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

 
post May 15 2009, 17:37
Post #161
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QUOTE(3d0xp0xy @ May 15 2009, 07:36) *

The effects would also have to be reduced a lot. Normal effect on target monster, smaller efffect on the others? And a cost that only makes it viable for magic-oriented characters.

Something that would be interesting: Monster attacks proccing effects on you. Disabled on Easy, perhaps?


Makes sense - kind of like the AOE offensive spells?

And the mobs having debuffs works, too. It would make things a little more exciting. (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post May 15 2009, 17:44
Post #162
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There is one AoE debuff, but you have to be lvl 200 to get it. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

I have considered AoE versions of the existing debuffs, and there is room for them in the spellbook and the system itself, but it's not happening soon, if ever. They would have to cost a lot of MP and be either significantly weaker or less reliable than the single-target versions, so I'm not sure it would be worth it anyway.

As for mobs not having debuffs, that's kinda intentional. When you control several characters (e.g. Final Fantasy) you have a chance to break them using a different char, but games where you control single characters (e.g. Kingdom Hearts) typically don't have them. Personally I find them annoying beyond all belief. See for example the crapfest .hack was, which was made even worse by having to pop an anti-debuff potion every three seconds.
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post May 15 2009, 17:58
Post #163
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QUOTE(Tenboro @ May 15 2009, 08:44) *

As for mobs not having debuffs, that's kinda intentional. When you control several characters (e.g. Final Fantasy) you have a chance to break them using a different char, but games where you control single characters (e.g. Kingdom Hearts) typically don't have them. Personally I find them annoying beyond all belief. See for example the crapfest .hack was, which was made even worse by having to pop an anti-debuff potion every three seconds.

You know you are going to make one Legendary enemy that mauls us with them. Have it have an attack that is the equivalent of Bad Breath (I think that is what it is called) from FF games. Have it slap us with a cocktail of status effects till we get horribly murdered. Its not like people are beating the Legendaries anyway...
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post May 15 2009, 20:14
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QUOTE(Tenboro @ May 15 2009, 10:44) *

See for example the crapfest .hack was, which was made even worse by having to pop an anti-debuff potion every three seconds.

Thank you! .hack was a flaming pile of shit and all you ever hear talk about it are fanboys who loved it. Wait, that's not what we were talking about here was it?
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post May 18 2009, 22:43
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How about have the Arena clear bonus show up on the Credit Logs in the User Control Panel?
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post May 22 2009, 01:07
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What about maybe the 1st of every month all the arena battles revert to their original credit reward? That would be bad assed! brb greed.
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post May 22 2009, 01:40
Post #167
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QUOTE(cptkleenex @ May 22 2009, 07:07) *

What about maybe the 1st of every month all the arena battles revert to their original credit reward? That would be bad assed! brb greed.

See this people. This is a good idea (IMG:[invalid] style_emoticons/default/wink.gif)
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post May 22 2009, 06:56
Post #168
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QUOTE(roflcopt0rz @ May 7 2009, 13:03) *

And for the physical guys that don't specialize in magic, maybe you can make a physical version under skills, or whatever.


QUOTE(rionyamato @ May 9 2009, 07:48) *

yeah it would be also good if we had diffent classes like also having physical based skills which dont use up a lot of mana. like cross slash, charge, cut in two, and stuff

and some passive skills like having 10% chance to deal double, triple, quadruple damage in attack. 10/20/30% chance to reduce damage/reflect/dodge damage recieved or something like that. and also passive offensive skills like 100% chance to gain 10% of your damage as life (lifesteal)


Those percentiles for multiple attacks are really, really high. I'm not sure how combat goes at higher levels, but (when I hit), I generally kill a monster in 3-5 hits, 1 or 2 if I crit. That being said, I like playing melee classes, and would like to second/third the physical aoe suggestions, and flesh them out.

What's running through my head is just another addition to the abilities tree, identical to spells, but based off of physical damage, and tied to weapons. Since there is already a proficiency and element class for spells, the system could be mirrored with the eventual addition of weapons to the system. For example, one could pick up a physical single target special attack (extra damage, or a status effect at a mana cost, or an hp cost - or better yet, a cost drawn from your overcharge, so that it went down instead). Once you possessed this special attack, you would take levels of proficiency in it, akin to what exists for elemental specialization, leading up to an aoe physical attack.

This could (and for balance, would need to) be modified by tying each attack skill to a weapon type (which is already listed); 1h attacks, 2h attacks, and so on, at which point you would have useful physical modifiers to add to weapons if you wanted to (and what melee wants +% to an elemental skill on their weapon anyway).

To flesh this out a bit more, you could have items like staves have a higher percentile chance to have elemental rating or proficiency modifiers than other weapons; have abilities such as two-hander trample/bleed, where damage over the amount a monster would be killed by randomly applied to one of the other monsters; one-hander lightning attacks, Rion's multiple attack suggestion above; one-hander and shield defensive fighting abilities, combining decent offense with better shared magical/physical defense; and dual wielders specializing in being able to attack a separate target with either weapon.

And yes, final fantasy is running through my head crazily right now. People like Cyan and Auron, multi-target physical overdrives (multi-target spirit attacks? split the damage perhaps? there's another idea) and such.


Also, thanks much for letting me into the closed beta, the new system is a lot of fun.
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post May 22 2009, 08:42
Post #169
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How about giving us a choice between having our spirit attack hit one enemy for massive damage or all enemies for less. After all, I can't have a Dragon Slave that only hits one enemy.
Maybe let us pick an element for our spirit?
Toss those into settings as an option for a more customizable spirit attack.
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post May 22 2009, 12:50
Post #170
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i might suggest an in-combat manaregeneration like +(mana regen value) once every ~5 turns

edited:
k, so i noticed i get some mana back during fights, might be between rounds. anyone know the specifics on that?

This post has been edited by Third_Reighn: May 22 2009, 16:41
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post May 22 2009, 20:03
Post #171
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QUOTE(Third_Reighn @ May 22 2009, 06:50) *

i might suggest an in-combat manaregeneration like +(mana regen value) once every ~5 turns

edited:
k, so i noticed i get some mana back during fights, might be between rounds. anyone know the specifics on that?

If it was a multi-round fight (like an arena or grindfest battle) you can get "a second wind" at the end of that round, which can restore some or all of your HP or MP. Other than that, it might be natural regeneration during the fight but I don't remember if that actually happens. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post May 22 2009, 20:30
Post #172
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QUOTE(Spectre @ May 22 2009, 11:03) *

If it was a multi-round fight (like an arena or grindfest battle) you can get "a second wind" at the end of that round, which can restore some or all of your HP or MP. Other than that, it might be natural regeneration during the fight but I don't remember if that actually happens. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

It does not. One could conceivably use that to beat almost any level of the arena if one was committed enough. Just walk away for an hour when you get low on hp and mp then start up again. That would be absurd.
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post May 22 2009, 20:39
Post #173
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QUOTE(Spectre @ May 22 2009, 20:03) *

If it was a multi-round fight (like an arena or grindfest battle) you can get "a second wind" at the end of that round, which can restore some or all of your HP or MP. Other than that, it might be natural regeneration during the fight but I don't remember if that actually happens. (IMG:[invalid] style_emoticons/default/rolleyes.gif)


I could not swear at it

But I seen few times [maybe I am just overworked] that mine health or mana jumped up by one point after turn in battle
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post May 23 2009, 03:51
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Credits should correspond to monster difficult. Its silly to kill a monsters that gives 260 exp and 10 credits at level 50 when you have to pay 300 credit just to heal, which makes it difficult to pay for training. Whereas low levels can farm credits easily(and possibly exploited).

This post has been edited by Hirobi: May 23 2009, 03:55
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post May 23 2009, 04:05
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QUOTE(Hirobi @ May 22 2009, 20:51) *

Credits should correspond to monster difficult. Its silly to kill a monsters that gives 260 exp and 10 credits at level 50 when you have to pay 300 credit just to heal, which makes it difficult to pay for training. Whereas low levels can farm credits easily(and possibly exploited).

Lower-level monsters give fewer credits, and lower-level folks require fewer credits to heal. The situation is the same, so I don't see how one group could exploit it.

As far as I know, the healer is supposed to be a major credit sink. You can gain about a level each day without visiting the healer. If the healer were cheap, you could grindfest yourself up 10 levels in a day.

edit: I said level, but I'm not sure if you meant level when you said "difficulty" or if you actually meant the more difficult monster types should be worth more.

This post has been edited by Panuru: May 23 2009, 04:06
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post May 23 2009, 06:43
Post #176
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Assuming it does increase, the change seems pretty insignificant. Healer price increases at a much quicker pace. At level 20 I am finding my self paying around 55 credits while getting around 15 per wave, where a low level gets roughly the same for 1/5 the price. The main problem is training, those prices increases even faster then the loot do.


Level 15
QUOTE
11 6 You gain 13 Credits!
11 5 You gain 50.59 EXP!
11 4 You are Victorious!
11 3 Fire Fox has been defeated.
11 2 Magic Missile hits Fire Fox for 55 unspecified damage.
11 1 You cast Magic Missile.
0 3 Spawned Monster B: MID=5 (Giant Panda) LV=15 HP=340 MP=35 SP=7 NA=99 Type=hostile
0 2 Spawned Monster A: MID=6 (Fire Fox) LV=10 HP=264 MP=28 SP=5 NA=99 Type=hostile
0 1 Initializing random encounter ...
0 0 Battle Start!


Level 20
QUOTE
16 6
You gain 14 Credits!
16 5 You gain 13.45 EXP!
1 1 You unleash Spirit Attack on Mantitcore for 273 unspecified damage.
0 5 Spawned Monster D: MID=7 (Scary Ghost) LV=17 HP=216 MP=36 SP=8 NA=97 Type=hostile
0 4 Spawned Monster C: MID=25 (Mutant Peacock) LV=16 HP=200 MP=35 SP=8 NA=98 Type=hostile
0 3 Spawned Monster B: MID=3 (Mantitcore) LV=19 HP=208 MP=46 SP=9 NA=98 Type=hostile
0 2 Spawned Monster A: MID=10 (Blue Slime) LV=18 HP=194 MP=42 SP=9 NA=99 Type=hostile
0 1 Initializing Grindfest (Round 4) ...
0 0 Battle Start!



level 24:
QUOTE

20 5 You gain 14 Credits!
20 4 You gain 14.14 EXP!
20 3 You are Victorious!
20 2 Mind Raper has been defeated.
20 1 You hit Mind Raper for 49 physical damage.

0 4 Spawned Monster C: MID=13 (Mind Raper) LV=20 HP=468 MP=62 SP=13 NA=97 Type=hostile
0 3 Spawned Monster B: MID=4 (Cockatrice) LV=19 HP=200 MP=40 SP=8 NA=98 Type=hostile
0 2 Spawned Monster A: MID=2 (Tentacle Monster) LV=23 HP=242 MP=58 SP=13 NA=98 Type=hostile
0 1 Initializing Grindfest (Round 3) ...
0 0 Battle Start!


level 28:

QUOTE
11 5 You gain 14 Credits!
11 4 You gain 117.34 EXP!
11 3 You are Victorious!
11 2 Mantitcore has been defeated.
11 1 You hit Mantitcore for 56 physical damage.

0 4 Spawned Monster C: MID=3 (Mantitcore) LV=25 HP=262 MP=58 SP=12 NA=97 Type=hostile
0 3 Spawned Monster B: MID=9 (Cookie Monster) LV=25 HP=255 MP=63 SP=14 NA=98 Type=hostile
0 2 Spawned Monster A: MID=1 (Green Slime) LV=27 HP=265 MP=67 SP=13 NA=98 Type=hostile
0 1 Initializing random encounter ...
0 0 Battle Start!


Level 39
QUOTE

11 8 You gain 21 Credits!
11 7 You gain 413.12 EXP!
11 6 Fire Fox dropped [Godly Health Draught]
11 5 Cookie Monster dropped [Lesser Spirit Draught]
11 4 You are Victorious!
...
0 4 Spawned Monster C: MID=6 (Fire Fox) LV=39 HP=398 MP=86 SP=22 NA=95 Type=hostile
0 3 Spawned Monster B: MID=3 (Mantitcore) LV=38 HP=376 MP=84 SP=19 NA=96 Type=hostile
0 2 Spawned Monster A: MID=9 (Cookie Monster) LV=37 HP=358 MP=89 SP=20 NA=96 Type=hostile
0 1 Initializing random encounter ...
0 0 Battle Start!


level 78: (assuming he has Credit bonus)

QUOTE
8 6 You gain 32 Credits!
8 5 You gain 1231.6 EXP!
8 4 Mantitcore dropped [Lesser Health Potion]
8 3 You are Victorious!

0 4 Spawned Monster C: MID=3 (Mantitcore) LV=74 HP=697 MP=156 SP=37 NA=91 Type=hostile
0 3 Spawned Monster B: MID=4 (Cockatrice) LV=75 HP=675 MP=135 SP=31 NA=92 Type=hostile
0 2 Spawned Monster A: MID=26 (Amphibious Sperm Whale) LV=75 HP=790 MP=135 SP=40 NA=88 Type=hostile
0 1 Initializing random encounter ...
0 0 Battle Start!


*too lazy to calculate*

This post has been edited by Hirobi: May 23 2009, 06:57
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post May 23 2009, 06:48
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QUOTE(Hirobi @ May 22 2009, 23:43) *

Assuming it does increase, the change seems pretty small, while healer price creases 3x that amount every 10 levels.

Look at the monster levels. The monsters in the second and third examples were about the same level and gave about the same XP. You're right that in the next example the monsters were about 3.5x the level and the credits were about 2.5x as much. I'm tempted to say that it's due to the variance between monster types as well as randomization. I still don't think the healer should be made much less expensive or everybody will be ascended by the end of the summer.

This post has been edited by Panuru: May 23 2009, 06:51
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post May 23 2009, 06:49
Post #178
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I would suggest improvements to the interface.

1. Mouse over on stats at character page so that more info appears on mouseover. E.g. Mouse over Str attribute will show a mini-description like "Str adds to your Hp/Att/etc." followed by the actual stats it adds "1 str = +0.75 damage + 1 hp + etc etc". Then mouseover weapon proficiency shows what it does and so on.

2.Monster current hp shown inside/beside lifebar to make it more user-friendly / more visible. (Just like own hp/mp/sp bar)
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post May 23 2009, 06:59
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QUOTE(Panuru @ May 23 2009, 06:48) *

Look at the monster levels. The monsters in the second and third examples were about the same level and gave about the same XP. You're right that in the next example the monsters were about 3.5x the level and the credits were about 2.5x as much. I'm tempted to say that it's due to the variance between monster types as well as randomization. I still don't think the healer should be made much less expensive or everybody will be ascended by the end of the summer.


Thats only one of the problem i also pointed out that
QUOTE
The main problem is training, those prices increases even faster then the loot do.
. At higher levels its almost impossible to keep up with the increasing costs.

It's just like any other RPG, the amount of money monsters drop plays a huge role on the development of characters. If the amound of credit drops remain relatively the same, then what would prevent lets says, a level 10 from getting level 80 gear. If you cap it off by level, then everyone would have similar gear for pvp, assuming if ten is still considering on implementing that feature.

This post has been edited by Hirobi: May 23 2009, 07:07
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post May 23 2009, 07:05
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QUOTE(Hirobi @ May 22 2009, 23:59) *

Thats only one of the problem i also pointed out that . At higher levels its almost impossible to keep up with the increasing costs.

I haven't visited the healer yet, so I can't say how quickly those prices increase. I'll take your word on this point.

The bottom line is that the healer isn't mandatory. Like all of the other perks purchased with credits, it's a way for those who contribute more to the site to get more out of it. If you want to use the healer more often, then upload more galleries or make a donation. If you can get everything you want with free credits, then there's no incentive to contribute.

This post has been edited by Panuru: May 23 2009, 07:09
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