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> HentaiVerse 0.85, Script-breaking day

 
post Jun 24 2017, 02:03
Post #241
Dark_Force_0



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Wait, Ether Tap doesn't proc on a CM kill anymore?????? This just about 3rded my longevity, or worse! (have to test more but..)



QUOTE(Tenboro @ Jun 22 2017, 05:49) *

HV 0.85 is now live!

- Significant DOM/CSS reworks and improvements affecting basically everything except the Forge, as well as a lot of internal refactoring that makes it easier to add new stuff in the future.



Like the sound of that.


QUOTE(Sushilicious @ Jun 22 2017, 08:29) *

3) Selling equipment is now a hassle. You need to scroll past all your locked gear just to see if the piece you're selling is worth keeping. An easy fix would be to display all the unlocked gear at the top and all the locked ones at the bottom instead of separating them by category.


x2

This post has been edited by Dark_Force_0: Jun 24 2017, 02:07
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post Jun 24 2017, 02:04
Post #242
Mantra64



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QUOTE(Basara Nekki @ Jun 24 2017, 01:57) *

For non-soulfused equipment the PXP gain was 4 times lower. I just realized that. (IMG:[invalid] style_emoticons/default/sad.gif) Doing the IW now will be a disgrace. (IMG:[invalid] style_emoticons/default/cry.gif)

If the PXP gain in IW has been nerfed as much, then it would be nice if we at least could chose the gained potency.
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post Jun 24 2017, 02:07
Post #243
Scremaz



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QUOTE(sigo8 @ Jun 24 2017, 01:55) *

Also it looks like Elementals can no longer have attacks of a different type then their basic attack.

making them even weaker in the process...

QUOTE(Basara Nekki @ Jun 24 2017, 01:57) *

For non-soulfused equipment the PXP gain was 4 times lower. I just realized that. (IMG:[invalid] style_emoticons/default/sad.gif) Doing the IW now will be a disgrace. (IMG:[invalid] style_emoticons/default/cry.gif)

duh! (IMG:[invalid] style_emoticons/default/faint.gif)
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post Jun 24 2017, 02:19
Post #244
Juggernaut Santa



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Crude and Average gear have 20 IW rounds instead of 10 now (IMG:[invalid] style_emoticons/default/duck.gif)

Aaand, pfudor is 4 PXP/Round instead of 16.

This post has been edited by End Of All Hope: Jun 24 2017, 02:23
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post Jun 24 2017, 02:23
Post #245
tatarime



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There is a bug...
I can't purchase lottery tickets on 24th lottery...
"PURCHASR TICKETS" is possible to push, but "You hold 0 of xxx tickets " isn't changed. (IMG:[invalid] style_emoticons/default/sad.gif)

QUOTE(tatarime @ Jun 24 2017, 01:17) *

Isn't this working now? or a bug? (IMG:[invalid] style_emoticons/default/huh.gif)
QUOTE
A killing blow to a target that has Coalesced Mana with Arcane Blow will always trigger Ether Tap.

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post Jun 24 2017, 02:28
Post #246
Juggernaut Santa



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WHAT THE HECK.

PxP multiplier for Normal Difficulty is 2
PxP multiplier for PFUDOR Difficulty is 4

No, wait, tell me more (IMG:[invalid] style_emoticons/default/dry.gif)
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post Jun 24 2017, 02:29
Post #247
Dan31



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QUOTE(Tenboro @ Jun 22 2017, 11:49) *

- Battle actions/screen updates are now (finally) done with XHR rather than POSTing the entire page. This should cut down on load flashing and various browser memory leak issues. While scripts have been available to emulate this behavior, the official method selectively transfers updated panes and new log entries, and therefore also reduces the amount of data transferred. (This is a first pass, and will be further improved in the future.)

Good job there. (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jun 24 2017, 02:51
Post #248
bensalenkkari



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QUOTE(End Of All Hope @ Jun 24 2017, 03:28) *

WHAT THE HECK.

PxP multiplier for Normal Difficulty is 2
PxP multiplier for PFUDOR Difficulty is 4

No, wait, tell me more (IMG:[invalid] style_emoticons/default/dry.gif)

Well, the PF monsters seem to die so much faster that they are all below half hp in random encounters before I can even use OFC. Clearly balanced relative to new difficulty (IMG:[invalid] style_emoticons/default/rolleyes.gif) (no, I wasn't serious if it wasn't clear enough)
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post Jun 24 2017, 03:05
Post #249
sunder ran



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Is there a way to get the status bar back? The empty space on the new layout is bothering me alot.
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post Jun 24 2017, 03:08
Post #250
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I'm really not a fan of the new overcharge system.

Scenario 1: I have 3 charges, and am in Spirit Stance. I use Frenzied Blows. It succeeds, and I now have 0 charges + exit SS.

Scenario 2: I have 3 charges, and am in Spirit Stance. I use Frenzied Blows. It fails, because I have insufficient OC, and I now have 2 charges + am still in SS.

Both scenarios are identical to the user - the same graphical information is presented, and the same action is taken, but the result varies depending upon whether I have 75-84 OC or 85-99 OC. As the user, it's a crapshoot, because important information is being hidden from me.

Under the old system, I could see exactly what my OC was and know whether or not using Frenzied Blows would succeed or fail based on the number. Under the new system, it's impossible to know what your exact value is, because there's an element of randomness as to how fast OC drains, even if you try to count it out, making it a complete guess as to whether or not skills will fail when you're in SS and have exactly the number of charges that the skill costs.


Edit: I'd also like to point out that, since the OC pips expand outwards from the center of the HP bar, it can be really hard to tell how many there are when it hits 7 or 8. Having to stop and count them to see if I'm maxed out is really flow-breaking.
[en.wikipedia.org] https://en.wikipedia.org/wiki/Subitizing

This post has been edited by applpie: Jun 24 2017, 03:36
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post Jun 24 2017, 03:29
Post #251
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XHR is great, no flashing now.

This post has been edited by kzh125: Jun 24 2017, 03:45
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post Jun 24 2017, 03:33
Post #252
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QUOTE(Tenboro @ Jun 23 2017, 19:10) *

#vbh>div{text-align:left !important}

Place in Stylish or whatever. FTFY.


this helps, but I would like to see the numbers beside the health bar (IMG:[invalid] style_emoticons/default/cry.gif)

also, when i'm using spark of life, the health bar doesn't turn red when i'm dying. That confuses me :/
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post Jun 24 2017, 03:49
Post #253
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The battle screen looks so... simple now. It's weird. Can't you fill all that blank space with numbers and general information? Also RIP indeed sidebar, you were cool.
The QoL changes are great though.
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post Jun 24 2017, 03:52
Post #254
8055



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Well, guess I'll be going through the userscripts again. Most of my userscripts including NoPopup (auto advances through "you are victorious" prompt) stopped working for the time being, so that's lovely.

QUOTE(sunder ran @ Jun 23 2017, 20:05) *

Is there a way to get the status bar back? The empty space on the new layout is bothering me alot.


Seconded. Even a userscript will do. Everything shifted to the left on a widescreen monitor just looks really really off to me. Not liking this interface, so far, particularly in the lack of information it provides during battle.

This post has been edited by 8055: Jun 24 2017, 04:11
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post Jun 24 2017, 03:56
Post #255
Bane13



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Some of this looks like it is an improvement, but other things are just bad. Oh well, whatever. Do not like it so far.

This post has been edited by Bane13: Jun 24 2017, 04:02
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post Jun 24 2017, 04:11
Post #256
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Not too crazy about that new vitals bar, plus, now i'm forced to feed happy pills to the Lab Monsters all the time? and at least 2 per monster each time?! talking about doing something that will automatically make the price of the damn thing skyrocket!

Well, after five days since the new patch, i can definitely say that i was mistaken about the happy pills and that if anything you spend much less now than before, also, even though the new Vitals Bar is a little bit confusing, i have to admit that it makes the game interesting again, it had become kind of boring and you could pass rounds with out even paying attention and now it's s different story, lol!

Even though there's a few things i have yet to learn about this new patch, i now think it's better this way.

This post has been edited by Brad33: Jun 28 2017, 23:00
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post Jun 24 2017, 04:13
Post #257
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QUOTE(Scremaz @ Jun 23 2017, 11:11) *

verdana fixes a few things (like some percentage symbols overlapping with some numbers), but not this one


My best luck has been with:

Liberation Mono font size 9 (Courier New font size 9 may be a Windoze equiv)
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post Jun 24 2017, 04:14
Post #258
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(IMG:[s24.postimg.org] https://s24.postimg.org/z5dishbh1/HVHealth_Bar_Flash_Warn.gif)


Love flashing stuff. Haha. *drool* (IMG:[s11.postimg.org] https://s11.postimg.org/rhmkqsdsj/Drool_Face.gif)
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post Jun 24 2017, 04:17
Post #259
Sapo84



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After playing around a bit I would say that some parts probably need a few tweaks.

Bars
I honestly like them but I think there are some improvements to do for usability

OC BAR
I honestly like them, but pips for OC are not a good since they interact badly with spirit stance and you don't know when a skill will work or fail. And it's also difficult to know when the bar is full.
I would switch to numbers, if that doesn't sounds good another fix would be to:
- if spirit stance is active enable the skills only when OC is skill + 10
- make the "full bar" more obvious

HP BAR
I like it, but I still prefer to also have the HP as number.
1HP is not the same as 5HP (in the first case spark will fail).


Monster health
QUOTE(Tenboro @ Jun 22 2017, 11:49) *

Monster health scaling was changed. Above level 100 it will shift more from difficulty to monster level, scaling up from 1x at level 100 to 4x at level 500. Max difficulty modifier was reduced from 8x to a 2x. Base health from endurance was reduced from 6 per point to 5 per point.

Reports coming in say that at medium level (300-350) monsters have visibly less health and make for faster clear.
Considering that melee styles (1H in particular) don't really scale after level 350 this change somewhat breaks the balance, melee players will top at around lvl 300 and then get weaker the more they level up.
Also mages will probably top at around 400-450.

I don't want to be too whiney or ask to revert the change, but I suggest a few possible tweaks (others opinions are very welcome).
- Logarithmic scale
- level scaling tops earlier (lvl 400 for example)

I think something like x3.5 HP at lvl 300 and x4 at lvl 400 would be somewhat balanced and fair.
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post Jun 24 2017, 04:23
Post #260
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God damn it! I was fucking around making that gif and went back to finish the round and lost.

Here's what it looks like. Total black band of death.

(IMG:[s13.postimg.org] https://s13.postimg.org/jhdzahpgn/HVHealth_Bar_Defeated.jpg)
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