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HentaiVerse 0.72, blah blah blah |
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Dec 23 2012, 08:25
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11
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@skillchip It's because of how the sentence was worded. When I skimmed through the notes I thought the same as everyone else. Played my arenas and thought "uh no, if it was a drop it wasn't much"
Saw your post and after careful reading, only then did I see your interpretation.
- Equipment sell value was increased back from 1/10 to 1/5, but the factor for having a higher quality was reduced somewhat. Whether the "factor for having a higher quality" meant "factor for *getting/attaining* a higher quality" or "factor for *selling* a higher quality". Both could relate to his change about increasing equip sell value. I guess the "having" was too ambiguous for most readers.
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Dec 23 2012, 08:31
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10
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QUOTE(Ichy @ Dec 22 2012, 17:28) because im saving up for tokenizer 3 or that 6k hath damage perk. Not sure which one to pick.
get the damage perks, tokens are bad (IMG:[ invalid] style_emoticons/default/tongue.gif) QUOTE(Ichy @ Dec 22 2012, 21:15) No Way. Everyone likes Frith!
just think what it would be like without him, no one would bitch about his monsters, now where is the fun in that
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Dec 23 2012, 09:14
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10
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QUOTE(Slobber @ Dec 23 2012, 05:12) varst doesn't like Frith. he's hinted at it a few times.
Note though, Frith said "kills" not battle wins ie he's hasn't mentioned an important statistic.
Maybe, but that won't change my point; how could the other normal players be motivated to create any diversity if those high PL monsters appear like 90% of the time after level 200? Not to mention that the gap from lv.199 to lv.200 was so huge that it requires specific adjustments. That's quite unheard to most games. QUOTE(skillchip @ Dec 23 2012, 08:36) This Does not mean quality has been nerfed, just the value of quality when it comes to selling to the shop.
Not sure why people keep thinking quality has been nerfed...
Because we're masochistic, obviously (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Dec 23 2012, 09:42
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11
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QUOTE(varst @ Dec 23 2012, 00:14) Maybe, but that won't change my point; how could the other normal players be motivated to create any diversity if those high PL monsters appear like 90% of the time after level 200? Not to mention that the gap from lv.199 to lv.200 was so huge that it requires specific adjustments. That's quite unheard to most games.
It's simply because Frith caused something T didn't expected (IMO). Most people didn't expect there to be an outlier player (a few now) that'd blow away other player's (probably rest of the server?) dedication to monster lab. Normal players are not motivated because they know they lack the dedication the outliers have. The time input into Eila probably dwarfs that of a majority of player's time input. You get what you give. In Frith's case, he's getting less than he gave at the moment, but he did* get what he gave when she first appeared. I agree the gap between 199 to 200 is pretty big because of the shock from introduction to high PL monsters, but I think another culprit is the knowledge disparity. Most of the players saying it's "SO MUCH TOUGHER" aren't exactly on the ball in terms of understanding the game. I've seen one/two players say "lvl 200 is overrated" and they're generally the thinker/researcher types. This is mainly because a lot of info isn't made public so the difference in knowledge commonly separates those that have an "easy time" vs those that always struggle. I had no problems entering 200 (there was no Eila 501 to be fair; just Eila (orig) but she was considered "a beast" at her time), when "Eila 501" came in she gave me a little trouble but I adapted to her after a few rounds. After she got nerfed (a few times I think?) she hasn't been much of a threat ever since. tldr If a player knows what they're doing, 199 -> 200 should be a small shock at most
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Dec 23 2012, 10:01
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MSimm1
Group: Members
Posts: 43,974
Joined: 26-December 09
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QUOTE(Slobber @ Dec 23 2012, 01:42) It's simply because Frith caused something T didn't expected (IMO). Most people didn't expect there to be an outlier player (a few now) that'd blow away other player's (probably rest of the server?) dedication to monster lab. Normal players are not motivated because they know they lack the dedication the outliers have. The time input into Eila probably dwarfs that of a majority of player's time input. You get what you give. In Frith's case, he's getting less than he gave at the moment, but he did* get what he gave when she first appeared.
I agree the gap between 199 to 200 is pretty big because of the shock from introduction to high PL monsters, but I think another culprit is the knowledge disparity. Most of the players saying it's "SO MUCH TOUGHER" aren't exactly on the ball in terms of understanding the game. I've seen one/two players say "lvl 200 is overrated" and they're generally the thinker/researcher types. This is mainly because a lot of info isn't made public so the difference in knowledge commonly separates those that have an "easy time" vs those that always struggle. I had no problems entering 200 (there was no Eila 501 to be fair; just Eila (orig) but she was considered "a beast" at her time), when "Eila 501" came in she gave me a little trouble but I adapted to her after a few rounds. After she got nerfed (a few times I think?) she hasn't been much of a threat ever since. tldr If a player knows what they're doing, 199 -> 200 should be a small shock at most
It was a rather eye opening experience jumping from Lv 199 to Lv 200, to go from kill everything with one or two attacks to Holy Crap
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Dec 23 2012, 10:19
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10
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Well...here's my guess only. The 'player can see monsters of any PL after lv.200' is from a patch that's a year ago...when there's only one Elia and hundreds around PL300-400. That's the time when this simple rule works as most monsters are in PL 400 range. But now there's hundreds in PL500~600+ range; many monsters in PL423+ to PL600 (from normal players) don't even have sufficient appearance comparing to both lower than PL423 and PL600+, as they only fight against 200+ players and most of the battlefield has been taken up by PL600+. And yet PL400+ should have more monsters then PL600+. Which probably means there's a strange scenario when you get less wins by keeping your monsters in PL400 range.
I also agree that Frith should get what elia worths; that's probably why the additional PL+ rule is implemented to balance that. But still, I would say Elia and friends just appear too often before.
As for lv.200 gap...a player shouldn't be assumed to go to the forum and read advices before they can succeed. If they read it, that's good. But the game shouldn't have that gap in the first place to trap those who don't read advices here. The change in difficulty should be gradual.
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Dec 23 2012, 10:29
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09
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We need Monster Lab Part 2 (IMG:[ invalid] style_emoticons/default/tongue.gif) To be honest the whole system is not optimal. Gifts should not be based on wins any more. PL + Chaos Upgrades +(whatever Lab 2 does) = Gifts per day. Then they should appear based on PL and difficulty settings. High PL Mobs are rare guests in Normal and often in BT and above where you want to see them because of PL Bonus. This post has been edited by Ichy: Dec 23 2012, 10:38
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Dec 23 2012, 10:35
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MSimm1
Group: Members
Posts: 43,974
Joined: 26-December 09
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QUOTE(varst @ Dec 23 2012, 02:19) Well...here's my guess only. The 'player can see monsters of any PL after lv.200' is from a patch that's a year ago...when there's only one Elia and hundreds around PL300-400. That's the time when this simple rule works as most monsters are in PL 400 range. But now there's hundreds in PL500~600+ range; many monsters in PL423+ to PL600 (from normal players) don't even have sufficient appearance comparing to both lower than PL423 and PL600+, as they only fight against 200+ players and most of the battlefield has been taken up by PL600+. And yet PL400+ should have more monsters then PL600+. Which probably means there's a strange scenario when you get less wins by keeping your monsters in PL400 range.
I also agree that Frith should get what elia worths; that's probably why the additional PL+ rule is implemented to balance that. But still, I would say Elia and friends just appear too often before.
As for lv.200 gap...a player shouldn't be assumed to go to the forum and read advices before they can succeed. If they read it, that's good. But the game shouldn't have that gap in the first place to trap those who don't read advices here. The change in difficulty should be gradual.
Your right there There doesn't seem to be much of a rotation of monsters at any level in the various mobs At least for me anyway, I seem to keep fighting pretty much the same monsters over and over
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Dec 23 2012, 10:44
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11
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QUOTE(varst @ Dec 23 2012, 01:19) Well...here's my guess only. The 'player can see monsters of any PL after lv.200' is from a patch that's a year ago...when there's only one Elia and hundreds around PL300-400. That's the time when this simple rule works as most monsters are in PL 400 range. But now there's hundreds in PL500~600+ range; many monsters in PL423+ to PL600 (from normal players) don't even have sufficient appearance comparing to both lower than PL423 and PL600+, as they only fight against 200+ players and most of the battlefield has been taken up by PL600+. And yet PL400+ should have more monsters then PL600+. Which probably means there's a strange scenario when you get less wins by keeping your monsters in PL400 range.
I also agree that Frith should get what elia worths; that's probably why the additional PL+ rule is implemented to balance that. But still, I would say Elia and friends just appear too often before.
As for lv.200 gap...a player shouldn't be assumed to go to the forum and read advices before they can succeed. If they read it, that's good. But the game shouldn't have that gap in the first place to trap those who don't read advices here. The change in difficulty should be gradual.
Hmm I guess that's true about the PL600+ taking over. PL400's basically became the equiv of PL1's but with the chance of highgrade. But on the flipside, their prey is supposed to be the level 18x's or whatever (IMG:[ invalid] style_emoticons/default/biggrin.gif) I guess it's tough to strike a balance considering we can only roll 9 monsters at a time. But there's basically no other way to motivate increasing a monster's PL if it won't mean greater rewards IMO (esp when the cost is growing at such a high rate) I'm not saying a player has to read the forums. I am saying the players should learn the game if they don't want to struggle through (IMG:[ invalid] style_emoticons/default/smile.gif) (the forums make learning easier). The change in difficulty should be gradual as you stated for newbie's sakes (this is regardless of level because there are many factors that affect level) but IMO Eila was a good reality check on "how well you're doing" and overcoming her wasn't exactly impossible. I guess what would have been a nice twist would have been to adjust PLs to difficulty (which T has done) but it still needs to be balanced with properly rewarding the monster trainers (they're players too!) This post has been edited by Slobber: Dec 23 2012, 10:45
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Dec 23 2012, 11:11
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10
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QUOTE(Ichy @ Dec 23 2012, 08:29) We need Monster Lab Part 2 (IMG:[ invalid] style_emoticons/default/tongue.gif) To be honest the whole system is not optimal. Gifts should not be based on wins any more. PL + Chaos Upgrades +(whatever Lab 2 does) = Gifts per day. Then they should appear based on PL and difficulty settings. High PL Mobs are rare guests in Normal and often in BT and above where you want to see them because of PL Bonus. something that is just going to make it easier to grind normal. There are people like Frith in all games. The put the time into it, they should get something for it. Funny thing is you almost never hear people talk about how much exp you get or the drops she can give until they stopped seeing her.
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Dec 23 2012, 11:36
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MSimm1
Group: Members
Posts: 43,974
Joined: 26-December 09
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QUOTE(4EverLost @ Dec 23 2012, 03:11) something that is just going to make it easier to grind normal.
There are people like Frith in all games. The put the time into it, they should get something for it. Funny thing is you almost never hear people talk about how much exp you get or the drops she can give until they stopped seeing her.
That's very true (IMG:[ invalid] style_emoticons/default/biggrin.gif) But then that's just like everything, people complain about something, so it's taken away and then they wind up complaining because it's gone I guess that's just human nature (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Dec 23 2012, 16:27
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eovcoo5
Group: Members
Posts: 2,583
Joined: 16-September 10
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upgrade maze system add new pony more maze to stop bots
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Dec 23 2012, 16:55
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12
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QUOTE(Tenboro @ Dec 15 2012, 10:36) No. Changes. To. Riddlemaster.
Besides, the success rate is already 93%, meaning 43 riddlemasters over 3 days/14 riddlemasters per day is enough to ensure constant -20 stamina every day from riddlemaster.
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Dec 23 2012, 17:57
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kakashi524
Group: Members
Posts: 4,145
Joined: 6-February 09
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D: I still had 200 tokens of healing
"- Equipment sell value was increased back from 1/10 to 1/5, but the factor for having a higher quality was reduced somewhat." Equipment sell value looks the same to me, has that been applied yet?
This post has been edited by kakashi524: Dec 23 2012, 18:14
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Dec 23 2012, 18:18
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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QUOTE(kakashi524 @ Dec 23 2012, 15:57) D: I still had 200 tokens of healing
"- Equipment sell value was increased back from 1/10 to 1/5, but the factor for having a higher quality was reduced somewhat." Equipment sell value looks the same to me, has that been applied yet?
Yes, old crude cotton sold for 20, now it sells for 40
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Dec 23 2012, 19:30
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Evil Scorpio
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10
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QUOTE(eovcoo5 @ Dec 23 2012, 18:27) Upgrade maze system add new pony more maze to stop bots (IMG:[ i.imm.io] http://i.imm.io/QbQ5.png)
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Dec 23 2012, 20:05
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Adira
Group: Members
Posts: 695
Joined: 26-April 11
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QUOTE(wolfgirl of autumn92 @ Dec 19 2012, 01:21) I just seen that some time ago and found out. It kind of pissed me off. Almost all you will get out of a artifact is 100 crystals of something. What sucks more is you can't buy them in the Item Shop no more. WTF Tenboro? I don't mind all the other things but the Artifact and crystals thing. Pls tell us what you was Thinking Tenboro?
I have no idea what you are talking about. Just the other day I got two Energy Drinks from two artifacts. Today I get +1 to my Dexterity. Maybe you don't get other things is because you are maxed on your proficiency stats? I believe +20 is the max? Stop whining. (IMG:[ invalid] style_emoticons/default/tongue.gif) I get Crystals too, but I get many other things from my artifacts. This post has been edited by Adira: Dec 23 2012, 20:06
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Dec 23 2012, 20:11
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Adira
Group: Members
Posts: 695
Joined: 26-April 11
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I would like to make a suggestion for the next patch. I like to shop for equipment, but hate having to scroll down to find the ones listed toward the bottom when there has been an addition to the inventory. Could you put buttons for the armors: Head, hands, body, legs, feet? It can either be a mixture of the different kinds or you click the type and then the part of the body? I know it's a bit silly, but I am using an older computer and get things bought just as I get to the bottom of the list that I want.
Also maybe add a Rare button for the weapons? Similar way Click one-handed and rare to skip the norms?
I like the game and the updates. These aren't complaints, just suggestions....No whining involved. *smiles a lot*
This post has been edited by Adira: Dec 23 2012, 20:13
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Dec 24 2012, 03:43
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eovcoo5
Group: Members
Posts: 2,583
Joined: 16-September 10
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QUOTE(Evil Scorpio @ Dec 24 2012, 01:30) don't be blind you know there was so many bot and script user in some player got account stolen some player gain 8m Credits just one day from GF i wish tenbo upgrade maze system again we should have more fair competition game environment
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Dec 24 2012, 04:14
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12
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Upping maze system won't really help at this point, as it is people who are solving the pony mazes most definitely, the failure from human factor is great enough to kill prolonged play unless one is very good with ponies and mazes even though exhaustion.....And btw, if you think of limiting stamina gains/etc - there's the thing called 'more accounts'. Thus any such weapons will hurt normal players more than bot users, even per individual user.
This post has been edited by Lement: Dec 24 2012, 04:15
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