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

 
post Oct 13 2009, 19:58
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Yet another one to put in the "it might have been mentioned before" category:


Don't just tell us what Spell has been cast, tell us precisely what the Spell is doing based on how proficient we are in it -for example, don't just announce "You cast the spell 'Shield' on yourself;" we'd like to know specifically that said spell is reducing damage to the character by X number of points or percentage points.

To Tenboro: I think that you could actually encourage more participation in HV if people could see just how sassy (or sucky as the case may be) a given Spell is, and if it suits the particular player's purposes.
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post Oct 13 2009, 20:00
Post #762
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QUOTE(Thanos008 @ Oct 13 2009, 19:58) *

Don't just tell us what Spell has been cast, tell us precisely what the Spell is doing based on how proficient we are in it -for example, don't just announce "You cast the spell 'Shield' on yourself;" we'd like to know specifically that said spell is reducing damage to the character by X number of points or percentage points.


Do you *ever* read patch notes or, you know, try to actually hover over a spell?
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post Oct 13 2009, 20:25
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I made that fuck up once already, I felt pretty dumb. Duration effect spells give a readout of their effect if you mouse over the icon. I suppose I should add that to the info thread, I didn't figure anyone else would repeat my fail out after me.

Now I would however like to know how proficiency effects spell damage and the numerical effects of offensive procs.
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post Oct 13 2009, 20:28
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QUOTE(Tenboro @ Oct 13 2009, 11:00) *


Do you *ever* read patch notes or, you know, try to actually hover over a spell?
Yes, I do read Patch Notes and no, I don't know how effective a Spell like "Shield" or "Barrier" actually is in specific, numerical terms.
(I don't know where this info is that you speak of.)

I wasn't trying to be snarky or anything, I was simply saying that the actual effects of a given Spell (in raw numbers or percentages describing DMG bonus/reduction) would be nice to see in actual combat, even if the player in question does know where the info on that Spell might be found elsewhere.


QUOTE(marcho @ Oct 13 2009, 11:25) *
I made that fuck up once already, I felt pretty dumb. Duration effect spells give a readout of their effect if you mouse over the icon. I suppose I should add that to the info thread, I didn't figure anyone else would repeat my fail out after me.

Now I would however like to know how proficiency effects spell damage and the numerical effects of offensive procs.
I don't want duration totals -that's already in the combat window -I want to know what the spell is specifically doing for me in raw numbers.

If, for example, "Shield" does nothing for me but soak up 2 points of DMG, I'd like to know that the spell sucks that badly; conversely, I'd like to know if the spell absorbs 2% or 5% or whatever % of DMG.




This post has been edited by Thanos008: Oct 13 2009, 20:31
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post Oct 13 2009, 20:32
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QUOTE(Thanos008 @ Oct 13 2009, 14:28) *

Yes, I do read Patch Notes and no, I don't know how effective a Spell like "Shield" or "Barrier" actually is in specific, numerical terms.
(I don't know where this info is that you speak of.)

I wasn't trying to be snarky or anything, I was simply saying that the actual effects of a given Spell (in raw numbers or percentages describing DMG bonus/reduction) would be nice to see in actual combat, even if the player in question does know where the info on that Spell might be found elsewhere.

Dude. Use shield, move your mouse over the shield icon that pops up above your character, and read the info. It tells you exactly how many turns it lasts and how many points of damage it absorbs per attack. The same thing applies for all spells that cause a buff or effect.

Shield doesn't work on percentages, it's a raw points of damage reducer. It tells you that in the info pane when you use the spell. It increases in power based on how high your supportive proficiency is and how badly it's reduced by interference.

This post has been edited by DemonEyesBob: Oct 13 2009, 20:34
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post Oct 13 2009, 20:34
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QUOTE(DemonEyesBob @ Oct 13 2009, 11:32) *

Dude. Use shield, move your mouse over the shield icon that pops up above your character, and read the info. It tells you exactly how many turns it lasts and how many points of damage it absorbs per attack. The same thing applies for all spells that cause a buff or effect.

Shield doesn't work on percentages, it's a raw points of damage reducer. It tells you that in the info pane when you use the spell. It increases in power based on how high your supportive proficiency is and how badly it's reduced by interference.
Thank you for the info.

EDIT: I've always been hovering the Mouse over the Icon in the Quick Select Windows, not the other Icon at the top.




This post has been edited by Thanos008: Oct 13 2009, 20:38
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post Oct 13 2009, 21:55
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would be handy if double clicking an equipment item in the inventory or bazaar window changed its text color (that way you can color your favorite eq pieces blue, equipment you've already checked stats of in red, and every piece newly found comes in default black so you can easily identify which pieces of equipment are new)
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post Oct 13 2009, 22:04
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I know it sounds rather dull, but a brieft estimate of how much prof you will gain from a montage before actually doing so.

Lame I know, but I would find it a little easier.
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post Oct 14 2009, 05:34
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QUOTE(Cronauron @ Oct 5 2009, 11:45) *
I just have a couple of quick suggestions.

For dual-wielding, I was wondering if it's possible to have weapon procs appear before an offhand attack is determined. This way the piercing armor effect from the primary hand sets up an immediate followup blow from the offhand weapon. This might actually be OP, but it just seems that's the order the effects would occur normally.


Another suggestion is to introduce non hostile monsters. Not necessarily helpful, but neutral unless attacked. The battle could be resolved without aggravating them and they could possibly serve as targets for other monsters, who normally seem to get along so well.
***COUGH*** Magic Pot ***COUGH***

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post Oct 15 2009, 07:14
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Would you consider lowering the training cost for extra ability points now that the HV skill tree has more holes to fill than the legacy one?
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post Oct 15 2009, 07:47
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If we MUST get measly Potions as a potential 'reward' for slogging through long and difficult Arenas, or even Hourlies/Ring of Blood battles where a Big Boss appears, could we at least get rewarded multiple Potions??


I slogged through the 14-round Arena earlier today not long after reaching Level 70, and all that I got for it for the Arena Award was a lousy T-Shirt a Lesser Mana Potion. I can only imagine what it must feel like for guys like Hito or cpt-k or cmal. (IMG:[invalid] style_emoticons/default/tongue.gif)

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post Oct 15 2009, 07:51
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huh, that's an interesting idea.

if you roll a regenerative consumable for your arena reward, maybe you get a potion set instead of a single potion. like x3 for low arenas, x5 for mid and x10 for high arenas. equipment, artifacts and special consumables would still be single of course.

Although I would still prefer to see a general quality increase in arena reward drop quality I think.
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post Oct 15 2009, 13:55
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QUOTE(marcho @ Oct 14 2009, 22:51) *
huh, that's an interesting idea.

if you roll a regenerative consumable for your arena reward, maybe you get a potion set instead of a single potion. like x3 for low arenas, x5 for mid and x10 for high arenas. equipment, artifacts and special consumables would still be single of course.

Although I would still prefer to see a general quality increase in arena reward drop quality I think.
He said earlier on that higher Arenas are supposed to give you better and better stuff.....but from what I've seen of some of the posted battles, it doesn't really seem to work out that way -could've sworn that one of the high-up guys here defeated a Konata or Spaghetti Monster or some such at the end of a presumably long Arena.....and received a Crude or Lesser Potion or some such (this was before Tenb banned Crudes).


But hey, locking in high-quality Potions/Draughts/Scrolls? (as opposed to rolling for their quality level) for harder settings and/or higher-level dungeons works for me, too.
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post Oct 15 2009, 18:38
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QUOTE(a leech @ Oct 14 2009, 22:14) *

Would you consider lowering the training cost for extra ability points now that the HV skill tree has more holes to fill than the legacy one?

You do, um, realize that he has done exactly that...

Edit:
Seriously, Tenb, I can grind on normal indefinitely (by that I mean I make enough credits to heal myself fully and start again). Change Grindfest, don't kill credit gains again...

This post has been edited by Boggyb: Oct 15 2009, 19:28
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post Oct 15 2009, 21:42
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Now I really like grindfest I am able to earn thousand of experience in one go not like before

And Credits , just pure chance of drop something thats how it supposed to be. [Just my opinion do not lynch me]

You know it look strange [and its used in 90% of RPG] to kill monster and gain heap of gold, credits, whatever from it this way its more like you get some body parts and cash them.[without them written you just get credits (IMG:[invalid] style_emoticons/default/smile.gif)] Who do not like hamster steaks right (IMG:[invalid] style_emoticons/default/smile.gif)

Ahh and my addition to theme

I think there should be some more de-buff spells I know everybody loves weaken or silence now.
But what about higher lvl versions like Paralyzing Poison [poison + weaken], Numb [giving sleep + silence]
or Meltdown giving monster negative numbers to elemental affinities [ok that name is stolen]
And stuff like that.

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post Oct 15 2009, 22:01
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QUOTE(Boggyb @ Oct 15 2009, 11:38) *

Seriously, Tenb, I can grind on normal indefinitely (by that I mean I make enough credits to heal myself fully and start again). Change Grindfest, don't kill credit gains again...


Since you can heal up by going into cake with a handful of lesser potions for free anyways, I really don't see what you could do to prevent unlimited grinding aside from making the grind so ungodly hard that you could only go 2-3 rounds on cake.

Personally I don't see anything wrong with the grind as it is now. Sure, you can grind as much as you want, but that's what a grind is. Mindnumming grinding. It's not like you can go past round 100 in battletoads grind and harvest drops, you just get to do the first 50 rounds of normal, pick up your garbage potions and you exp, and then start over.
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post Oct 16 2009, 02:13
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QUOTE(Boggyb @ Oct 15 2009, 09:38) *

You do, um, realize that he has done exactly that...


Did he? I thought he only made changes to +Exp. Oh well.
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post Oct 16 2009, 05:51
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QUOTE(marcho @ Oct 15 2009, 13:01) *

Personally I don't see anything wrong with the grind as it is now. Sure, you can grind as much as you want, but that's what a grind is. Mindnumming grinding. It's not like you can go past round 100 in battletoads grind and harvest drops, you just get to do the first 50 rounds of normal, pick up your garbage potions and you exp, and then start over.

The problem is that I can make credits from grinding. That I can do it indefinitely theoretically means I could make infinite credits. Tenboro has said that he wants the HV to be credit neutral which means he has to do one of: change Grindfest, change the cost of healing, or change the credit bonus. I just don't want #3 to happen. I like actually making a few credits when I do my daily arenas and hourly battles. If that means sacrificing people's precious grindfest, then so be it.
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post Oct 16 2009, 06:06
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Increasing healer costs might actually make healing tokens worthwhile. Although I would like to see some upside to give with the negetive if that happens, maybe a higher blood token drop rate or somesuch.

That aside though, like I mentioned even if you only got 1 credit per round you would still be credit positive if you used potions to heal. You will always make credits grinding once you pass level 50 or so unless there are absolutely no credit bonuses whatsoever. Point two being that, while yes you can make credits grinding, and you could in theory make infinite credits, that also assumes you are given infinite time. Which is a pretty... odd assumption. Credit gains from grinding is pretty slow.
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post Oct 16 2009, 06:33
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When Tenboro nerfs enemies credit drops, don't say I didn't warn you. He IS going to to return things to how they were before the latest update.
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