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

 
post Jul 12 2009, 18:58
Post #281
Awing01



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There needs to be a thief/steal ability/spell that way you can try stealing items from the enemies.
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post Jul 12 2009, 19:34
Post #282
Panuru



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QUOTE(Awing01 @ Jul 12 2009, 11:58) *

There needs to be a thief/steal ability/spell that way you can try stealing items from the enemies.

Sleep --> Steal --> Steal --> Steal --> Steal --> Steal --> Sleep (etc etc)
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post Jul 12 2009, 23:32
Post #283
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Have it fully refill HP, MP, and Spirit Points when you level up.
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post Jul 13 2009, 01:19
Post #284
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QUOTE(Boggyb @ Jul 12 2009, 23:32) *

Have it fully refill HP, MP, and Spirit Points when you level up.


When you read in my mind?!? (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jul 13 2009, 16:53
Post #285
Sayo Aisaka



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QUOTE(Boggyb @ Jul 12 2009, 22:32) *

Have it fully refill HP, MP, and Spirit Points when you level up.

It would be nice to have some kind of bonus if you level up in the middle of an Arena challenge, considering that the monsters in the following rounds will be one level higher but you haven't had the opportunity to spend the Ability Point. Hmm... how about the ability to spend the Ability Point?
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post Jul 13 2009, 18:31
Post #286
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Give us the option of a free ability point reset every time we increase a rank. (Don't have it do it mid-battle, or you could be epically screwed).
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post Jul 14 2009, 01:02
Post #287
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QUOTE(Boggyb @ Jul 13 2009, 18:31) *

Give us the option of a free ability point reset every time we increase a rank. (Don't have it do it mid-battle, or you could be epically screwed).


Stop reading in my mind, at least when I'm sleeping! (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jul 14 2009, 02:14
Post #288
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QUOTE(bbgr @ Jul 13 2009, 16:02) *

QUOTE(Boggyb @ Jul 13 2009, 09:31) *

Give us the option of a free ability point reset every time we increase a rank. (Don't have it do it mid-battle, or you could be epically screwed).

Stop reading in my mind, at least when I'm sleeping! (IMG:[invalid] style_emoticons/default/tongue.gif)

No. I'll read your mind whenever.
Anyway, shouldn't your change your Sig to refer to the Catgirl Camarilla forum? What happens there will definitely stay there because there are only like 5 of you guys.

Another suggestion:
As proficiency increases, the chance of an enemy resisting your spell should decrease.
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post Jul 14 2009, 15:44
Post #289
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QUOTE(Boggyb @ Jul 14 2009, 02:14) *

No. I'll read your mind whenever.
Anyway, shouldn't your change your Sig to refer to the Catgirl Camarilla forum? What happens there will definitely stay there because there are only like 5 of you guys.


6! (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jul 14 2009, 16:58
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I would like to see a balanced item drop from monsters in Grindfest as well as The Arena, far too many times have I gotten a godly item first or second round...only to get a crude item on the third or fourth round.

Maybe something to the effect of,

First Round
% Item Drop Overall * (55% Crude + 25% Lesser + 15% Average + 4% Greater +1% Other(Special Items(Low Quality))

Second Round
% Item Drop Overall * (10% Crude + 35% Lesser + 35% Average + 15% Greater + 4% Superior + 1% Other(Special Items(Low Quality))

Third Round
% Item Drop Overall * (10% Lesser + 20% Average + 40% Greater + 25% Superior + 4% Godly + 1% Other(Special Items(Mid Quality))

Fourth Round
% Item Drop Overall * (10% Average + 20% Greater + 40% Superior + 29% Godly + 1% Other(Special Items(Mid Quality))

Fifth Round
% Item Drop Overall * (5% Average + 15% Greater + 45% Superior + 34% Godly +1% Other(Special Items(Mid Quality))

Six Round
% Item Drop Overall * (15% Greater + 45% Superior + 39% Godly +1% Other(Special Items(High Quality))

Seventh Round
% Item Drop Overall * (10% Greater + 45% Superior + 44% Godly +1% Other(Special Items(High Quality))

Etc... Maybe adding higher percentage chance for special items the higher you go, not sure the drop on elixirs... but you could work them in somewhere


Not saying this has to be absolute, but some system similar to that would be nice, i have noticed that my items are pretty much random most of the time, it may be higher drop rate of good items later in the rounds, but not really noticeable
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post Jul 14 2009, 21:53
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QUOTE(darkrelic2 @ Jul 14 2009, 07:58) *

I would like to see a balanced item drop from monsters in Grindfest as well as The Arena, far too many times have I gotten a godly item first or second round...only to get a crude item on the third or fourth round.

Maybe something to the effect of,



Etc... Maybe adding higher percentage chance for special items the higher you go, not sure the drop on elixirs... but you could work them in somewhere
Not saying this has to be absolute, but some system similar to that would be nice, i have noticed that my items are pretty much random most of the time, it may be higher drop rate of good items later in the rounds, but not really noticeable

I would argue that something like that is more important for the character's rank than arena/grindfest level. Crude potions do little for me other than provide some fodder for grindfest'ing.
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post Jul 15 2009, 00:32
Post #292
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Repeating an old suggestion, since I don't really think it's been implemented and I really think it should...

When you take down multiple enemies, grant an exp bonus. Since, obviously, beating 3 enemies in the same fight is harder than beating 1 enemy in 3 different fights.

So, say every enemy gives 50 exp. Winning a fight with 1 enemy in it gives 50 exp. Winning a fight with 2 enemies will give, say, 110. Winning a fight with 3 gives 170. etc.
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post Jul 15 2009, 11:06
Post #293
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QUOTE(Boggyb @ Jul 14 2009, 21:53) *

I would argue that something like that is more important for the character's rank than arena/grindfest level. Crude potions do little for me other than provide some fodder for grindfest'ing.


I would think both of those could be implemented, because right now... facing abnormally strong monsters (apathetic canuck...etc) in grindfest is less cost effective(credit wise) than just fleeing and starting another grindfest... there should be "something more" for a reward for going further
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post Jul 15 2009, 18:21
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QUOTE(darkrelic2 @ Jul 15 2009, 02:06) *

I would think both of those could be implemented, because right now... facing abnormally strong monsters (apathetic canuck...etc) in grindfest is less cost effective(credit wise) than just fleeing and starting another grindfest... there should be "something more" for a reward for going further

I'm not certain, but doesn't the item quality improve as one goes along? If so, it is not nearly as dramatic as the increase you propose, but I seem to recall hearing that it did.

Edit:
Another suggestion: How about the system not let enemies drop Infusions of Divinity and Darkness until you have spells that can take advantage of them. Infusions are basically a wasted item for me, but getting Darkness ones is a double waste.

This post has been edited by Boggyb: Jul 15 2009, 18:28
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post Jul 16 2009, 21:57
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A "wait" feature would be nice. If I put a monster to sleep in order to heal myself with a potion, I need some way to advance rounds without waking it up.


QUOTE(Panuru @ Jul 11 2009, 15:26) *

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.

It occurred to me that an easier implementation would be to have the effect last for N rounds and the icon appear for N-1 rounds. That way the icon is only up when it will affect the monster that round.
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post Jul 16 2009, 23:22
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QUOTE(Panuru @ Jul 16 2009, 20:57) *

A "wait" feature would be nice. If I put a monster to sleep in order to heal myself with a potion, I need some way to advance rounds without waking it up.

I got rid of Sleep, so I can't test this, but couldn't you use the "nonexistent item" trick?
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post Jul 17 2009, 00:10
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QUOTE(Sayo Aisaka @ Jul 16 2009, 16:22) *

I got rid of Sleep, so I can't test this, but couldn't you use the "nonexistent item" trick?

Yes I can, but that's more of a glitch than a feature. Having that functionality only for people who know the trick isn't kosher.
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post Jul 17 2009, 08:50
Post #298
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QUOTE(Boggyb @ Jul 15 2009, 12:21) *

Edit:
Another suggestion: How about the system not let enemies drop Infusions of Divinity and Darkness until you have spells that can take advantage of them. Infusions are basically a wasted item for me, but getting Darkness ones is a double waste.

Infusion isn't just to increase your attack, but your resistance to those elements. So an infusion of darkness would have attacks like haunt do less damage to you.
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post Jul 17 2009, 20:20
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Here's an idea: how about some of our more literary-minded users come up with story like text for the Arena battles? For example, one paragraph for intro, one for victory...
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post Jul 18 2009, 20:55
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RPGs that way -------->

Ten had mentioned that he came up with a scenario for the HV, it'll just take him time to fully implement everything, and I would assume the backstory is of less concern to more people than, say, the item shop (IMG:[invalid] style_emoticons/default/tongue.gif)

Hmm, as for suggestions...well, one of the artifacts could be a steam powered kitty launcher! Either that or go "exotic" with the chainsaw and have it part of another artifact, the Chainsaw Launcher....

I'm done.
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