Loading. Please Wait... 
 |
 |
 |
What's the last thing you've (not) accomplished?, Anything that doesn't fit in other threads |
|
|
 |
|
Jan 15 2020, 02:13
|
Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

|
QUOTE(Basara Nekki @ Jan 14 2020, 23:47)  That would be equivalent to Forge Level 139. (IMG:[ invalid] style_emoticons/default/ohmy.gif) Wow and I thought my 126 was a lot (IMG:[ invalid] style_emoticons/default/laugh.gif) QUOTE(Basara Nekki @ Jan 15 2020, 00:39)  But it would be interesting if it wasn't limited to 50
One day...maybe...
|
|
|
Jan 15 2020, 14:32
|
Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

|
pretty sure it's quite low in admin's to-do list. but sure, who knows...
|
|
|
Jan 15 2020, 21:00
|
Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

|
QUOTE(Scremaz @ Jan 15 2020, 13:32)  pretty sure it's quite low in admin's to-do list. but sure, who knows...
I still hope we get a lot of HV patches in the future. With one that may or may not introduce levels above 500 (IMG:[ invalid] style_emoticons/default/duck.gif)
|
|
|
Jan 15 2020, 21:46
|
Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

|
QUOTE(Juggernaut Santa @ Jan 15 2020, 20:00)  With one that may or may not introduce levels above 500 (IMG:[ invalid] style_emoticons/default/duck.gif) Hush now, i have suggested people to play heavy niten rainbow mage after reaching level 501. Just think of what will happen when they do. (IMG:[ invalid] style_emoticons/default/ohmy.gif)
|
|
|
|
 |
|
Jan 15 2020, 22:14
|
Nezu
Group: Catgirl Camarilla
Posts: 3,939
Joined: 29-January 12

|
QUOTE(Juggernaut Santa @ Jan 15 2020, 19:00)  I still hope we get a lot of HV patches in the future. With one that may or may not introduce levels above 500 (IMG:[ invalid] style_emoticons/default/duck.gif) Levels above 500 would: - Obsolete the extremely long-term grinding of proficiency for long-term, high-investment players
- Completely obliterate the equipment market: let's face it, the availability of low-level equipment is already shaky & the grind to 400 to be able to soulfuse is already long enough. It would alienate new players even further.
- Require a mathematical rework to a number of the game's formulas, including but not limited to almost every stat in the game that receives a bonus from PABs (since you'd have way more of them at a higher level), equipment range scaling (500 values are the intended max right now and upsetting the current % stats would have a devastating effect on combat balance), and monster health scaling (melee players in particular who actually play more than REs are mad enough about this already).
You already have additional goals beyond simply hitting level 500 - trainings, hath perks, equipment acquisition, proficiency, monster lab, etc. Simply inflating the level cap without fixing any of the myriad problems with its current state would devastate it possibly beyond repair. Some of the more dire problems facing HV include: - Monster lab saturation: the crystal cost curve delayed this from becoming a significant problem by many years, and it will continue to do so for some more - but we're already seeing the problem here. A relatively small number of wealthy players completely dominate monster appearances. See my research if you want more data on this. 10 players make up 60% of all monster appearances. (This is also slightly offset in importance by the gift rate not actually being 1 win = 1 gift, it's just a chance of a gift, and from the maximum time between gifts being 3 days with or without a win.) These players tend to hoard their materials (which is honestly also a good thing - the price of almost everything would go down... which goes into my next point). - Economic freedom for low income players: a healthy economy involves a lot of movement, and an economy that serves its users well would mean the average player can participate in it regularly. We're currently in a somewhat good age for low income users - WTBs are up for energy drinks, trophies, certain consumables, many bindings and materials, etc around the clock - so they do have a reasonable source of constant income. That said, the wealth inequality between regular players and those with large H@H setups is insane. Even hardcore grinders cannot compare to simple star selling. This could be eased a little by increasing the supply of trophies (perhaps a level 400 schoolgirl arena). That would benefit everyone, actually - there are more and more FoSers now, and the trophy supply is miserable in comparison to how much they want to buy. - Game balance for melee players. Yes, this is obvious. 1H players have it the best by far and it's still woefully inadequate compared to mages. The speed difference could be brought much closer, but the biggest problem with this is the way damage is delivered. Mages deliver AoE damage to the entire round. One-hand players can hit up to 4 targets every turn. Narrowing the gap between styles would require melee to be able to kill any individual target in 1-2 clicks (and depending on how this was achieved, it might make the difference between one-hand and other styles even more noticeable). One way to look at this might be: mages are too fast, and should be slowed down. But I don't think almost any mages would agree: the game is tedious even at mage speeds. (One option is to increase monster health and monster drop rates proportionately.) - Inflation. Credits just don't leave the economy. The 1% tax on the exchanges & the very few things people buy from the item shop are not good enough credit dumps for the ultra-rich. 'More hath perks' is a band-aid fix that only stalls this by a few years at best. One option is to allow FoSers to donate credits directly (at a lower rate than common trophy prices)... Another problem is that so many players have reached the 'peerless or nothing' point for their upgrades. Honestly, I do not think this can be fixed with HV's current system. MMOs handle this kind of problem by releasing new tiers of gear every so often, and some ARPG games use a seasonal approach. There's also a NG+ option, but there'd only really be any point in that if it carried over some infinite benefits and contributed towards some kind of ranking system. A lot of people would oppose this just simply because the idea of arbitrarily inflating numbers upsets them (think 1trillion damage in Diablo 3). This is just a few things, and I haven't really put a lot of deep thought into it (a robust solution would require a near complete rework of the game, and that's beyond the scope of a simple patch - after all, it'd change so much that it might ruin the parts that make it fun for a lot of people). It might be better to think HV is a game that can be completed, and one day might be succeeded by a HV2 with a fresh start.
|
|
|
|
 |
|
Jan 15 2020, 23:12
|
Noni
Group: Catgirl Camarilla
Posts: 13,399
Joined: 19-February 16

|
QUOTE(Scremaz @ Jan 15 2020, 21:19)  did i read "mage nerf"? (IMG:[ invalid] style_emoticons/default/ph34r.gif) Noooo! Don't nerf the mages! Although..... it's getting more boring by the day as it is. The near peerless saturation is enormous: 140m for a set of fenrir gloves....
|
|
|
|
 |
|
Jan 16 2020, 01:45
|
Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

|
QUOTE(lestion @ Jan 15 2020, 21:14)  Levels above 500 would: - Obsolete the extremely long-term grinding of proficiency for long-term, high-investment players
- Completely obliterate the equipment market: let's face it, the availability of low-level equipment is already shaky & the grind to 400 to be able to soulfuse is already long enough. It would alienate new players even further.
- Require a mathematical rework to a number of the game's formulas, including but not limited to almost every stat in the game that receives a bonus from PABs (since you'd have way more of them at a higher level), equipment range scaling (500 values are the intended max right now and upsetting the current % stats would have a devastating effect on combat balance), and monster health scaling (melee players in particular who actually play more than REs are mad enough about this already).
You already have additional goals beyond simply hitting level 500 - trainings, hath perks, equipment acquisition, proficiency, monster lab, etc. Simply inflating the level cap without fixing any of the myriad problems with its current state would devastate it possibly beyond repair. Woah. No. Just. No. Man, every time I scare mages and their 1.0 prof factor they dread a level increase like the plague (IMG:[ invalid] style_emoticons/default/laugh.gif) Also sorry to crush your mage hopes but the proficiency cap increase is a clear sign we will get a cap increase. 10b just gave you time to prepare your stats in advance (IMG:[ invalid] style_emoticons/default/duck.gif) This post has been edited by Juggernaut Santa: Jan 16 2020, 01:47
|
|
|
|
 |
|
Jan 16 2020, 01:53
|
Basara Nekki
Group: Gold Star Club
Posts: 7,683
Joined: 13-September 12

|
QUOTE(Juggernaut Santa @ Jan 15 2020, 16:00)  I still hope we get a lot of HV patches in the future.
Me too. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) QUOTE(Juggernaut Santa @ Jan 15 2020, 16:00)  With one that may or may not introduce levels above 500 (IMG:[ invalid] style_emoticons/default/duck.gif) We will not discuss it again, right? (IMG:[ invalid] style_emoticons/default/heh.gif) QUOTE(lestion @ Jan 15 2020, 17:14)  - Monster lab saturation
Perhaps one solution is for the system to be more random in choosing monsters, without favoring those with high PL, but within a larger range than the current one. In short, the monsters would be randomly chosen within this range, regardless of the PL. QUOTE(lestion @ Jan 15 2020, 17:14)  - Economic freedom for low income players
In addition to your idea about the trophies, I have another one. As most players today can play in PFUDOR, some even before level 300 (formerly was more difficult), It would be interesting if the minimum quality of equipment was Exquisite rather than Superior (these would only be seen until IWBTH). With this there would be a redistribution in the quantities of equipment between the above qualities, that is, a player will earn more higher value equipment to sell to the bazaar (more Exquisites, more Magnificents and more Legendaries). QUOTE(lestion @ Jan 15 2020, 17:14)  - Game balance for melee players
This is something that has been asked for a long time. (IMG:[ invalid] style_emoticons/default/tongue.gif) I don't think it's necessary to nerf mages. In fact, if that happened, it would probably cause a mass stampede of players. (IMG:[ invalid] style_emoticons/default/heh.gif) Some time ago I had already made a suggestion as to how this could be done. Simply increase the levels of the following abilities: 1H Damage, 2H Damage and DW Damage. But leaving 2H > DW > 1H (currently it's DW > 1H > 2H). If this increase was not enough, it would be enough to increase more in the next patch, or the opposite if it is excessive. My suggestion was also to increase the number of steps of these abilities by up to 10 (one every 50 levels). This would also require more Ability Points, making Ability Boost training more useful than it is today. (IMG:[ invalid] style_emoticons/default/wink.gif) QUOTE(lestion @ Jan 15 2020, 17:14)  - Inflation
I think any solution to this problem will always be temporary. There will always come a time when the richest players will no longer have anything to spend on. In this case, the most practical solution is called "giveaway". (IMG:[ invalid] style_emoticons/default/heh.gif) (IMG:[ invalid] style_emoticons/default/tongue.gif) (IMG:[ invalid] style_emoticons/default/laugh.gif)
|
|
|
|
 |
|
Jan 16 2020, 01:54
|
KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

|
I will come personally to 10b's mansion to personal murder 10b if he increases the level cap, as it would be the second time he personally and effectively ruins my very hard work to become a proficiency monster, which is my personal pride. (IMG:[ invalid] style_emoticons/default/unsure.gif) No seriously, there is a limit to what is acceptable.
|
|
|
|
 |
|
Jan 16 2020, 03:16
|
Nezu
Group: Catgirl Camarilla
Posts: 3,939
Joined: 29-January 12

|
QUOTE(Juggernaut Santa @ Jan 15 2020, 23:45)  Woah. No. Just. No. Man, every time I scare mages and their 1.0 prof factor they dread a level increase like the plague (IMG:[ invalid] style_emoticons/default/laugh.gif) Also sorry to crush your mage hopes but the proficiency cap increase is a clear sign we will get a cap increase. 10b just gave you time to prepare your stats in advance (IMG:[ invalid] style_emoticons/default/duck.gif) No, prof factor isn't why I said it. It's the fact that prof is an invested grind because of the way exp scaling works - people spend literally years grinding out those last few points, and raising the level cap would instantly invalidate several years of extremely hard work by those players. Yes, this happened before with 0.82. I seem to remember that really upset a lot of people too. (And that was a far, far, far more necessary change than increased level cap) QUOTE(Basara Nekki @ Jan 15 2020, 23:53)  This is something that has been asked for a long time. (IMG:[ invalid] style_emoticons/default/tongue.gif) I don't think it's necessary to nerf mages. In fact, if that happened, it would probably cause a mass stampede of players. (IMG:[ invalid] style_emoticons/default/heh.gif) Some time ago I had already made a suggestion as to how this could be done. Simply increase the levels of the following abilities: 1H Damage, 2H Damage and DW Damage. But leaving 2H > DW > 1H (currently it's DW > 1H > 2H). If this increase was not enough, it would be enough to increase more in the next patch, or the opposite if it is excessive. Thank you for reading my post properly. Actually, I think I wasn't clear enough on one thing - I'm not calling for a nerf to mages. It's just - balancing melee means giving them even more absurd damage than mages get, in order to compensate for their relatively smaller target radius. In turn, that would mean gameplay would be excessively simple - just point and one-shot any monster, most of the time. I hear the argument that mage is already like this - but you do at least have to set up imperils first. Absurdly wealthy players with insane non-imperil setups are still averaging some 6-7~ turns per round, so they're not quite at one-shot levels either. So the question is: would one-shot gameplay be 'too fast', or too easy? In that case, how do we solve it while buffing melee? There are multiple answers to this: if melee gameplay is the intended speed for Hentaiverse, it means mages would need to be dragged down. But I think most Hentaiverse players - anyone who has played mage, and melee players envious of the speed - would agree that melee speed is tedious, and mage speed is more fun. In that case, we can look at my proposed change: make rounds slower (more monster health, or less damage from players) but have fewer rounds, while keeping the overall reward for a given battle (ie a whole DWD, or a whole fest) similar to what they are now. Of course, this means damage and defenses need to be reworked too - more turns in a round means more MP attacks, more spirit attacks etc and mages are currently reliant on things being dead before they can use those, while high forged one-hand players are completely immortal (see Uncle Stu doing grindfests without even using spark of life...) The actual ways we can increase melee damage are extremely numerous. I personally favour giving the non-1H fighting styles OC gain from their fighting style effects - domino strike, off-hand strike - so they can maintain spirit stance and still use some of their skills, as an option. Decondelite and I have talked about things like removing void damage and then massively lowering monster mitigations accordingly - I think this would really help right now, given the absurd difference between imperil and non-imperil gameplay. (Frankly, I wouldn't mind seeing imperil gone entirely, or at least reworked - what if deprecating spells were weaker, but afflicted the entire round of enemies?) ... not that I think we'll ever get any of these. At this point, it's not about how much code needs to be written - it's about the time it takes to adjust the design while thinking about what the right change is, and I've never taken Tenboro to be the kind of guy that just changes things haphazardly without thinking about whether it's addressing the source of a problem properly first. We'll probably still get some already planned features though. (Hence why we're still in a sub 1.0 version number...) This post has been edited by lestion: Jan 16 2020, 03:17
|
|
|
|
 |
|
Jan 16 2020, 06:39
|
mouisaac
Group: Gold Star Club
Posts: 1,399
Joined: 31-March 18

|
A very big achievement for me.
I dropped my very first peerless.
In the 20-min 150-AR.
Of course, it's not PHOH, and has little value to me.
Hope to drop a PHOH next time.
|
|
|
|
 |
|
Jan 16 2020, 07:21
|
Basara Nekki
Group: Gold Star Club
Posts: 7,683
Joined: 13-September 12

|
QUOTE(lestion @ Jan 15 2020, 22:16)  - snip -
These are good ideas. (IMG:[ invalid] style_emoticons/default/wink.gif) Not only you, but several others have also come up with good ideas over time. (IMG:[ invalid] style_emoticons/default/sleep.gif) My biggest concern is precisely a very radical change, because when you change many parameters at the same time, you can't know how it will look. You may end up unintentionally creating an even bigger imbalance. It would be a very risky move. (IMG:[ invalid] style_emoticons/default/unsure.gif) That's why I always suggest small changes, as it is easier to implement and correct (if the effect is not expected). I prefer a "mini-patch" every 3 or 4 months than a huge one every 3 or 4 years, because if the "big-patch" generates unexpected imbalances, I would have to wait another 3 or 4 years for a new patch. (IMG:[ invalid] style_emoticons/default/heh.gif) QUOTE(mouisaac @ Jan 16 2020, 01:39)  A very big achievement for me.
I dropped my very first peerless.
In the 20-min 150-AR.
Of course, it's not PHOH, and has little value to me.
Hope to drop a PHOH next time.
Congratulations and welcome to the "Peerless Club"!!! (IMG:[ invalid] style_emoticons/default/biggrin.gif) But... where's the link? (IMG:[ invalid] style_emoticons/default/huh.gif)
|
|
|
|
 |
|
Jan 16 2020, 09:05
|
KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

|
|
|
|
Jan 16 2020, 09:26
|
Noni
Group: Catgirl Camarilla
Posts: 13,399
Joined: 19-February 16

|
Also possible: just reset the HV, deleting all exising equips and items. Everyone starts at lv 0 again. You get a special trophy, depending on the level you reached, and, depending on your prof level, up to 20 tenbora boxes to get you started with gear. I guess it's okay to keep the hath perks. Woud work, right? (IMG:[ invalid] style_emoticons/default/laugh.gif)
|
|
|
|
 |
|
Jan 17 2020, 01:20
|
Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

|
QUOTE(decondelite @ Jan 16 2020, 00:54)  I will come personally to 10b's mansion to personal murder 10b if he increases the level cap, as it would be the second time he personally and effectively ruins my very hard work to become a proficiency monster, which is my personal pride. (IMG:[ invalid] style_emoticons/default/unsure.gif) No seriously, there is a limit to what is acceptable. solution is just dancing around in the game.
|
|
|
2 User(s) are reading this topic (2 Guests and 0 Anonymous Users)
0 Members:
|
 |
 |
 |
|
|
|