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> HentaiVerse 0.80, rabble rabble repair rabble

 
post Jun 8 2014, 21:41
Post #261
pentiuminside



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First off, I don't know what's the difference between durability and condition but here I go anyway;

GOOD THINGS ABOUT THIS PATCH

- almost everything about it, especially;
- the repair system is kinda cool in that shit equipment nobody used to want suddenly became good, like eg PLATE which has extremely high durability/condition
- the almost free first 5 levels of forging
- some former forge actions can now be reached from the menu eg salvage
- the max 3 Item World upgrade types instead of the previous 4 (I fucking hate butcher)

BAD THINGS ABOUT THIS PATCH


- Repair costs are way too expensive
- Repairing equipment is too tedious (I'd rather use more time playing HV and use less time for HV menu clicking)
- Armor breaking down before hitting the 1000th battle in grindfest, I haven't tried but others have complained
- The durability/condition roll is too random. My Legendary Katana has got a lousy 328 durability/condition while some worthless superior katana I have has higher duration/condition
- I'd much rather sell equipment to the bazaar than salvaging it just to gain scrap materials
- Minimum Price for Mid-Grade Materials was raised from 500 C to 1000C (though I'n not sure this is a good or bad thing)
- more things I wont bother mentioning

HERE'S A SUGGESTION

A new prefix/suffix for equipment, the prefix could be named 'Durable' and the suffix could be named 'of Durability' or something like that, and of course this new kind of equipment would have a shitload of durability/condition and be extremely cheap to repair.

This post has been edited by pentiuminside: Jun 8 2014, 21:59
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post Jun 8 2014, 21:43
Post #262
☆Loli Police☆



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QUOTE(Jigsy @ Jun 8 2014, 12:39) *

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


QUOTE
- The first five upgrades of any stat will no longer require a binding.


You'll still need them past the 5th upgrade.
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post Jun 8 2014, 21:51
Post #263
Honeycat



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QUOTE(Tenboro @ Jun 8 2014, 12:37) *

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.


It would be nice to consider that, Adminpony-kun.
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post Jun 8 2014, 22:06
Post #264
pentiuminside



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QUOTE(Tenseigamoon @ Jun 8 2014, 21:51) *
QUOTE(Tenboro @ Jun 8 2014, 21:37) *

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.


It would be nice to consider that, Adminpony-kun.


Yeah it would be very nice. It makes a whole lot of sense for high quality equipment to be more durable than the lower end shit.

This post has been edited by pentiuminside: Jun 8 2014, 22:12
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post Jun 8 2014, 22:16
Post #265
hentai_fusion



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QUOTE(Colman @ Jun 9 2014, 03:07) *

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)

QUOTE(Scremaz @ Jun 9 2014, 03:31) *

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...


perhaps tier 1 stuff has higher max durability than tier 3 stuff.
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post Jun 8 2014, 22:18
Post #266
Tenboro

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QUOTE(pentiuminside @ Jun 8 2014, 22:06) *
It makes a whole lot of sense for high quality equipment to be more durable than the lower end shit.


Basically the only reason it's not like that is that originally, all equipment needed the same amount of scrap per % degradation, so you didn't have both the more expensive catalysts *and* the higher amount of scrap for high-quality gear. Though for various reasons, during last-minute playtesting I ended up changing that something like half an hour before the patch went live, and it ended up skewing things a bit too much against high-quality gear.

You'll still have lower dur on rare armor though, since it's supposed to be more expensive to maintain, and there's no other mechanism that takes care of that.

So, yeah. Probably tomorrow.
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post Jun 8 2014, 22:26
Post #267
Necromusume



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QUOTE(garm0 @ Jun 8 2014, 11:45) *

my breastplate for example has 364 levels of forge upgrades available and it means 364 * 30k credits of Shade Fragment

http://ehwiki.org/wiki/The_Forge#Material_Costs
QUOTE

For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.
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post Jun 8 2014, 22:32
Post #268
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QUOTE(Tenboro @ Jun 8 2014, 15:37) *

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.


Just the right balance not to scare off newbs and let them acclimate and prepare for an eventuality. The durability implementation based on equipment tier was inverse IMO: crudely constructed gear naturally wears and breaks more quickly than better constructed. It just follows naturally.

QUOTE(pentiuminside @ Jun 8 2014, 15:41) *

BAD THINGS ABOUT THIS PATCH[/b]

- Repair costs are way too expensive
- Repairing equipment is too tedious (I'd rather use more time playing HV and use less time for HV menu clicking)
- Armor breaking down before hitting the 1000th battle in grindfest, I haven't tried but others have complained
- The durability/condition roll is too random. My Legendary Katana has got a lousy 328 durability/condition while some worthless superior katana I have has higher duration/condition
- I'd much rather sell equipment to the bazaar than salvaging it just to gain scrap materials

HERE'S A SUGGESTION

A new prefix/suffix for equipment, the prefix could be named 'Durable' and the suffix could be named 'of Durability' or something like that, and of course this new kind of equipment would have a shitload of durability/condition and be extremely cheap to repair.


Pretty comprehensive summary. Costs need to be tweaked a bit, roll ranges need to be standardized and conform more closely per gear type, and you should be able to clear 1000 rounds with anything and not be penalized without the chance to repair.

A gear type to mitigate durability maintenance is really unlikely to happen, but a prefix like "stout" would be more appropriate perhaps.
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post Jun 8 2014, 22:33
Post #269
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So I've noticed the same people basically win every single lottery.
Every. Single. One.
Because of wealth distribution and the golden tickets.
Not like random people don't win but, really, mostly it's the same people.

So now they won't be able to share any of that random game-breaking wealth with anyone?
That seems to me to hurt everyone in the game except those few people.
I've seen a lot of those items for sale and I thought that was an improvement.
If you have a collection of unused god-like weapons why not sell some?

And what does repairing add to the game? Just like monster morale it doesn't seem to effect millionaires at all, they can simply buy their way out of it, however else has to suffer through it. People who just start I would imagine would be most put upon.

Maybe some of these features should inverse scale with level so when your level 500 and have a billion hath you pay more rather than less.

This post has been edited by Multifarious: Jun 8 2014, 22:37
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post Jun 8 2014, 22:36
Post #270
n125



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I know it's based on sell value, but sort of items do you need to salvage in order to get 50 scrap? What varst wrote earlier seems true for me. After the patch I did DwD and the first page of arenas, since I had the remainder done before the patch. I wasn't able to salvage enough scrap out of all of my shit drops from that day in order to cover the repair cost of doing (the lesser) half of the arenas. Average equipment gave me less than 10 scrap per salvage; superior equipment also gave me less than 10 scrap per salvage, but also frequent low-grades; and, exquisite equipment and better just gave me materials. I salvaged both common and rare equipment. Of the 77 scrap cloth required to repair my phase, I was only able to obtain ~20 through salvaging. If I were to do all of my arenas, the scrap required would probably be several times that, and I'm not seeing how I'll be able to cover that through salvaging.

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post Jun 8 2014, 22:39
Post #271
pentiuminside



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QUOTE(Tenboro @ Jun 8 2014, 22:18) *

Basically the only reason it's not like that is that originally, all equipment needed the same amount of scrap per % degradation, so you didn't have both the more expensive catalysts *and* the higher amount of scrap for high-quality gear. Though for various reasons, during last-minute playtesting I ended up changing that something like half an hour before the patch went live, and it ended up skewing things a bit too much against high-quality gear.

You'll still have lower dur on rare armor though, since it's supposed to be more expensive to maintain, and there's no other mechanism that takes care of that.

So, yeah. Probably tomorrow.


OK great. I've already used up this day's dose of arenas so I can wait till tomorrow (or later).

QUOTE(dnbdave @ Jun 8 2014, 22:32) *

A gear type to mitigate durability maintenance is really unlikely to happen, but a prefix like "stout" would be more appropriate perhaps.


Yeah or perhaps the existing siphon category of weapons 'of the Vampire/Illithid/Banshee' could somehow be buffed by the new durability/condition feature given these weapons have been worthless forever



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post Jun 8 2014, 22:41
Post #272
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Scrap should be salvaged on any quality item, including legendary and peerless.

The <superior mats are just a bonus then.
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post Jun 8 2014, 22:55
Post #273
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QUOTE
A gear type to mitigate durability maintenance

that would be a prefix everyone would hate getting, cuz it doesn't give you anything to win fights better.

QUOTE(Multifarious @ Jun 9 2014, 00:33) *

So I've noticed the same people basically win every single lottery.
Every. Single. One.
Because of wealth distribution and the golden tickets.
Not like random people don't win but, really, mostly it's the same people.

So now they won't be able to share any of that random game-breaking wealth with anyone?
That seems to me to hurt everyone in the game except those few people.
I've seen a lot of those items for sale and I thought that was an improvement.
If you have a collection of unused god-like weapons why not sell some?

And what does repairing add to the game? Just like monster morale it doesn't seem to effect millionaires at all, they can simply buy their way out of it, however else has to suffer through it. People who just start I would imagine would be most put upon.

Maybe some of these features should inverse scale with level so when your level 500 and have a billion hath you pay more rather than less.

that's they reason they play lottery - to sell stuff later and get profit. if they can't sell stuff - they get no profit.
1. waste GP, gold tickets
2. get shiz just to collect it
3. no profit
4. can't repeat cuz of step 3

This post has been edited by Owyn: Jun 8 2014, 22:57
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post Jun 8 2014, 23:17
Post #274
garm0



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QUOTE(mechafujoshi @ Jun 8 2014, 22:26) *


Good call, I was not aware of that. Why? Because I have not looted a single Shade Fragment up to now. (lvl 288, and I play on Pfudor, except IW in Nintendo)
Nonetheless I think all equipment, regardless of how rare, expensive... Should get the first 5 upgrade levels for a few catalysts and materials, like all the weapons just got with 0.80.
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post Jun 8 2014, 23:21
Post #275
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QUOTE(pentiuminside @ Jun 8 2014, 12:41) *

A new prefix/suffix for equipment, the prefix could be named 'Durable' and the suffix could be named 'of Durability' or something like that

I already suggested "Indestructible" with no durability loss before the patch even came out.
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post Jun 8 2014, 23:21
Post #276
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QUOTE(garm0 @ Jun 8 2014, 23:17) *

Good call, I was not aware of that. Why? Because I have not looted a single Shade Fragment up to now. (lvl 288, and I play on Pfudor, except IW in Nintendo)
Nonetheless I think all equipment, regardless of how rare, expensive... Should get the first 5 upgrade levels for a few catalysts and materials, like all the weapons just got with 0.80.

Well, no one would loot them since they come from gifts in the monster lab (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 8 2014, 23:31
Post #277
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@Tenboro or the Mods, can you guys please disclose the True Credit Multiplier for PFUDOR?
It may motivate more people to play at the highest difficulty (It'll also help in doing some cost calculation).

This post has been edited by retra: Jun 8 2014, 23:39
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post Jun 8 2014, 23:37
Post #278
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^Just take it that it's a little higher or the same as IWTBH, and if you play for the credit multuplier on PFUDOR, you're doing something wrong with your time (IMG:[invalid] style_emoticons/default/rolleyes.gif).
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post Jun 8 2014, 23:40
Post #279
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I've played some time and have next:

Assuming i will use my current gear (5x equisite shade, mag 1h and mag shield), and each equipment piece have 250 durability (which is lower that it is).
I can go up to 350 round in Hellfest, so it would be 3500 monsters ~ 35 points.

35/250 = 0.14 = 14%
For exquisite gear repair cost will be 1 catalyst (500) and 4 scraps (400)
For magnificent gear repair cost will be 1 catalyst (1000) and 8 scraps (800)
Total: ~9100
Average credits amount i usually get from 350 rounds of hellfest around 10k. Plus other drop. (usually only equipment costs another 10k)

So, hellfest is profitable, just not so much.

This post has been edited by Razor320: Jun 8 2014, 23:41
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post Jun 8 2014, 23:51
Post #280
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QUOTE(boulay @ Jun 8 2014, 23:21) *

Well, no one would loot them since they come from gifts in the monster lab (IMG:[invalid] style_emoticons/default/laugh.gif)


Well here is the problem then, my 4 monsters get me what, 8-10 gifts a week (they have a power level of 226-240-252 and 400). (if you think they suck, and I am sure they do, feel free to moogle me free cristal packs)

Shade Fragments and all the other rare materials should become loot, even bindings. that would bring some fresh air in the player driven economy and drop the prices. Less money for the richest payerbase and more affordable for the poorest playerbase.
If you are afraid that creating monsters will become optional, then have them bring catalysts to players since all players will need these.
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