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> HentaiVerse 0.76, Wall-EEEE

 
post Jun 6 2013, 01:09
Post #3301
cavecricket48



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QUOTE(radixius @ Jun 5 2013, 11:29) *

That doesn't make sense to me and kind of makes me never want to do that ever solely due to the time investment.


Bro.

You do it for the schoolgirls.

And the swag.

QUOTE

B-but that's illegal :S


But... but... the profit!
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post Jun 6 2013, 01:17
Post #3302
Maximum_Joe



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QUOTE(HTTP/308 @ Jun 5 2013, 07:43) *

doing Arena for multiple times is way too much benefitial than GFing.

So.... reintroduce entrance fees for arena challenges? (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 6 2013, 01:59
Post #3303
NFK



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so, i noted that elemental spells, while multi-hitting now(and with more possible targets depending the buffed mastery), becomes single hitting if there're dead monsters in the middle.
eg: say you have something like this
A
B
C(dead)
D(dead)
E
i cast freeze on E because it's at full health and to finish off both A and B, however, the spell only hits E. Is this an issue or something?

also: half bonuses for people not using full set, pls? some like to mix and match.
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post Jun 6 2013, 02:10
Post #3304
Handsome Phil



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QUOTE(Maximum_Joe @ Jun 6 2013, 01:17) *

So.... reintroduce entrance fees for arena challenges? (IMG:[invalid] style_emoticons/default/laugh.gif)

(IMG:[s11.postimg.org] http://s11.postimg.org/ngupu5sfn/stop_that_2.jpg)
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post Jun 6 2013, 03:09
Post #3305
cavecricket48



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QUOTE(Maximum_Joe @ Jun 5 2013, 19:17) *

So.... reintroduce entrance fees for arena challenges? (IMG:[invalid] style_emoticons/default/laugh.gif)


watch tenboro do it
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post Jun 6 2013, 03:16
Post #3306
skillchip



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Well Joe did suggest it
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post Jun 6 2013, 03:33
Post #3307
FiniteA



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Would it be better to make the hath exchange unit price at $100, i.e. all price can go 9000, 8900, but not 8999.

To prevent people changing their price frequently just to get ahead the lowest bid by $1?
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post Jun 6 2013, 03:57
Post #3308
teddy.bear



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QUOTE(Tenboro @ Jun 5 2013, 15:00) *

False. Right after the patch, the mage usage plummeted, but the number of battles fought did not. Which indicates that they were indeed able to switch their style. After the post-patch corrections that were grounded in the data I could read from the system, the situation was reversed, and mage is about at the same level as it used to.

I am pretty sure that the majority of 250+ players had both melee and mage sets, but that doesnt mean that both sets are just as good. One would imagine that those mages that switched to melle simply switched to a vastly inferior melee set as opposed to the mage set they had invested in. So I fail to see how it is at all suprising that they would eventually switch back to their mage

QUOTE(Tenboro @ Jun 5 2013, 15:00) *

People creating massive personal armies of PL 25 trash mobs for no purpose other than farming materials.


The reason players created armies of PL 25 monsters is because with the exception of HG mats that was the most efficient way of gaining bindings and the like. If you wanted to fix that you could have made it so that the amount of crystals, chaos tokens invested into a montser had a greater effect on what gifts they could give as well as the frequency in which they give them but instead you decided to punish people who invest in their monsters by making them lose morale when making upgrades that go over max morale. If the return matched the investment in both crystals and chaos tokens ie unchaosed PL 25 monsters bring nothing but LG mats and res bindings and whatever tiers for other gifts you felt necessary you would only have needed to introduce food, though if you allowed people a refund for their PL25 armies you may not have even needed food.

Also I fail to see why you felt you had to nerf mage so hard considering the fact you introduced essentially a hard cap on normal rounds which was what most mages did. Add to that the fact that all monsters now have resist without any chaos upgrades and it would have lessened even further the need to nerf mage.

If you wanted to stop normal farming the you could have reduced the incentive to normal farm as well as increase the incentive to play on higer difficulties, ie reduce the crystal hath perk effect as well as reduce the drop rate of artifacts on normal and allow the crystal perk to have full effect only on nintendo+ as well as give bonus drop rates on nintendo+. That along with changes to how quickly the bonus crystal came over the various tiers would have been a much better way of reducing not simply normal farming but reducing the situation where players play on the settings far lower than they can handle simply because that is the most efficient way of gaining crystals/artifacts which I belive is the main reason people grind. As when I wanted equips I played arenas and on either IWBTH or battletoads.
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post Jun 6 2013, 04:48
Post #3309
Lement



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@HTTP/308: It's not like there aren't any incentives to keep it on single account:
°Decent level of trainings cost quite a bit and take time to train.
°Good hath perks cost even more.
°Logistics.
°Is time-consuming to train up another account to needed level with the profs necessary.

@tenboro: Thank you for statistics - they're interesting -though I kind of vaguely agree with DarkDespair5 here on at least some points.

Well, vague things can but can possibly not be feelings, so that's why I didn't touch those things.

@teddy.bear: Yup, they were quite efficient for players who were still building up their loot drop trainings/equipment, but past that the cost may be cheap but payoff little - army of mid-PL mobs with consistent checking tended to pay themselves off in under half a year as long as you didn't pick some awful level like 400.
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post Jun 6 2013, 05:14
Post #3310
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QUOTE(Lement @ Jun 6 2013, 02:48) *

@HTTP/308: It's not like there aren't any incentives to keep it on single account:
°Decent level of trainings cost quite a bit and take time to train.
°Good hath perks cost even more.
°Logistics.
°Is time-consuming to train up another account to needed level with the profs necessary.


You should figure out round payments for the training now that the gains from each level of scav is lower, and costs have changed
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post Jun 6 2013, 06:47
Post #3311
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I have to say...
Thanks for the game!
More drops than before.
More exp than before.
More fun than before!
I'm really having a blast.

Tenboro, you rule....
But you already know this...
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post Jun 6 2013, 06:58
Post #3312
eqwer



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QUOTE(buktore @ Jun 5 2013, 07:49) *

... (IMG:[invalid] style_emoticons/default/huh.gif)

After reading many pages back, I still can't figure it out what exactly does mage actually want— all I saw were people appeared to be emotional while trying their best to keep up with the smartass act; just like real-life Politics...
You guys are doing it wrong. (IMG:[invalid] style_emoticons/default/ph34r.gif)


faster kill, obviously, best to be close fast as last patch

make imperil more useful for holy/dark, or let the element prof grow faster than now
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post Jun 6 2013, 07:21
Post #3313
Msgr. Radixius



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QUOTE(cavecricket48 @ Jun 5 2013, 18:09) *

Bro.

You do it for the schoolgirls.

And the swag.


And the carpal tunnel.

And the loneliness.

And the hard, crusty spots on discarded tissues.

This post has been edited by radixius: Jun 6 2013, 07:22
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post Jun 6 2013, 07:23
Post #3314
eqwer



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QUOTE(marcho @ Jun 5 2013, 18:20) *

Ideally you should be able to do what you want on a single account. Muliti account shouldn't be appealing :/
arena clear credit / quality bonus
% drop reduction / 1000 round cap
can only spec into a single play style
stamina

anything else encouraging secondary accounts?

before patch it also has ability reset cost, now probably is potential of ability reset cost

This post has been edited by eqwer: Jun 6 2013, 07:24
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post Jun 6 2013, 07:24
Post #3315
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QUOTE(beto san @ Jun 6 2013, 00:47) *

More drops than before.

Surely you jest, unless you mean shitty monster foods.
Also, enjoy getting Elixers for your artifacts.
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post Jun 6 2013, 07:38
Post #3316
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QUOTE(eqwer @ Jun 5 2013, 23:58) *

faster kill, obviously, best to be close fast as last patch

make imperil more useful for holy/dark, or let the element prof grow faster than now

The problem with mage speed now is caused by the loss of Great status 25% damage bonus.

Imperil being less effective for holy/dark than elemental is still fair since holy/dark still has the advantage of alternating between the two for status effects (lowered mitigation/resistances + explosions.) They also have access to Ether/Spirit Theft drain augmentation, which is probably the reason they still cost more.

Elemental is entirely dependent on spamming T1 with imperil and can't recover SP without pots anymore.

So if anything, elemental needs to be boosted more, not holy/dark.

This post has been edited by hitokiri84: Jun 6 2013, 07:38
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post Jun 6 2013, 08:10
Post #3317
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QUOTE(handabanana @ Jun 5 2013, 21:21) *

Food isn't an issue at all. It's morale. The pills are rarer than artifacts and sinking in crystals is a temporary solution.

The pill drop rate was increased at some point. I've been getting them a lot more often than artifacts. (12 pills since the patch, versus 2-3 artifacts. I mostly just play hourlies.)
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post Jun 6 2013, 08:14
Post #3318
eqwer



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QUOTE(hitokiri84 @ Jun 6 2013, 07:38) *

The problem with mage speed now is caused by the loss of Great status 25% damage bonus.

Imperil being less effective for holy/dark than elemental is still fair since holy/dark still has the advantage of alternating between the two for status effects (lowered mitigation/resistances + explosions.) They also have access to Ether/Spirit Theft drain augmentation, which is probably the reason they still cost more.

Elemental is entirely dependent on spamming T1 with imperil and can't recover SP without pots anymore.

So if anything, elemental needs to be boosted more, not holy/dark.


so i had a "or" at there, one problem is, if a dark/holy mage want turn to elementist, the t2 spell is very hard to unlock, if the mage stay unchanged, the Hourly can last 50+ turns long(for mid-low range mage), which became the opposite of "strategy", more like "brainless"(spamming t1, wait all mobs dead)
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post Jun 6 2013, 08:57
Post #3319
Lement



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hito: The drain isn't really an advantage since the Drain spell is worse than old lifestream.

And the use of that: Maybe as a novelty against FSM or sth (IMG:[invalid] style_emoticons/default/biggrin.gif)

This post has been edited by Lement: Jun 6 2013, 08:58
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post Jun 6 2013, 09:38
Post #3320
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QUOTE(Maximum_Joe @ Jun 5 2013, 18:17) *

So.... reintroduce entrance fees for arena challenges? (IMG:[invalid] style_emoticons/default/laugh.gif)

(IMG:[i1145.photobucket.com] http://i1145.photobucket.com/albums/o519/MSimm01/My%20Little%20Pony/applebloom___big_no_by_kp_shadowsquirrel-d57arhq_zps2be24c4f.jpg)
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