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

 
post Jun 21 2009, 00:51
Post #261
hitokiri84



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I know nobody has gotten to dark yet, but there should definitely be a drain enemy health AOE spell. The larger the mob, the more health it would transfer to your own.
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post Jun 21 2009, 01:37
Post #262
Cyriel



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QUOTE(hitokiri84 @ Jun 21 2009, 00:51) *

I know nobody has gotten to dark yet, but there should definitely be a drain enemy health AOE spell. The larger the mob, the more health it would transfer to your own.

i agree with this as well seeing as how i suggested a single target variant (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jul 7 2009, 21:39
Post #263
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Reduce the Mana cost for Shadow Veil to that of Shield. I haven't had it for awhile for that very reason. It cost way too much for what effect it gave.
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post Jul 9 2009, 05:25
Post #264
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Cheaper costs for AoE spells - 37 MP for meteor is too much for me (IMG:[invalid] style_emoticons/default/anime_cry.gif)

EDIT

I just came up with a neat idea. How about people who click on their mob event at the same time have to face each other in battle. For example person x and person y trigger their hourly at the same time give or take a minute, person x gets stuck in a battle against person y ... That would be pretty cool if feasible.

This post has been edited by Awing01: Jul 9 2009, 05:33
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post Jul 9 2009, 08:14
Post #265
Dlaglacz



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QUOTE(Awing01 @ Jul 9 2009, 05:25) *

I just came up with a neat idea. How about people who click on their mob event at the same time have to face each other in battle. For example person x and person y trigger their hourly at the same time give or take a minute, person x gets stuck in a battle against person y ... That would be pretty cool if feasible.


Yeah, and then one person stops doing the round, and laughs on the forum at the other person who is stuck in battle until it's finished.
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post Jul 9 2009, 08:30
Post #266
hitokiri84



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Or someone just gets one-shot by a massively more powerful opponent over and over. There's no feasible way to make PvP with this system.
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post Jul 9 2009, 16:07
Post #267
dlhmmr



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What I would like to see, Power Tank & Power Regen training give a boost to Health & Magic stats, as well as Karma & spirit stats. That would at lease make it worth spending the credit to train.

Another idea is Sure Drop Training. Make it simular to pack rat and aura slot. and it would cause at least one item drop in every battle won.
Max of 3 training at 25k/50K/100K credits & but only one drop per monster. This would be in addition to any random drops generated by the game.

25K level = one item drop no matter the mob size with possable random drop.
50K level = two items dropped if more than one monster. (one monster = one drop) + possable random
100K level= three items dropped if more than two monsters, (1M=1D, 2M=2D, 3M=3D) + possable random.

These would only apply with player settings on normal or higher, and would be in effect for all battles.


OK, now tell me what is wrong with my ideas &/or why they wont work.
Tenboro: are these even possable?
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post Jul 9 2009, 16:31
Post #268
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One, possible, it's and i not an a...just wanted to point that out first.

As for that kind of idea, it would give too much benefit, especially once the item and equipment shop is available. Getting guaranteed items in battle would make it too good to pass up since you would be able to relatively easily farm up items for insanely cheap. The only possible way for it to not be cheaper than its possible worth would be for it to cost exorbitantly more, along the line of around 500k for the first rank, considering it would be a permanent increase in items gained.

Edit: To put it into perspective, every battle afterward would have a much higher chance to grant an elixir due to the fact you're guaranteed an item.

This post has been edited by Dndestroy: Jul 9 2009, 16:32
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post Jul 9 2009, 16:38
Post #269
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Being able to train drop % level would be good but a definite drop ability would never happen unless like it was mentioned it was devastating on biblical levels to peoples credit stockpiles
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post Jul 9 2009, 18:45
Post #270
dlhmmr



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Both valid points so how about this.

Drop training by a 1% basis like EXP training, starting at 5K and increasing by 5K each level with a max of 50 levels so you would never get greater than an extra 50% chance of a drop on any one battle.
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post Jul 9 2009, 18:49
Post #271
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it should be balanced like other games, like giving 10% more drop rate and getting 20% more damage, if not it takes all the "fun" of the game x3
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post Jul 9 2009, 19:20
Post #272
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QUOTE(AglowGolem @ Jul 9 2009, 09:49) *

it should be balanced like other games, like giving 10% more drop rate and getting 20% more damage, if not it takes all the "fun" of the game x3


Wouldn't a 1% increase in drop = to a 1% increase in difficulty keep things ballanced?
With keeping the training applied only to normal & higher settings. I know the harder settings already have a higher drop % = to the difficulty, so why couldn't the same apply to the drop training?
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post Jul 10 2009, 02:34
Post #273
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You're slightly off there, the drop chances are the same, it's the item quality that changes.
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post Jul 10 2009, 19:16
Post #274
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Oh Well, Drop training was just an idea, but I would still like to see power regen & power tank training boost H & M stats in the HV. I won't waste anymore credit on them otherwise (IMG:[invalid] style_emoticons/default/dry.gif)
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post Jul 10 2009, 19:32
Post #275
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That won't happen, because there is already training for increasing HP and MP. It's called Ability Boost. (IMG:[invalid] style_emoticons/default/wink.gif)

This post has been edited by hitokiri84: Jul 10 2009, 19:32
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post Jul 10 2009, 20:29
Post #276
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Have it prominently display what difficulty one has set in the arena submenu.
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post Jul 10 2009, 21:44
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Or display your current difficulty on either the top or side bar.
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post Jul 11 2009, 19:36
Post #278
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How about a magic overcharge bar that allows you to burn all your remaining MP to cast an epic AOE spell. Or maybe it lets you double cast a spell (two for the price of one [both in casting time and in cost]).

Edit:
Of course you could have it combine with your normal overcharge for a really crazy attack.

Or you could have a number of different overcharge spells that you learn when you have a certain level of proficiency in that type.
There are a number of possibilities with that:
Curative- Fully Heals, casts regen and spark of life.
Supportive- Casts all the various supportive spells.
Deprecating- Casts every deprecating spell you have on all the enemies.
Elemental- Casts an AOE or single hit spell that combines all of the elemental ratings.

This post has been edited by Boggyb: Jul 11 2009, 19:42
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post Jul 11 2009, 22:26
Post #279
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I would greatly appreciate it if the sleep effect wore off after the attacks have been executed. In other words, the Green Slime wakes up then the next round begins. It was an unpleasant surprise starting the round with the slime asleep and ending it being crushed by Jiggle.

Of course this can also be addressed by just keeping track of the number of rounds once you know how it works.
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post Jul 12 2009, 00:32
Post #280
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Is it possible to have a QUIT option between rounds in Grindfest? For example, if I'm low on HP and I don't think I'm going to last the next round, I like to quit instead of continuing. However, the game force you to continue to the next round, then you have to use flee to quit while the monsters attack you for more damages.
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