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HentaiVerse 0.72, blah blah blah |
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Jan 9 2013, 16:57
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hdw123
Group: Members
Posts: 3,103
Joined: 30-November 10
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I feel i take C increase per round。 It is my illusion?
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Jan 9 2013, 20:30
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TheTornPrince
Group: Gold Star Club
Posts: 1,053
Joined: 26-June 11
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Eila's daily kills have become remarkably consistent: 21,272 +11 21,288 +16 21,300 +12 21,312 +12 21,325 +13 21,338 +13 21,350 +12 Consistently low (IMG:[ invalid] style_emoticons/default/cry.gif) The problem will become even worse if we upgrade our monsters to bosses/legendaries/gods. They won't get any kills at all then. If we can't have free wins/kills based on level, how scaling monsters to the level of the player? All players could encounter all monsters but they're scaled down for lower level players.
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Jan 9 2013, 20:38
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09
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QUOTE(TheTornPrince @ Jan 9 2013, 20:30) Eila's daily kills have become remarkably consistent: 21,272 +11 21,288 +16 21,300 +12 21,312 +12 21,325 +13 21,338 +13 21,350 +12 Consistently low (IMG:[ invalid] style_emoticons/default/cry.gif) The problem will become even worse if we upgrade our monsters to bosses/legendaries/gods. They won't get any kills at all then. If we can't have free wins/kills based on level, how scaling monsters to the level of the player? All players could encounter all monsters but they're scaled down for lower level players. Our current Loot System is suboptimal. I suggest to make Loot based on PL, Chaos upgrades done, Double Gift + modifiers for upgrades to higher class. the first time you enter Monster Lab each day you will get a list of your loot. Battles won will now bring some additional Extras while Killing Blows is an E-Penis only stat.
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Jan 9 2013, 20:42
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TheTornPrince
Group: Gold Star Club
Posts: 1,053
Joined: 26-June 11
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QUOTE(Ichy @ Jan 9 2013, 18:38) Our current Loot System is suboptimal.
I suggest to make Loot based on PL, Chaos upgrades done, Double Gift + modifiers for upgrades to higher class. the first time you enter Monster Lab each day you will get a list of your loot.
Battles won will now bring some additional Extras while Killing Blows is an E-Penis only stat.
Forget loot! We want wins/kills!
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Jan 9 2013, 20:43
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09
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QUOTE(TheTornPrince @ Jan 9 2013, 20:42) Forget loot! We want wins/kills!
I suicide for 10k each death (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Jan 9 2013, 20:48
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TheTornPrince
Group: Gold Star Club
Posts: 1,053
Joined: 26-June 11
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QUOTE(Ichy @ Jan 9 2013, 18:43) I suicide for 10k each death (IMG:[ invalid] style_emoticons/default/tongue.gif) If I didn't need all my credits for crystals I'd open a WTB thread. Lower level players would probably do it for less, though many can't encounter her even on IWTBH (IMG:[ invalid] style_emoticons/default/cry.gif) The solution is free kills/wins or scaled down monsters!
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Jan 9 2013, 20:51
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09
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QUOTE(TheTornPrince @ Jan 9 2013, 20:48) If I didn't need all my credits for crystals I'd open a WTB thread. Lower level players would probably do it for less, though many can't encounter her even on IWTBH (IMG:[ invalid] style_emoticons/default/cry.gif) The solution is free kills/wins or scaled down monsters! pay me in Finesse and Swiftness Crystals (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Jan 9 2013, 20:51
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11
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QUOTE(TheTornPrince @ Jan 9 2013, 10:42) We want wins/kills!
Royal "we"?
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Jan 9 2013, 21:10
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chamois
Group: Members
Posts: 400
Joined: 12-November 10
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I suggest a new formula for PL cap:
Player level < 100: Max monster PL = Player's effective level
100 <= Player level < 200: Max monster PL = (Player's effective level ^ 1.27) - 247 (Same as now)
Player level > 200: Max monster PL = (Player's effective level ^ 1.53) - 2731
Advantages: 1. Smooth transition between player level 199 and 200. (the point of patch 0.72.1) 2. Players level 200 can meet every monster regardless of PL on IWBTH. (same as before patch 0.72.1) 3. No more whining.
Disadvantages: 1. PL cap increase very fast. May not give the players enough time to adapt. 2. May shock players level 170-200 and slow down their progress.
Or you could just increase IWBTH PL modifier to 200.
This post has been edited by chamois: Jan 9 2013, 21:25
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Jan 9 2013, 21:22
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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Lets just make IWBTH like it should.
Make the PL mod for IWBTH OVER 9000!
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Jan 10 2013, 00:24
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PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10
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QUOTE(skillchip @ Jan 9 2013, 15:22) Lets just make IWBTH like it should.
Make the PL mod for IWBTH OVER 9000!
Oh god, Level 0 players vs 501st. This should be fun to watch. The downside is that IWBTH REs will be flat impossible until you get Spark or some actually good Heavy Armor.
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Jan 10 2013, 00:58
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MSimm1
Group: Members
Posts: 43,968
Joined: 26-December 09
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QUOTE(PK678353 @ Jan 9 2013, 16:24) Oh god, Level 0 players vs 501st. This should be fun to watch.
Level 0 players would get to face Eila 501st Fuzzy Bunny, who would throw flowers and candy at them (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Jan 10 2013, 01:40
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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Isn't IWBTH supposed to be hard?
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Jan 10 2013, 04:55
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Drksrpnt
Group: Gold Star Club
Posts: 3,544
Joined: 27-December 10
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QUOTE(skillchip @ Jan 10 2013, 00:40) Isn't IWBTH supposed to be hard?
Now where did you get that silly idea?
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Jan 10 2013, 05:50
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HTTP/308
Group: Catgirl Camarilla
Posts: 1,087
Joined: 8-April 10
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QUOTE(Maximum_Joe @ Jan 10 2013, 02:51) Royal "we"?
Probably all ~1000PL monsters are affected.
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Jan 10 2013, 07:15
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chamois
Group: Members
Posts: 400
Joined: 12-November 10
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QUOTE(skillchip @ Jan 10 2013, 01:40) Isn't IWBTH supposed to be hard?
Only in theory
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