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HentaiVerse 0.80, rabble rabble repair rabble |
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Jun 8 2014, 19:53
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SoraNoAki
Group: Gold Star Club
Posts: 1,188
Joined: 9-July 12

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QUOTE(jenga201 @ Jun 8 2014, 18:52)  Making it easier to get rich will just make the rich players more rich.
Know why?
The rich players are rich for a reason (more effort?). Whatever change is made, the people who put more effort in will get those rewards. If you want to be rich, why don't you just do what the rich players do?
This This x 1000. Fucking whiners.
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Jun 8 2014, 20:02
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Hahhaa
Group: Members
Posts: 582
Joined: 5-October 09

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QUOTE(Zealotus @ Jun 9 2014, 02:34)  Can't edit it... Or am I missing something?
QUOTE(Maximum_Joe @ Jun 9 2014, 02:49)  Genuine bug then. Feel free to yell at Tenboro.
If it harmless bug, just assume it as an additional feature of 0.8 (IMG:[ invalid] style_emoticons/default/tongue.gif) You could try 0 it using console script. I not sure how, but some else here should know. This post has been edited by Hahhaa: Jun 8 2014, 20:04
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Jun 8 2014, 20:05
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☆Loli Police☆
Group: Gold Star Club
Posts: 7,513
Joined: 28-July 10

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Looks like the prices for Mid-Grade Metals are rising rather fast, judging by the current bids in the Item Shop Bot...
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Jun 8 2014, 20:06
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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QUOTE(LostLogia4 @ Jun 8 2014, 19:39)  Already expected this kinda shitstorm to happen from the very start, I bet this is exactly what our Adminpony have expected as "incoming whines", this goes up way more epic than I've expected lol. (IMG:[ invalid] style_emoticons/default/duck.gif) (IMG:[ invalid] style_emoticons/default/heh.gif) he knew in which pool he was jumping on (IMG:[ invalid] style_emoticons/default/lurk.gif) QUOTE(ShatteredWings @ Jun 8 2014, 20:05)  Looks like the prices for Mid-Grade Metals are rising rather fast, judging by the current bids in the Item Shop Bot...
imo it's also a collective hysteria: all the people are thinking that a couple of free updates is good and price would skyrocket so they are desperately catch them now while they can, making the price *actually* skyrocketing. this or we are actually fucked up for good (IMG:[ invalid] style_emoticons/default/faint.gif) This post has been edited by Scremaz: Jun 8 2014, 20:09
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Jun 8 2014, 20:07
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LostLogia4
Group: Gold Star Club
Posts: 2,716
Joined: 4-June 11

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QUOTE(jenga201 @ Jun 9 2014, 01:52)  Making it easier to get rich will just make the rich players more rich.
Know why?
The rich players are rich for a reason (more effort?). Whatever change is made, the people who put more effort in will get those rewards. If you want to be rich, why don't you just do what the rich players do? Heads riches become much richer, tails riches only be slightly less rich... heads the rich wins, tails the poor looses lol. QUOTE(Scremaz @ Jun 9 2014, 02:06)  he knew in which pool he was jumping on (IMG:[ invalid] style_emoticons/default/lurk.gif) And he didn't disappoint. For a fucking epic patch anyways. QUOTE(ShatteredWings @ Jun 9 2014, 02:05)  Looks like the prices for Mid-Grade Metals are rising rather fast, judging by the current bids in the Item Shop Bot... I saw that coming the instant I forged my rapier. Basic supply'n demand rules at play here. This post has been edited by LostLogia4: Jun 8 2014, 20:10
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Jun 8 2014, 20:14
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something
Group: Members
Posts: 1,106
Joined: 14-January 07

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ideas that might not be too much of a pain in the ass to implement but give newer players a chance:
1. make it so that repair mats actually drop in battle for players under x level (100 maybe?) 2. make it so that durability isn't a factor for players under x level 3. make the cost of repair items scale with level, maxing out at x level 4. make durability drain scale with level, maxing out at x level
1 would only work in an ideal world where bots and multiacconting didn't exist 2 and 3 would probably be the most fair 4 would probably be the hardest to implement
thoughts?
This post has been edited by something: Jun 8 2014, 20:15
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Jun 8 2014, 20:20
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LostLogia4
Group: Gold Star Club
Posts: 2,716
Joined: 4-June 11

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QUOTE(something @ Jun 9 2014, 02:14)  ideas that might not be too much of a pain in the ass to implement but give newer players a chance:
1. make it so that repair mats actually drop in battle for players under x level (100 maybe?) 2. make it so that durability isn't a factor for players under x level 3. make the cost of repair items scale with level, maxing out at x level 4. make durability drain scale with level, maxing out at x level
1 would only work in an ideal world where bots and multiacconting didn't exist 2 and 3 would probably be the most fair 4 would probably be the hardest to implement
thoughts? Combine 2 and 4 together so equips will deteriorate after a certain level, implemented at around 200 and capped at around 400. For the latter, the scaling goes not to the drain rate, but the durability penalty. Also, I would like to see a little stat buffs for full durability equips. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) This post has been edited by LostLogia4: Jun 8 2014, 20:29
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Jun 8 2014, 20:20
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(something @ Jun 9 2014, 02:14)  ideas that might not be too much of a pain in the ass to implement but give newer players a chance:
1. make it so that repair mats actually drop in battle for players under x level (100 maybe?) 2. make it so that durability isn't a factor for players under x level 3. make the cost of repair items scale with level, maxing out at x level 4. make durability drain scale with level, maxing out at x level
1 would only work in an ideal world where bots and multiacconting didn't exist 2 and 3 would probably be the most fair 4 would probably be the hardest to implement
thoughts?
Dun think they will work. If too much playing is the reason for the excessive credits. Only people who play a lot should pay this tax. So, how about make the durability start to decrease after 1000 round of playing? Like the reduce in drop chance.
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Jun 8 2014, 20:25
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LostLogia4
Group: Gold Star Club
Posts: 2,716
Joined: 4-June 11

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QUOTE(Colman @ Jun 9 2014, 02:20)  Dun think they will work. If too much playing is the reason for the excessive credits. Only people who play a lot should pay this tax. So, how about make the durability start to decrease after 1000 round of playing? Like the reduce in drop chance. Meh, your equips are fine until it started hitting half the durability really.
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Jun 8 2014, 20:30
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malkatmp
Group: Gold Star Club
Posts: 4,102
Joined: 30-April 12

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QUOTE(LostLogia4 @ Jun 8 2014, 20:25)  Meh, your equips are fine until it started hitting half the durability really.
but in the new repair system, you're basically punishing people for actually playing the game (which imo isn't a problem).
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Jun 8 2014, 20:32
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Owyn
Group: Members
Posts: 692
Joined: 12-May 10

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QUOTE(Colman @ Jun 8 2014, 22:20)  Dun think they will work. If too much playing is the reason for the excessive credits. Only people who play a lot should pay this tax. So, how about make the durability start to decrease after 1000 round of playing? Like the reduce in drop chance.
that seems like the best idea ever. except casual players won't get any forge EXP then (IMG:[ invalid] style_emoticons/default/cry.gif)
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Jun 8 2014, 20:33
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LostLogia4
Group: Gold Star Club
Posts: 2,716
Joined: 4-June 11

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QUOTE(malkatmp @ Jun 9 2014, 02:30)  but in the new repair system, you're basically punishing people for actually playing the game (which imo isn't a problem). Well, it's intended to punish the hardcore players, but it also deprives their already very scarce resources for the new players as well. QUOTE(Owyn @ Jun 9 2014, 02:32)  that seems like the best idea ever. except casual players won't get any forge EXP then (IMG:[ invalid] style_emoticons/default/cry.gif) Low-level players don't forge. But yeah, now that the mid-grade metals and wood prices skyrockets, it's gonna be (slightly) harder for them to forge as well. I will be afk for a bit, so be a good boy now. This post has been edited by LostLogia4: Jun 8 2014, 20:41
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Jun 8 2014, 20:44
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SoraNoAki
Group: Gold Star Club
Posts: 1,188
Joined: 9-July 12

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QUOTE(Colman @ Jun 8 2014, 19:20)  Dun think they will work. If too much playing is the reason for the excessive credits. Only people who play a lot should pay this tax. So, how about make the durability start to decrease after 1000 round of playing? Like the reduce in drop chance.
Yes lets burden the players who actually work for their credits. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) This post has been edited by SoraNoAki: Jun 8 2014, 20:44
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Jun 8 2014, 20:45
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(Owyn @ Jun 9 2014, 02:32)  that seems like the best idea ever. except casual players won't get any forge EXP then (IMG:[ invalid] style_emoticons/default/cry.gif) They can still level the forge by upgrading. It is much cheaper now. Just use the left over weapons/tier-1 armors to forge 5 times then salvage. This post has been edited by Colman: Jun 8 2014, 20:53
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Jun 8 2014, 20:59
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hentai_fusion
Group: Gold Star Club
Posts: 33,559
Joined: 14-August 09

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QUOTE(Tenboro @ Jun 8 2014, 18:55)  QUOTE(StonyCat @ Jun 8 2014, 18:27)  QUOTE(Tenboro @ Jun 8 2014, 18:22)  The exception is peerless gear, which will always be generated with maximum durability.
Make all existing peerless gears with maximum durability as well please. (IMG:[ invalid] style_emoticons/default/unsure.gif) It was supposed to do that, but it seems like it didn't. I'll fix that. so my peerless oak now has a durability of 600 but it is still no where near that 868 durability of the Legendary Onyx Leather Breastplate of Protection in the armor lottery right now. (IMG:[ invalid] style_emoticons/default/blink.gif) so max weapon durability will always be less than max armor durability?
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Jun 8 2014, 21:07
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(hentai_fusion @ Jun 9 2014, 02:59)  Make all existing peerless gears with maximum durability as well please. (IMG:[ invalid] style_emoticons/default/unsure.gif) It was supposed to do that, but it seems like it didn't. I'll fix that. so my peerless oak now has a durability of 600 but it is still no where near that 868 durability of the Legendary Onyx Leather Breastplate of Protection in the armor lottery right now. (IMG:[ invalid] style_emoticons/default/blink.gif) so max weapon durability will always be less than max armor durability? It should be type dependent. One of my shortsword have 6XX dur (not sure its max). But all of my useful armors and weapons are in 2XX range (IMG:[ invalid] style_emoticons/default/anime_cry.gif)
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Jun 8 2014, 21:31
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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QUOTE(Colman @ Jun 8 2014, 21:07)  It should be type dependent. One of my shortsword have 6XX dur (not sure its max). But all of my useful armors and weapons are in 2XX range (IMG:[ invalid] style_emoticons/default/anime_cry.gif) all my mag/leg leather are in 6xx range too. as for the rest, powers, shade, weapns... all in 2xx-25x range also, i noted that buckler and kites has twice the condition value force shields have...
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Jun 8 2014, 21:37
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Tenboro

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Since everyone is so concerned about new players, I've gone ahead and made it so that everyone below level 100 has no durability loss, while everyone between 100-200 has half durability loss.
As for having quality affect durability so that legendaries typically are more durable than crudes, I guess that would make sense, so I'm considering that.
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Jun 8 2014, 21:37
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retra
Group: Members
Posts: 486
Joined: 1-June 14

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According to my calculation, HV gives about 12 to 16 raw Credits per round in Normal difficulty (Other than Arena). Now, can anyone please tell me what the exact Credit Multiplier for PFUDOR is?
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Jun 8 2014, 21:39
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Jigsy
Group: Members
Posts: 846
Joined: 19-March 10

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So I'm guessing this new patch makes Bindings of Slaughter and the like worthless?
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