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> Hentai Verse Suggestions / improvements thread., To make Tenbori's job easier :D

 
post Apr 30 2009, 18:03
Post #121
Tenboro

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QUOTE(Tenseigamoon @ Apr 30 2009, 17:18) *

But I never got the Skill Point or Aura Point.


Blargh. I fixed that. But I never uploaded the updated library. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Should have it now.
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post Apr 30 2009, 18:14
Post #122
Honeycat



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QUOTE(Tenboro @ Apr 30 2009, 09:03) *

Blargh. I fixed that. But I never uploaded the updated library. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Should have it now.

I do. And thanks. (IMG:[gannonman.com] http://gannonman.com/image/love0006_306690227.gif)
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post Apr 30 2009, 18:16
Post #123
YoungHickory



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Any chance that all the little graphics (especially the letters) could be aggregated into a smaller number of files (using background images with specifically placed coordinates) to require fewer round trips and let the pages load a whole lot more quickly?
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post Apr 30 2009, 18:39
Post #124
Tenboro

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QUOTE(YoungHickory @ Apr 30 2009, 18:16) *

Any chance that all the little graphics (especially the letters) could be aggregated into a smaller number of files (using background images with specifically placed coordinates) to require fewer round trips and let the pages load a whole lot more quickly?


I will be converting much of the small stuff to CSS sprites when I get around to it, but I didn't really learn the technique until after I'd already made most of it, and accidentally came across it somewhere. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post May 1 2009, 07:51
Post #125
rionyamato



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i would like to suggest that we get healing spells early on and also magic spells not increasing mana costs when we gain levels (well maybe not if you thinks its for balancing issues). and I have a question on weapons and armor; when will they be released and how do we purchase them?? is it GP, Credits or something we gain from battles?
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post May 1 2009, 15:39
Post #126
jarald



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From what Tenboro has said, equipment will be like items - they'll drop from mobs. There's also shops for both items and equipment, but neither is usable right now.

The cost of spells has already been tweaked some - they're cheaper to cast than they were at the start.

The healing spell comes in at level 40, IIRC.
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post May 2 2009, 20:32
Post #127
Honeycat



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Tenboro, one other thing. When I logged in this morning, it said on the main site in my dashboard that I'd leveled up, and I did it again without even getting my battle.

Congratulations!
You have reached
Level 71!

Yet when I'm in HentaiVerse, I never see this anywhere like everyone else does.

(IMG:[hv.e-hentai.org] http://hv.e-hentai.org/img/s/lvup.png)


Still to this day I haven't seen it and I check everywhere for it. Is there any reason for that?
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post May 2 2009, 22:22
Post #128
Tenboro

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QUOTE(Tenseigamoon @ May 2 2009, 20:32) *

Tenboro, one other thing. When I logged in this morning, it said on the main site in my dashboard that I'd leveled up, and I did it again without even getting my battle.

Still to this day I haven't seen it and I check everywhere for it. Is there any reason for that?


Well you wouldn't if you level up through the dawn event, but otherwise you should see it if you level up while inside the HentaiVerse. After 0.2 mind you, before that there was a bug preventing the check from taking place.
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post May 2 2009, 23:45
Post #129
Sayo Aisaka



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QUOTE
Regeneration
The Health Restorative is regenerating your body.
Expires in 1 turns.


You could at least make it say "turn(s)"...
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post May 3 2009, 02:44
Post #130
Honeycat



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I noticed this on the TrainingVerse page.

QUOTE
Pack Rat Increases the number of slot in your battle inventory by one

It should say "slots" but it sounds kind of sexible the way it is. Like an accent. Mmm.



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post May 4 2009, 07:07
Post #131
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There needs to be a bare handed proficiency. There's proficiency for everything else so why not this too?
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post May 4 2009, 08:33
Post #132
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@Tenb: Suggestion/Improvement: Decrease cost of ability points, or do something, anything, maybe give a 50% chance of getting 2 every level or every other level or SOMETHING. My next point is gonna cost 30,000C =~ 600,000GP at current rates :'[ . That's for ONE ability point. SP+ was a nice little potential bonus, even if I didn't get it very often, but without it, I feel like I'm fighting a hopeless battle against the ability tree.

Maybe make ability points something that 'grow' over the period of leveling up. At base / without modifications, the point will finish growing when you reach the next level. Likewise, halfway to your next level, your next ability point is half-grown. That opens up the potential for items/armor that affect the rate of growth for the points, in both directions, so it can be balanced out.

This post has been edited by DemonEyesBob: May 4 2009, 08:35
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post May 4 2009, 08:36
Post #133
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Sounds good.

It's weird that when we didn't have enough ablities on the tree there was heaps of ablility points going around, but when the tree is much larger, there's less to go around.
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post May 4 2009, 09:02
Post #134
Tenboro

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QUOTE(DemonEyesBob @ May 4 2009, 08:33) *

@Tenb: Suggestion/Improvement: Decrease cost of ability points, or do something, anything, maybe give a 50% chance of getting 2 every level or every other level or SOMETHING. My next point is gonna cost 30,000C =~ 600,000GP at current rates :'[ . That's for ONE ability point. SP+ was a nice little potential bonus, even if I didn't get it very often, but without it, I feel like I'm fighting a hopeless battle against the ability tree.

Maybe make ability points something that 'grow' over the period of leveling up. At base / without modifications, the point will finish growing when you reach the next level. Likewise, halfway to your next level, your next ability point is half-grown. That opens up the potential for items/armor that affect the rate of growth for the points, in both directions, so it can be balanced out.


You're not supposed to be able to get everything from the tree. There will probably be ways to acquire ability points outside of training and leveling up, but they won't be farmable.

QUOTE(nick321 @ May 4 2009, 08:36) *

It's weird that when we didn't have enough ablities on the tree there was heaps of ablility points going around, but when the tree is much larger, there's less to go around.


It's weird that before I heard complaints that people didn't have anything to spend their skill points on, but now I hear complaints that they do. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post May 4 2009, 11:29
Post #135
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A suggestion, and a question.

1) I notice that when I end the battle with potion/draught still going on, the additional effect it would regen is lost. Could it be changed so at the end of the last battle round the amount it would regen for till it finishes is calculated, and added to your HP/MP/Spirit? I think it shouldn't stop healing etc when the last monster is dead...

2) I'm now level 51, and meet level 51 monsters, and all my stats are level 46. Since both levelling and stats use Exp to grow, I guess that can't be helped, and they just don't grow as fast as levels - but mobs hit me nearly every time now, so at least dodge started to be useless... and usually resist my spells... I wonder if that means that on higher levels I'll have to choose some stats that will keep up with my level, to be useful, and abandon other stats altogether? Is this the plan?

Edit:

Ow yeah, I'm sure you can see how often effects like Sleep and Weaken are used - I'm wondering if they're powerful enough. I mean, I waste a turn (or two if there's resist) to cast a Sleep spell on Apathetic Canuck, and it'll sleep him for the whole two turns. I mean, to me this makes this spell useless currently... maybe I'm missing something. And Weaken is close to being useful - maybe if it worked some more turns I'd use it. Same with Slow.

I mean, when do you use such spells - to disable some monster temporarily? When I have one or two, or three mobs, I blast one or two and then kill another one by hand with Shield on. When I have 4 or more, I cast AoE spell on them all and see what's the outcome. Spells like Sleep or Weaken or Slow could be useful only if they're dependable, and can do something with the monster for long enough so that I may kill some other monsters in the meantime. If I try to cast Weaken 3 times, and the monster resists 3 times, I generally won't try it anymore. Only if I could meet, say, 3 monsters, Sleep one, weaken another, and have enough time to kill the third one before the other two wake up, it would be useful. Currently it isn't because I have to spend my turns on:
1) Keeping Shield/Shado Veil up.
2) Healing or using potions or draughts.
3) Keeping Weaken/Sleep/Slow spells up
and there aren't any turns left to actually hit someting, and my mana goes down quickly.

Maybe I'm doing something wrong - but if no one is using those spells, maybe it would make sense to make them harder to resist, quicker to cast, longer to stay on mob - anything that would make their usage feasible. You can always nerf them if you notice people start using them exclusively.

This post has been edited by Dlaglacz: May 4 2009, 11:56
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post May 4 2009, 11:42
Post #136
noahbody



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QUOTE(Dlaglacz @ May 4 2009, 02:29) *

I'm now level 51, and meet level 51 monsters, and all my stats are level 46. Since both levelling and stats use Exp to grow, I guess that can't be helped, and they just don't grow as fast as levels - but mobs hit me nearly every time now, so at least dodge started to be useless... and usually resist my spells... I wonder if that means that on higher levels I'll have to choose some stats that will keep up with my level, to be useful, and abandon other stats altogether? Is this the plan?


I'd suggest trying to up things like agility and Wisdom, both helpful in dodging/defense. From what I see of my battles, even with mobs, I tend to dodge quite a few...

As for attack tactics, if you're having trouble, start the battle with a health draught(I'd suggest higher than average draught), then do AOE attacks (though I don't much do them anymore - due to the fact they're expensive to cast- if you're having trouble, I suggest it...). Also, always start the mob with the lowest level, since chances are that's the one you're likely to kill in 1 hit, and that means less attacks you have to dodge. I usually leave the strongest for last, since it's best to face them alone. If a monster has only a small amount of health left, slap it to death with normal attack: it takes less time to cast(less dodging for you to do), uses no MP, and increases overcharge for tough spots.

Also, I recommend to try the hourly at higher than normal... Hard or Heroic. Sure, you'll lose sometimes, but not as often as you'd think, and you're gonna get a crapload more exp.
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post May 4 2009, 11:42
Post #137
Tenboro

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QUOTE(Dlaglacz @ May 4 2009, 11:29) *

A suggestion, and a question.

1) I notice that when I end the battle with potion/draught still going on, the additional effect it would regen is lost. Could it be changed so at the end of the last battle round the amount it would regen for till it finishes is calculated, and added to your HP/MP/Spirit? I think it shouldn't stop healing etc when the last monster is dead...


It's a bit iffy, but it might happen at some time..

QUOTE
2) I'm now level 51, and meet level 51 monsters, and all my stats are level 46. Since both levelling and stats use Exp to grow, I guess that can't be helped, and they just don't grow as fast as levels - but mobs hit me nearly every time now, so at least dodge started to be useless... and usually resist my spells... I wonder if that means that on higher levels I'll have to choose some stats that will keep up with my level, to be useful, and abandon other stats altogether? Is this the plan?


Stats don't necessarily follow your level perfectly, they aren't intended to do that. Keep in mind that monsters have the same type of stats you have. Provided you don't let the relevant stats fall behind, there should be about 85% effective hit chance for you and 70% effective hit chance for monsters throughout all levels.
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post May 4 2009, 11:57
Post #138
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Erm... sorry, I added long edit to my post above - started editing it when there were no more posts, and I didn't want to double-post.

Edit: Yeah, I'll have to concentrate on stats that influence hit chances - I cast a Meteor spell in last battle, which cost me 1/3 of my mana - and all 4 monsters resisted. No other choice of stats if I want to have any reliable tactic... it all crumbles when they resist 5 times in a row.

This post has been edited by Dlaglacz: May 4 2009, 12:00
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post May 4 2009, 12:01
Post #139
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I'm sure much like the healing effects, status effects are pretty much going to be based on Magic Proficiency. My Shield lasts me like 20 turns now that my Holy Proficiency is up, so I'd think that status effects would probably last longer too. I have yet to even bother unlocking a status effect so I couldn't tell you if that's the case.
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post May 4 2009, 13:26
Post #140
Tenboro

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QUOTE(Dlaglacz @ May 4 2009, 11:29) *

Ow yeah, I'm sure you can see how often effects like Sleep and Weaken are used - I'm wondering if they're powerful enough. I mean, I waste a turn (or two if there's resist) to cast a Sleep spell on Apathetic Canuck, and it'll sleep him for the whole two turns. I mean, to me this makes this spell useless currently... maybe I'm missing something. And Weaken is close to being useful - maybe if it worked some more turns I'd use it. Same with Slow.


Well weaken and slow both lasts 5 turns, while sleep lasts 3 turns. The thing is, unlike supportive magic these spells don't gain any effect boosts from anything, seeing as they're non-elemental and aren't affected by magic rating. Some of these things will be addressed in 0.2.1.
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