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

 
post Oct 8 2009, 21:54
Post #741
Thanos008



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First, I'd like to see sub-groupings of Weapons and Armors in the Bazaar -not just between Light and heavy and Cloth Armor, but also sub-groupings under those such as "Boots," "Cuirasses," "Breastplates," 'Robes," and so on and so on -perhaps as clickable Links of their own.

Second, I'd like to see whatever it is you call those tab on the side of a window that you can drag with your Mouse to fast-scroll down a long list of items, in HentaiVerse Character/Equipment/Bazaar Screens.

Third, related to the second point, I really wish that when you click on something to add it to your inventory, that the entire Menu doesn't go all the way back up to the top and you have to sift through the list all over again.


And of course, since it cannot be asked for enough times IMO, an indicator next to the Items that you want to buy displayed as either Up/Down Arrows or +/- Numerical Values comparing what you are currently equipped with to the item in the Bazaar that you are looking at. (IMG:[invalid] style_emoticons/default/happy.gif)
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post Oct 9 2009, 08:23
Post #742
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1) Maybe some sort of spiked shields that do offhand damage under certain conditions, like against critical hits, or when defending.

2) A way for magic users to hold, well, anything else, even if it's only another staff, or an extra means of defense.

3) Monsters less likely to resist a spell that they should be weak against.
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post Oct 9 2009, 08:42
Post #743
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QUOTE(dap00 @ Oct 9 2009, 02:23) *

1) Maybe some sort of spiked shields that do offhand damage under certain conditions, like against critical hits, or when defending.

Hmmm
QUOTE

2) A way for magic users to hold, well, anything else, even if it's only another staff, or an extra means of defense.

I think the point is for magic users to use shield. If I used it with cloth+light armor and a staff it'd probably stop a decent amount of damage, considering with full plate and dual wielding it lasts 26 turns and stops 25 points of damage.
QUOTE

3) Monsters less likely to resist a spell that they should be weak against.

As if that'll happen. What would be nice is if they became less likely to resist a spell each time they resist anything.
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post Oct 9 2009, 19:09
Post #744
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QUOTE(dap00 @ Oct 9 2009, 12:23) *

1) Maybe some sort of spiked shields that do offhand damage under certain conditions, like against critical hits, or when defending.
2) A way for magic users to hold, well, anything else, even if it's only another staff, or an extra means of defense.

1) Better yet, Armor of Thorns! It deals damage to monsters that hit you!
Downside is, insane interference / burden. You wont be moving too freely with all that spikes all over you.
2) Scepter / wand -- basically a one-handed staff. We could wield it with shield for more protection and still enjoy that pluses to our magic. Ether Theft for added joy.
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post Oct 11 2009, 12:02
Post #745
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An Equipment Upgrade Shop where we can Upgrade our weapons and Armor
That would be nice
every time i look in the equipment shop i dont find a better weapon

This post has been edited by Gtdragon: Oct 11 2009, 12:03
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post Oct 12 2009, 09:36
Post #746
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Just personally think it'd be nice for the grey mini bosses to guarantee a drop (item/equipment) when playing at normal or above.
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post Oct 12 2009, 11:27
Post #747
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Please, change monsters' letter icons on number ones. Would make keyboarding easier...
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post Oct 12 2009, 16:39
Post #748
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Increase token of healing / token of blood ratio to 60/40 or 75/25 (or hell, even 50/50)
right now from the drops I'm getting (20 healing, 1 blood) it seems like 95/5 or worse.
As blood arenas are capped to once per day just like regular arenas, even with a fuckton of tokens you still couldn't really abuse it, but I'm getting far more healing tokens than I can use and I'd like to try the ring of blood more often.

It's been mentioned a good bit, by myself included, but just keeping the smith/equipment upgrade idea up there.

Maybe a Token of Scholars? Allows you to train a skill instantly (not for free, you still pay the full cost)
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post Oct 12 2009, 17:01
Post #749
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Right now it's 90/10. After a while I'll see if they just end up piling up, and adjust accordingly. But if so it's also possible I'll restore the healing cost to what it used to be to make them more useful.
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post Oct 12 2009, 19:59
Post #750
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Why not make healing tokens able to offer to the shrine, like 10x token of healing for 1 token of blood.
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post Oct 12 2009, 20:12
Post #751
marcho



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... or maybe 2:1

It's not like you find a flood of them, I just don't have a use for them.
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post Oct 12 2009, 20:21
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i got 7 atm and that is only 1 day worth of arenas so i think 10:1 is appropriate, but of course the lower the better.
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post Oct 12 2009, 20:39
Post #753
marcho



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Huh, from 2 days of arenas I've only found 3 or 4 from the arenas themselves outside of the ring of blood. Most of mine came from grinding and the ring. Higher arenas do have a higher chance of dropping tokens, that might have something to do with it.

Anyways, like I mentioned, with the arenas cooldown changes you can only attempt each boss/legendary once a day, so even if I had hundreds of tokens It's not like I could use them as anything more than a diversion/testing ground. Sure it's decent exp, but it is less than I get from the higher level arenas I have access to, and I havn't even reached Endgame, where bosses show up anyways.
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post Oct 12 2009, 21:24
Post #754
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A spell what raises player's damage output would be nice...
As well as one for accuracy, both phys and magical...
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post Oct 13 2009, 04:37
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QUOTE(hen_Z @ Oct 12 2009, 21:24) *

A spell what raises player's damage output would be nice...
As well as one for accuracy, both phys and magical...

There are already stuffs for that, its called overcharge and aura rank upgrades.
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post Oct 13 2009, 11:32
Post #756
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QUOTE(Eutopia @ Oct 13 2009, 08:37) *

There are already stuffs for that, its called overcharge and aura rank upgrades.
But, thats no magic!
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post Oct 13 2009, 14:44
Post #757
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QUOTE(Eutopia @ Oct 12 2009, 19:59) *

Why not make healing tokens able to offer to the shrine, like 10x token of healing for 1 token of blood.


I second the part of being able to offer healing tokens to the shrine, but in exchange for a random elixir or a few better-than-average potions/draughts. It seems more logical this way, after all, they are healing tokens.

This post has been edited by midoriyama: Oct 13 2009, 14:45
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post Oct 13 2009, 15:13
Post #758
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QUOTE(midoriyama @ Oct 13 2009, 08:44) *

I second the part of being able to offer healing tokens to the shrine, but in exchange for a random elixir or a few better-than-average potions/draughts. It seems more logical this way, after all, they are healing tokens.

It doesn't make sense to exchange them for tokens of blood, though I definitely wish they would drop a bit more often. I think the idea of exchanging them for an elixir or something is kinda interesting.
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post Oct 13 2009, 18:19
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Undo your changes to Grindfest. I'm able to get way too many credits from it. I don't want you to use that as an excuse to nerf the credit drops of enemies...
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post Oct 13 2009, 18:24
Post #760
marcho



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Hmm, I thought the changes to the grind were pretty good. Sure the beginning is easier, but its much harder to cap out your quality bonus now. That combined with the significantly lowered drop rate should be netting you less credits.

Since the grind changes were an actual gameplay improvement, I would guess that if credit earnings really were a problem the healer costs would be set back to normal, especially now that we have healing tokens.
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