
Yumia is competing with softness.
It is a big butt.
>>2
It just looks big because of the inflated silhouette…
Wow, it’s really big after all!
“That’s a huge butt.”
It’s big enough.
Big brother has larger breasts.
If you dress lightly, big brother, your body becomes thick…
The decapile bunker is nice, isn’t it…
Big breasts!
Big butt!
Good personality!
>>8
It is evil.
Big brother’s thin clothing is impressive, but the destructive power of his swimsuit is also amazing.
Whoa… a solid body that’s fitting for a tank…
I’m currently doing it, but the story is surprisingly bitter.
>>11
The mischief in alchemy is going a bit above what I imagined…
A character with a normally unapproachable and tough personality feels kind due to the influence of the surrounding mob, like a bug.
>>12
Despite being a direct victim of the disaster, Yumi’s ability to assess without prejudice shows her heart is too pure.
>>12
The level of the mob is too low…
Well, it might be unavoidable since it was after that accident…
>>24
Nissan has a different situation from a mob, after all.
From the flow of Musou Origin → Yumia, I became convinced that there is no doubt that Koei Tecmo has a preference for soft breasts.
There are definitely staff members who love muscular male breasts.
>>13
If you’re presented with a masculine chest like Zhang Fei’s in the atelier, it would be quite difficult to react.
>>15
I felt something close to a light armor Victor Nisan…
No way, big brother! That’s the hole for pulling out!
You’ll fall in love, won’t you, Viktor-san?
Hmm, maybe it’s better to stop living with alchemy in this world?
I like the girl who meant to tease but ended up getting countered.
Victor Yumia Conversation Skill
>>21
Don’t become fluent.
Big brother is a bit harsh, but he only makes fair decisions.
Rather, considering the circumstances and the past, it’s quite lenient.
Isn’t it just the leader who’s acting strange?
Alchemists are dangerous.
I’m sure I will end up creating a legendary wedge that penetrates the causality of all parallel worlds.
I’ve just started, but for now, it’s best to run straight to the lighthouse…
The dialogue exchanges will be unlocked after this, and the fun of exploration will be totally different…
Alchemy is an incredibly dangerous thing, and the ethics of ancient people are beyond insane.
They seriously hate alchemy!
The country was destroyed in the past due to alchemy.
Recently, there have been accidents caused by alchemy that resulted in a large number of victims.
Well, that’s going to get you some side-eye.
Yumia has established a combat style that combines guns, wands, and martial arts in just three years of self-study without any alchemy, and she has an incredible talent just in that area.
>>32
I’m also self-taught in repairing machines, woodworking, and liquids.
…What is liquid repair?
Well, the main point of the story is to investigate the cause of that accident…
Isn’t Yumia doing quite well as a Superman, even without alchemy?
As I understand the situation, I can’t help but feel that Yumia is a bit too absent-minded.
You mentioned adjusting the bike’s output, but even so, the speed during the dash is incredible…
>>38
It’s too fast to control…
Yumia’s way of speaking is pretty rough when she’s talking to herself or to someone she doesn’t feel the need to be reserved around, and that’s nice.
>>39
The response to Rutger is much lighter compared to the siblings!
The circumstances surrounding Rutger are too wicked.
My little sister is bright and a good kid, but the moment she saw the enemy dragon, she had a really furious face and it was scary.
The base speed and the ability to traverse are both high, aren’t they?
Was I a goat in my past life?
Aren’t you a bit too aggressive?
Because he eats the fruit that I saved for Rutger without permission…
>>45
Yumia’s expression during this conversation was really spiteful, and it was no good.
It’s Ayla’s fault for not writing her name on the snacks…
The situation where I can ride my bike comfortably doesn’t come easily.
(A motorcycle falling off a cliff)
What is the spear thrust illusion of my little sister? Is it magic?
>>51
Don’t you know?
In the world of the atelier, the inhabitants attack with magic without any explanation.
The stairs in the mushroom area are so easy to trip on while running that you end up having to jump!
Didn’t the investigation team seem a bit harsh at first?
In Yumia’s flashback, she blew someone else’s house away, and I realized that alchemy in this world is way more dangerous than I thought!
Ludger isn’t a bad guy at all.
An alchemist must at least cause an explosion at home to be considered a professional.
I thought there was a reason to be told, “Don’t do unnecessary things without permission!”
It’s casually written as a single sentence in the materials you can read in the menu, but…
In this world, magic is just normal…
An extension of natural phenomena…?
>>58
It seems that there is magic as an extension of mana manipulation, and beyond that is alchemy.
Rutger is already leaking his cunningness even at the PV stage.
Yumia trained in martial arts because of the situation with the research team, but her original skill is more suited for being a sniper, aimed at Flamii.
Should I just increase the amount of Echo Shards for now?
>>61
Resonance pieces > Material grade > After that, it’s up to your preference.
>>63
I prefer Resonance Fragment > Pouch Expansion > Others.
For now, I think it’s okay to just use the lowest rank materials in the beginning.
Alchemy is an amazing technology, but isn’t the persecution happening mainly due to the interests of the country that was destroyed?
Just being around doesn’t have a negative impact, but generally, the treatment is central to the issue…
The number one job of a bike is to negate the consumption of falling energy.
A triple jump is comfortable to have.
It feels more like there’s no energy consumption at all from falling while walking.
Are you just looking at my butt the whole time in the game?
>>69
If there’s a gap in the butt, I can’t help but look.
Looking at both the breasts and thighs.
Finally, Rutger has joined the team, but after spending dozens of hours with the usual three, it still feels strange.
I think I’ll get used to it if I do it a little.
Honestly, I get lost a lot, so I spend a lot of time looking at the map.
>>73
The route is too difficult to understand…
The map is hard to see…
>>74
Look around and shoot the switch.
>>74
That kind of thing has a switch that can be activated by hitting or shooting it.
In that case, it’s placed right on top of the tree above.
I was stuck there for a few minutes too, so I understand.
The one with the rice ball on the pedestal was supposed to have an explanation about pressing the switches around, but it makes you want to touch it instead.
I forgot to touch the relay while only searching for targets instead.
If I extend the Resonance Fragment tree all the way and raise its quality to 999, I’ll be invincible.
>>81
Once I start properly engaging with the mixing, I realize how important this tree really is…
If △ was down, it would be like having a puzzle attached.
I think you’ll really never notice the gimmicks in the treasure chest puzzle without a tutorial.
Oh, I thought I’d stop by the geyser guide, but after running about 600, the light got sucked into a wall that I couldn’t climb, so I don’t want to chase the geyser in the forest area anymore.
Please don’t take the long way around from a different area at the borderline!
I don’t really understand the quality among the alchemy elements.
What is quality?
>>87
The higher the quality, the better the effect.
The stats of the equipment clearly change as well.
>>87
Basically, performance is determined by quality, and additional enhancements come from the characteristics of each item.
I want the echo fragment, so it’s my fault for being lured in, but isn’t the eruption rate of the geyser sometimes crazy?
When I tried to release the botanical garden, there was a geyser in the opposite direction → chased after it and released it → immediately another geyser towards the botanical garden → chased after it and released it → immediately back in the opposite direction (and so on), I ended up making about three round trips…
>>89
The area near each site is a geothermal hotspot with a dense concentration of geysers.
Sometimes there are incredibly steep distances that don’t seem to take elevation changes into account.
I thought that status would increase due to resonance and the effects of materials.
So it’s okay to say that the quality improves the fundamental nature?
To be precise, since damage effects and bonuses come into play, it can’t be compared accurately.
The wind item created in the tutorial has a quality of about 4, but when used, it produces garbage with a rating of 1 about 4 times.
By maximizing the effect and improving the quality, it will become a weapon that can produce 600 to 700 around four times.
Somehow, there are always fewer yellow echo fragments.
>>95
I want to exchange the green one for the yellow one.
It’s not that green is unnecessary, but there’s obviously a bias in its appearance rate!!!
>>100
That’s somewhat biased in that area.
>>104
I didn’t know that.
If I find an area biased towards yellow, I will change my residence and live there permanently.
Even though I can do a triple jump, there are only higher walls, so it feels a bit uncomfortable…
I’m still unable to leave the continent covered by the demo, yet I’m already in a tough situation because the quality cap of 999 hasn’t been unlocked.
Even the 700 ceiling feels suffocating…!
I’m still unsure whether to prioritize effectiveness or quality in the formulation.
>>98
As long as the formulation is at the first layer, it doesn’t really matter either way since you can’t create anything significant, so you don’t have to worry about it.
When it comes to layers 2 and 3, if you’re putting in materials to unlock the effects, the quality will naturally increase on its own, so you don’t really have to worry about it.
I just started, but I wonder if I can change the garden and the exterior walls for the atelier’s makeover.
The red area where things can be placed is narrow.
I think it’s better to ban alchemy since the gap between ordinary humans and technology has become too wide.
Let me place two greenhouses!
Mixing is quite a hassle when you have to add each ingredient one by one…
I started to think that it might be better to just throw in a lot of materials and advance the game roughly.
>>105
Custom automatic blending with numerous material priority settings!
Using a mountain of premium materials grown in the greenhouse, you can instantly create something great!
>>105
You can leave it to me.
As the effects improve, the quality ultimately increases as well…
When the neutralizer is finished, it can become 999 before we even touch the quality aspect.
If I try hard at alchemy just a little, I can easily defeat strong enemies in one hit, so it’s not satisfying anymore; I want more high-difficulty challenges.
I don’t know if it’s a measure against panty shots, but I really can’t look up at all, making exploration super difficult.
I encountered a bug where no echo fragments appear at all after doing it for a long time.
It was fixed with a reset, but
When looking up, you should aim your gun.
>>111
I got caught on the camera and can’t aim for the switch!
I’ve finally entered the territory of the beastfolk, but it feels like I need to upgrade the quality of my equipment to handle it.
The graphics and the system are worse than a social game, that’s pretty bad…
Didn’t they think that the development was slow-paced above all else?
I don’t really understand the benefits of rebuilding.
>>116
Make some useless equipment.
Rebuilding each frame grants +15 skill points every time.
After you’ve added many materials for a custom blend as you see fit.
If you replace the layers with neutralizers or intermediate materials you have on hand, it will be completed quickly.
It’s a company that sells erotic content but says it doesn’t want to be looked at with sexual eyes.
I think I’m about to face the final boss, but I’ve reached level 80…
The atelier is more about equipment than levels, so honestly, it doesn’t really matter.
That’s amazing!
I miss Teacher Sophie’s Level 20 stop.
>>120
Don’t worry, I’ve just left the first area, and I’m almost at level 90.
>>143
At this point, it seems more like you’ve overdone it rather than just being a little inefficient, doesn’t it…?
>>148
Even so, if you hit a somewhat strong spot, you can instantly level up to level 2.
In hard mode, battles generally don’t take much time, but in very hard mode, some strong enemies are seriously tough.
You can leave all the alchemy materials to me.
(Isn’t leveling up too much?)
(Isn’t the equipment getting too strong?)
Typical of open-world games.
I thought that since I’m already level 60 in the first area, I would reach around 999.
The characters are all erotic, but that’s clearly not the essence of the game…
They don’t really think about game balance, do they?
If it was this action-oriented, it would have been better if it were completely seamless.
>>127
I believe it was precisely because of the symbol encounter system that they were able to create a high-density map.
In a typical ARPG, there are only terrains and configurations that are surrounded.
Even if it’s not about eroticism, it’s better if the character is erotic.
Do additional warriors join based on our current level and align with that?
It’s Rutger who became my first companion, but I think it’s quite high in terms of standards to have a fixed level of 42 from the start when joining.
>>129
It should be about the same.
Our Rutger joined at around 30.
Rebuild is still a bit questionable, isn’t it?
I thought it was reusable, so I tried it and ended up wondering why it was just one with no significant difference in effort from mixing.
I feel like the level is increasing too easily.
This team tends to make the atelier oddly low in difficulty, doesn’t it?
It’s usual for the balance to be disrupted by consecutive work items.
Isn’t it a difficulty that you can relatively struggle against enemies without having to create it to that extent?
It seems there is no concept of game balance in the atelier…
Most likely, it will break due to an item or equipment.
Rebuild was quite helpful with Liza, but it doesn’t really match with the current system or is almost meaningless.
I think it’s also because it’s an open world that exploration tends to take precedence over the main storyline.
It feels too easy until the balance collapses.
It was the same for Liza.
I want you to take a cue from Sophie 2.
>>137
I think it would be nice to set a quality cap for each area, but if that happens, it might not be very fun.
>>156
I enjoy the feeling of doing what I like at my own timing rather than being adjusted like that.
Well, if you want to, you can strengthen it as much as you like.
I’m doing it in moderation to enjoy it.
Isn’t that a bit too harsh…? I thought, and then realized the alchemist had done something as serious as the Sarin gas incident by Aum Shinrikyo…
Please post some erotic short stories anonymously.
>>141
Nameless!?
They probably wanted to aim for something like Genshin Impact, but their development ability is lacking too much, and it ends up being quite lacking in various ways.
>>144
Gast-chan has been like this for 20 years.
I bought it, but they should have at least included a swimsuit from the beginning!!!
In past games, it was also the case that leveling up would cap out quickly, so you wouldn’t get to see the level-up animations for the later companions.
I reached the first OP, but I have 0.6% of the trophies, so I failed! I wandered off too much!
I’ve come to understand why there were criticisms about the balance in overseas reviews.
It seems that if you are satisfied with just destroying all the enemies you encounter, your level will keep rising endlessly.
If you’re the type who gets sidetracked a lot, you need to exercise self-control, or else the game won’t progress at all.
If the level can easily go up, then we can manage even on very hard.
Even though I’m trying to hit without following the flow and without context, don’t touch it.
If I keep doing housing, it’s already this late.
Even if the enemy’s level is about +10 to +20 higher, I can easily handle them solo, so honestly, I think the combat balance adjustment is completely off.
It often takes longer to alchemize stronger weapons than to level up.
Because I have become accustomed to the habits of the atelier in the era of time constraints.
I still only fight enemies that I encounter for the first time.
I wonder if that’s why my level is lower than everyone else’s.
OW is all about the balance breaking, after all.
>>161
It’s pretty normal to get your gear ready and be super strong, right?
Are you only familiar with mobile games or multiplayer games when you talk about balance?
You can defeat it easily without using items, so there’s no intensity.
The enjoyment of combat is somewhat low.
You don’t have to make the blending difficult, but I wanted to go a little wild.
I’ve only played Atelier Ryza, but the items are ridiculously strong, so I wonder if that’s how the Atelier series is.
>>166
This is a series where you progress through the scenario by blowing things up with basic items.
Sometimes there are alchemists who go in the direction of killing with a punch.
>>166
If Sophie and others understand the system, they can create items that can instantly kill enemies throughout the game pretty early on, so it’s about that level.
>>166
There are rare ateliers where the character’s skills are important, though.
Basically, it’s a game where you craft items and become super powerful.
It’s impossible to defend saying that an RPG doesn’t need balance…
I came to a new place, and while I was organizing my gear, I lost an entire day, which is scary.
I didn’t know I still had this much stamina left to keep playing…
The atelier series has always been able to defeat the highest difficulty bosses in one hit.
There are plenty of open-world games that are well-balanced.
>>170
If you want to feel the balance differently, you can just increase the difficulty and go straight, right?
In past works, I often created extremely powerful throwing items to blast things away.
I think it’s rare for it to be this easy just by attacking normally, even without any items.
I guess DLC is going to be difficult, huh?
>>176
I think a stronger version of the really tough enemies that aren’t just for testing your skills might come.
Since you can raise the difficulty as you like, if you think it’s easy, then you should raise it…
If normal mode is easy, then I can only think that there’s no need to play on normal.
I want to set the default display for combat to items because the Mirage Sword can be spammed without stress.
>>179
If you prioritize items for your ally’s strategy and equip them accordingly, they usually unleash their attack right from the start.
>>179
The default can be changed in the tactical settings.
>>186
Wow, I didn’t know this!
>>179
Did you not manage to do it from the operation section? I haven’t touched it, but I feel like there was a section like that.
This time it’s really easy to avoid damage, so it seems like difficulty is affected by the fact that you can almost go without taking any damage even if your equipment isn’t fully prepared.
In “Rizinger 1” and “2,” for some reason, you couldn’t select high difficulty in the first round, so it became really easy to the point where alchemy wasn’t even needed halfway through.
Ero games are always for the high difficulty crowd.
I really like the characters and the music, and the combat and exploration are decent, but I really can’t defend the alchemy…
I feel like the game balance is adjusted to fit cases where the story progresses roughly.
Taking detours and earning extra can be tempting, but if you’re just progressing the main story, it’s unnecessary, right?
I don’t know if it’s because of the time, but when I’m playing the open-world Atelier…
Philis-chan is being replayed in my brain.
That’s scary.
Increasing the difficulty doesn’t make the enemies more fun; it just makes them tougher.
Avoiding damage without taking any hits ultimately doesn’t change anything, and that aspect is also unbalanced.
>>190
Isn’t it strange for a system where you take damage even though you’re avoiding it…?
>>194
The issue of the just-evade judgment being too lenient is what I personally think.
You don’t have to guard, or rather…
Ayla… dress like Plachta…
It’s a bit late, but is it not Ludger, but rather Rutger?
It’s hard to say!
This time, I really like the background music as it has a lot of calm melodies.
I used to think that I would just be satisfied with endlessly crafting and throwing strong bombs, so it’s refreshing to hear people talk about balance.
Are there really that many new players this time?
>>198
It’s a good thing that we are able to attract new customers.
Even at a high difficulty level, it’s still too easy.
There are times when the echo pieces don’t come out at all, and it bothers me.
It fixes itself with a reboot, but I’m not sure if it’s just coincidence or not…
>>200
I think I’m probably encountering the same bug.
I also completely stopped appearing, and when I tried to unlock the recipe, I realized there were way too few.
The battle BGM feels good as always, and I’m looking forward to the soundtrack now.
Since Sophie, I’ve been working on the Atelier, but somehow… it feels like there’s hardly any of that Atelier essence left…
The alchemy system is the same, but the UI feels lacking warmth and is lonely…
There are people who say it’s normal for the studio to become unbalanced, but there are actually more series that maintain good balance all the way to the end.
>>204
It feels like the number of people increased around Reiza, and the loop route has spread so quickly that the collapse has been hastened.