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Hentai Verse Suggestions / improvements thread., To make Tenbori's job easier :D |
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May 23 2009, 07:08
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Hirobi
Group: Members
Posts: 235
Joined: 14-May 09

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QUOTE(Panuru @ May 23 2009, 07:05)  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.
Your missing the main point here.
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May 23 2009, 07:12
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(Hirobi @ May 23 2009, 00:08)  Your missing the main point here.
Your main point was that the credits charged by the healer increase more quickly than the free credits do, correct? I'm saying that there's no reason to expect them to correlate, since this system encourages people to contribute more to the site as they spend more time here (and reach higher levels).
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May 23 2009, 07:15
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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Well, I obviously don't know how it rolls later in the game, but Hirobi seems to be saying that healer costs increase far more rapidly than credit earnings.
Right now, at lvl 10, i can keep a positive credit inflow by going to the grindfest and healing afterward to repeat it immediately (while still gaining credits at around 20c per after subtracting out healing and better than that if i use items). I don't know if this was intended, but i think that's the point hes trying to get across (ie. you cant support a similar play style later on as healing and training costs skyrocket, but low level characters can harvest credits like this without a problem).
This post has been edited by marcho: May 23 2009, 07:18
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May 23 2009, 07:21
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(marcho @ May 23 2009, 00:15)  Well, I obviously don't know how it rolls later in the game, but Hirobi seems to be saying that healer costs increase far more rapidly than credit earnings.
Right now, at lvl 10, i can keep a positive credit inflow by going to the grindfest and healing afterward to repeat it immediately (while still gaining credits at around 20c per after subtracting out healing and better than that if i use items). I don't know if this was intended, but i think that's the point hes trying to get across (ie. you cant support a similar play style later on as healing and training costs skyrocket, but low level characters can harvest credits like this without a problem).
That's all well and good, but I don't see how it can be exploited or farmed. You have no control over leveling, so all the grinding will eventually raise you to the point where it isn't profitable anymore. You fight just as many battles before leveling as someone who never sees the healer. If anything, I would say it's good because it helps people get past the noob phase less painfully.
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May 23 2009, 07:29
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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Didn't say it was good or bad, just a quirk of the way the system works that i'm not sure was intentional. But yeah, helps ya get from 1-10 without to much trouble. It's only really an "exploit" if it wasn't intentional that you could chain heal at low levels. It does let me farm credits pretty quickly and easily, not just level (although i suppose it is a rather piddly amount at 20c per fight compared to the multi-k ranges of the higher end training)
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May 23 2009, 09:32
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Hirobi
Group: Members
Posts: 235
Joined: 14-May 09

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edit: I believe i said enough.
This post has been edited by Hirobi: May 23 2009, 10:01
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May 23 2009, 12:28
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Tenboro

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QUOTE(Hirobi @ May 23 2009, 03:51)  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).
QUOTE(Hirobi @ May 23 2009, 06:59)  Thats only one of the problem i also pointed out that . At higher levels its almost impossible to keep up with the increasing costs.
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.
You're assuming the HentaiVerse is the main game. It's not. It's a minigame to the larger game that is Galleries and its various components.
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May 23 2009, 14:33
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Forth_Lancer
Group: Gold Star Club
Posts: 43,118
Joined: 11-September 08

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I wonder if there is a magic that make us hit harder? Maybe this question must be asked to cptkleenex since he is an ascended one. (IMG:[ invalid] style_emoticons/default/smile.gif)
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May 24 2009, 09:07
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TheBigR
Group: Gold Star Club
Posts: 4,321
Joined: 29-October 06

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Has anyone suggested using unassigned exp to increase proficiency ratings and if not is this a good idea???
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May 24 2009, 15:06
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jarald
Group: Gold Star Club
Posts: 1,947
Joined: 16-November 06

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QUOTE(TheBigR @ May 24 2009, 00:07)  Has anyone suggested using unassigned exp to increase proficiency ratings and if not is this a good idea???
I don't recall it being suggested yet. Seems like the sort of thing I'd look into if it were available, though.
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May 24 2009, 20:55
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boeboe
Newcomer
 Group: Members
Posts: 26
Joined: 19-May 08

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have a basic arcane attack (like magic missile) generate overcharge.
thus not forcing a caster oriented character to boost melee attacks to "unlock" the rather potent spirit attack.
Boeboe.
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May 26 2009, 01:10
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bladejtr
Group: Gold Star Club
Posts: 10,969
Joined: 9-April 07

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Just a thought, for casting spells instead of default being magic missile let people set a default, or after the first spell cast in battle if you just click magic and a guy, which currently casts magic missile, have it cast whatever spell you cast last. This would cut my clicking for spells in half nearly since I only cast like 1 spell.
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May 26 2009, 04:17
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Ido013
Group: Members
Posts: 740
Joined: 27-March 09

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Have a numeral value of the monster's health instead of a vague health bar.
or
Have some kind of damage counter next to the monster the user attacks.
This post has been edited by Ido013: May 26 2009, 04:24
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May 27 2009, 00:13
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vexille
Newcomer
 Group: Members
Posts: 33
Joined: 28-July 05

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I haven't read all the pages here so I don't know if it's been suggested already or not, but I thought of something real simple that would make things a lot easier. Make the battle log a little more colorful. As it is right now, it only bolds the most important bits, but the rest is still kind of confusing to read. So it could be something like everything you do (like casting, attacking) is written in blue, everything the monsters do is written in red (alternatively, each monster having a different color, maybe?), actually damaging a monster could be written in green, a monster damaging you could be written in dark red... You get the idea.
Also I do reinforce the idea of showing exactly how much HP the monsters still have (a little pop up box when you hover over their HP bar, maybe?).
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May 27 2009, 00:30
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Cheapo
Newcomer
  Group: Gold Star Club
Posts: 58
Joined: 27-July 05

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A forum lurker enemy would be amusing to have, such as myself. Cause god only knows, there's enough of them on the site. And many of them have been around since before many of the active people you see around on the forums. QUOTE(Ido013 @ May 25 2009, 20:17)  Have a numeral value of the monster's health instead of a vague health bar.
or
Have some kind of damage counter next to the monster the user attacks.
While I think a numeral value for a monster's total hp/mp should be something gained through some form of analyze skill to use on monsters, and the damage numbers do appear in the battle log, in battles with many enemies, the log has so much stuff in it that it's a bit of a pain to read. Having the damage dealt to each monster on a given turn displayed beside their health bar would be a cool thing to have. Maybe with the different types of damage being displayed in different colors (white for physical, purple for poison, red for fire, blue for ice, etc.), but even just a total for damage dealt to each monster each turn, would make things much easier and quicker to read. Unfortunately, something like this would probably take a stupid amount of programming, but I still think it would be cool and useful if it is feasible. This post has been edited by Cheapo: May 27 2009, 00:38
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May 27 2009, 01:34
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Dndestroy
Group: Members
Posts: 1,029
Joined: 30-March 09

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Here's just a small suggestion, how bout before fully implementing the equipment, which will probably take a while to set up, you release some "trainee" gear in the shop to allow people to build their proficiency with the equipment while you get everything ready with stats on the gear that would reflect what kind of stats they would expect on the higher level gear. This way people would have more of an idea on the priority of their stats based on how they want to play rather than just put all in evenly like what most people I've seen.
Also, I support the multi-color combat text :X
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May 27 2009, 02:40
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Cheapo
Newcomer
  Group: Gold Star Club
Posts: 58
Joined: 27-July 05

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Training gear would indeed be a good idea, if for nothing more than to let us increase proficiencies of a weapon and/or armor type or two. Something without stats would even be useful for that purpose just to let us become somewhat proficient with them for when the real equipment is implemented.
Mind you, if one of the reasons equipment isn't implemented yet is because the equip screen itself hasn't been designed yet, then that won't be possible of course.
This post has been edited by Cheapo: May 27 2009, 02:42
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May 27 2009, 05:45
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samuraix
Group: Members
Posts: 186
Joined: 17-December 06

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even though this has already been said or just about I think it would be pretty cool to have co-op battles or maybe even big group battles
edit: or make a different currency for the game than credits that are for everything else, i say this because when items come out people are going to be charged credits and for the people that have been on the site for a while will have an unfair advantage of being able to buy everything right away and be more powerful compared to other players that are starting out
This post has been edited by samuraix: May 27 2009, 05:50
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May 27 2009, 10:49
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Dndestroy
Group: Members
Posts: 1,029
Joined: 30-March 09

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@ samurai The problem with co-op battles would be the programming hassle as well as how the battles work. It would be too much of a prob for ten to do something like that and the battles could end up being needlessly long. Maybe if the system was changed a bit it could work, but with the current system it isn't viable. Also, remember, this is a mini-game to the real site, so i's obvious the creds are gonna be the main currency used. Also, you're forgetting that at higher levels credits don't come as easily in battles cause of grindfest heal fees.
Here's a small addition to the trainee equipment thing. I don't know how the proficiency system currently works, but if the "cap" is actually your level then the following is basically me saying the same thing. Basically, to keep people from getting a higher proficiency than their level (and thus having an advantage over the older players...go figure) the gain would diminish to their level, this would also make the trainee equipment better for higher level characters as well as be better for testing the real equipment since the lower level people will have low level armor and proficiency, while higher level people will have higher level armor and proficiency when it is implemented. The only problem with a diminishing return towards their level is if it's not already like that it would be extra coding, but it would be worth looking into since the higher level chars will actually be on "par" with lower level chars in equipment proficiency.
This post has been edited by Dndestroy: May 27 2009, 10:50
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May 27 2009, 17:37
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(samuraix @ May 26 2009, 20:45)  even though this has already been said or just about I think it would be pretty cool to have co-op battles or maybe even big group battles
edit: or make a different currency for the game than credits that are for everything else, i say this because when items come out people are going to be charged credits and for the people that have been on the site for a while will have an unfair advantage of being able to buy everything right away and be more powerful compared to other players that are starting out
First: Tenboro said that only the most basic of items are going to be for sale. Second: I'm not sure that is an unfair advantage. We are higher level, so we obviously need better equipment. Thirdly: People who have been around longer and have accumulated stockpiles of credits have contributed more to the site, so they SHOULD get an advantage. This post has been edited by Boggyb: May 27 2009, 17:38
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