is more a roguelite raising sim that uses gacha as a base.
But fundamentally this is a management sim. You manage your racer and direct their schedule as best you can. Your job is to make decisions to prepare them for races, then hope for the best as the RNG throws curveballs your way.
More specifically, each character has a fixed schedule of mandatory races they have to compete in with a specific degree of success. Sometimes you only have to participate, sometimes you need 1st place, it varies. You need to use training to increase your horse's 5 stats, if their energy gets low you need to rest them, if their mood is bad you need to raise it with recreation, if they're injured you need to send them to the infirmary.
So if you have trouble finishing your runs I suggest you join a discord and ask there.
Also the game doesnt use your trainees.
You'll also want to look at your uma's career details. It's kind of tedious, but click the little i for each track and see what length tracks they need to win on. If there are any long tracks, you'll need two stamina support cards.
If they're mostly on sprint or mile tracks, you'll want at least one power card.
Two speed cards is the usual minimum I've found to clear career goals and possibly the URA finals depending on the quality of the speed cards.
It's all about practice and knowing the tricks of the game that come with experience.
But of course, you most likely won't be able to make A+ and especially S+ without using high-level cards, increasing stars and a good legacy.
RNG is present, but the better cards, increasing stars and potential and the best legacy help to minimize it. And especially your personal skill.
1. Find players with good cards and umas for support and subscribe to them. This can be done either through PvP mode, or through recommendations, or in your guild.
2. Read guides on how to train your umas if you don't want to figure it out yourself.
In short, there are several very basic rules that I would highlight:
- Do not use many support cards with different stats. It is better to choose 1-2 stats. Sometimes you can add +1 card for WIT (if you don't have WIT in your main parameters) or a friend card.
- Same with legacy. It's better to choose a legacy that gives a bonus to 1-2 parameters.
- Focus on upgrade your supports friendship level at the beginning of your career.
- Always consider how much stamina you need for your running style and the length of the tracks in your career.
- The less you rest, the better. Try to predict when you need to go to WIT training, so that on the next turn you do not have a large percentage of failure in case suddenly many of your friends gather in one place for a good bonus. Instead of resting, it is better to try to go to WIT training in advance (you can even add that 1 WIT card that will give +3 energy for training), or on dates if your mood is lower than "Great", or if you have a friend's event activated, then it is better to go on a date with a friend (usually the first 3 dates definitely give energy along with skill points). Try to rest only if your chances of failure are about 20%+.
- Don't risk a large % of failure for a small increase in parameters.
- Win races to strive to earn at least 120,000 fans during your career. This upgrades your ultimate ability. It's best to try to win most G1 races. Or at least G2. (Remember that winning races also gives you skill points and random stat boosts.)
- Always prepare in advance so that you have maximum energy and mood for summer training. Tazuna will inform you about this 2 turns in advance.
- When you study what events offer you, always try to choose answer options that restore your energy (unless, of course, it is already full or you are absolutely sure that the other option is more important for you).
- At the first steps, it is better to watch each race of your uma and analyze how it runs. This will help you understand what needs to be improved better than reading tips after defeats.
- And more practice. You can read guides, but experience only comes from practice.
That's probably all from the most basic.
I never anticipate gacha games, or "mobile games" to ever be so complex that I need to look up external guides just to get something rolling.
I love the game, horse girls very silly, but the mechanics have me at a complete loss right now lol
Definitely, your first 11 turns of training should mostly be spent building these bonds as efficiently as RNG allows.
Speed is crucial for anyone. It's the maximum velocity the trainee can achieve.
Power is crucial for those who come from behind later in the race, as well as dirt runners. It determines how fast top speed is achieved, so it helps with passing as well. It also influences track grip in dirt, wet conditions, or around corners.
Stamina is crucial for most trainees, but especially stayers (those who run long races). It determines maximum endurance. Endurance drains throughout a race, so having plenty is a good idea, especially for anything beyond mile length. You'll also want a good bit of this for dirt tracks of ANY length, because dirt is more tiring to run on.
Guts is crucial for closers. It helps with cutting through packs, passing, and gaining or maintaining a lead on the final stretch. It also determines how hard your trainee runs when she's out of endurance.
Wit is crucial for pace chasers and medium-length racers. Crucially, it affects the odds of a skill activating when it has a chance to (I think I heard that 400 Wit = 70% activation chance?). It also affects the runner's vision, pacing, and decision-making. Higher-Wit runners tend to secure lanes before they can be boxed in and set up for late passes more efficiently. Think of wit as "control" of a trainee's running. How well she uses all her other tools.
A trainee with abundant Speed, Power, and Stamina is a world-class athlete.
A trainee with these things but no Guts is a world-class athlete who doesn't care if someone else wins.
A trainee with these things but no Wit is a world-class athlete who doesn't know how to use her physique.
To actually learn a skill requires skill points. The very best way to get these is to run races, even if you lose. (Don't forget that you can run races that aren't on your girl's goal list!) Higher-graded races earn you more skill points, but also demand more energy. Fortunately, goal races don't consume energy, though. The second best way to earn them is through Wit training, which also restores energy.
Skills should ideally complement eachother, and this is the core of the strategic element of the game.
Recovery skills (blue icon) are pretty much always useful to some degree, but they don't secure victory. They just protect you against defeat. If you want to go claim victory, look for skills with yellow icons. These will do things like increase passing ability, improve navigation, increase velocity and acceleration... Things that turn defeat into victory.
Debuff skills (red icon) are situationally useful, and passive skills (green icon) are always useful... under specific circumstances. Whereas most skills are active only while they appear onscreen, green skills are active throughout a race, but their activation is tied to specific conditions such as racing on a particular track or running in specific weather.
Blue sparks are stat sparks. Every girl has one of these. These will always provide a boost to starting stats and will bolster stats again when inspiration hits, the number of stars determining the amount. One of the best and most reliable ways to build strong stats is to have 3* blue sparks in your legacies.
Pink sparks are aptitude sparks. Every girl has one of these too, but they don't always trigger. The star count affects the likelihood of inspiration applying them. You can use these to improve a trainee's ability to run on certain types of terrain or at certain lengths.
Grey sparks are specialty sparks that do various things. Often they provide a chance to add skill hints to your trainee's list, but some do things like bolstering multiple stats, or bolstering a stat and providing a skill hint. These usually only show up on B-rank or better veterans.
Gold sparks are unique skill sparks. The immediate "parents" of a trainee will always pass these on, adding them to the skill pool at the start of a career. "Grandparents" will pass them on only sometimes, during inspiration. The version handed down is weaker than the "true" version of the skill, but still quite useful circumstantially.
In fact, everything is simpler than it seems when you experience how it works. It will become very intuitive.
It is probably best if you master it in portions.
For example, I did not read any guides for a very long time, trying to figure it out myself. When I got bored or it seemed to me that I had reached the limits - I began to read about things that were relevant to me. Then I began to train girls a little better, and this interested me for a while. Later, when I thought that I had reached the limit again, I looked at what cards my friends and club members use and read a little more about how the things I was interested in work and to confirm my assumptions - and then I began to do even better.
It is very easy to learn how to simply win in a career, and you do not need half of what you can be loaded with now. It is difficult to learn how to train girls up to B+ class and above.
That is - you do not have to learn everything at once. Just do it gradually.
Start by simply understanding what the stats do and what stats your girls need for different strategies and tracks.
Then try watching them run and understand why they lose and what you need to improve.
Then try creating legacies and different card builds to check how it will work. Look at what other players use and think about why they use it.
Then think about how you can improve training management.
etc.
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P.S.: And in a way, although I, on the contrary, played few gachas, but this one hooked me in that it’s not just all about how strong a hero you pulled out - the skill of the player himself is important here... and a little RNG.
So, whatever you decide, I wish you good luck with it.