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> HentaiVerse 0.85, Script-breaking day

 
post Jun 24 2017, 03:33
Post #252
lololo16




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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
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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
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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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post Jun 24 2017, 04:25
Post #261
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now that morale/food bars have increased i'll be able to lazy about longer before checking
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post Jun 24 2017, 04:56
Post #262
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QUOTE(End Of All Hope @ Jun 23 2017, 18:28) *

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)

The Item World PxP mod is tied to the HP mod, I guess TB forgot to untie them.
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post Jun 24 2017, 05:29
Post #263
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Can't really say anything that hasn't been said. HP and overcharge could really use their own numerical representations and the clinching HP bar makes it harder to judge your health on top of that.
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post Jun 24 2017, 05:30
Post #264
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@tenb

Pressing C while higlighting/hovering over items no loner open the window in Equipshop cant check if base values are better for different level items.

Love the side by side compare though been wanting that for a while (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by its-just-me: Jun 24 2017, 05:32
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post Jun 24 2017, 05:40
Post #265
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QUOTE(Sesshomaru Moon @ Jun 24 2017, 03:23) *

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.


Serves you right for not having spark of life activated at all times. Can't imagine playing without it.
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post Jun 24 2017, 05:42
Post #266
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QUOTE(its-just-me @ Jun 24 2017, 05:30) *

Pressing C while higlighting/hovering over items no loner open the window in Equipshop cant check if base values are better for different level items.

It does. Check if your browser is blocking pop ups
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post Jun 24 2017, 06:24
Post #267
Basara Nekki



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I did the Item World (of the same non-soulfused equipment), with 100 rounds, on all difficulty levels and got the following numbers:

PXP multiplier for Normal Difficulty is 2
PXP multiplier for Hard Difficulty is 2.21
PXP multiplier for Nightmare Difficulty is 2.4
PXP multiplier for Hell Difficulty is 2.8
PXP multiplier for Nintendo Difficulty is 3.4
PXP multiplier for IWBTH Difficulty is 4
PXP multiplier for PFUDOR Difficulty is 4

This post has been edited by Basara Nekki: Jun 24 2017, 06:42
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post Jun 24 2017, 06:25
Post #268
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QUOTE(End Of All Hope @ Jun 24 2017, 06:42) *

It does. Check if your browser is blocking pop ups

That, or caps lock. At least when I've had that problem previously caps lock was the cause every time.

This post has been edited by bensalenkkari: Jun 24 2017, 06:25
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post Jun 24 2017, 06:34
Post #269
piyin



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QUOTE(hujkl @ Jun 24 2017, 05:40) *

Serves you right for not having spark of life activated at all times. Can't imagine playing without it.


have it on my innate arcana slot, so everytime active... i died (IMG:[invalid] style_emoticons/default/anime_cry.gif) .
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post Jun 24 2017, 06:38
Post #270
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QUOTE(Grahf @ Jun 24 2017, 05:29) *

Can't really say anything that hasn't been said. HP and overcharge could really use their own numerical representations and the clinching HP bar makes it harder to judge your health on top of that.


This is basically the feedback I came here to give, though it might all be fixable with scripts. In particular, the pips for spirit get kind of annoying past 5 or so. It might be that Im half blind from chronic masturbation, but I have to stop and do a count to see if theyre at 8 or 9. Maybe break them into two groups of 5?
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post Jun 24 2017, 06:51
Post #271
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-In the Equipment Bazzar, the Accept button is placed too low on some screens. This is not true in the Item Shop, which is alright.
[imgur.com] http://imgur.com/a/oeCyO

-I preferred the left-side character stat list, the sidebar bar, or whatever it was called. With the exp. and credits list there at a glance instead of hidden away at the top right corner and having to mouseover and getting barely labeled nonsense.
-This extends to the combat system too, finding I'm clearly preferring the previous stat listing over the new bar wreck. And pips don't give me the numbers I want. It isn't a case of "resistant to change", it's a case of "changing from something that works right to something that does not." Being fancy does not mean being useful- or having any use at all.
Will any of that change, or have the options to change? Altering this would certainly be more useful than adding "another prearranged outfit option by adding Equipment set1/set2."
-
In Combat, I preferred the spell or move selected being highlit blue, and the "end combat" window being in the center instead of off to the right.
>The possibility of winning blood token in the lotteries is now replaced by chaos tokens.
-I'm one of those players who prefer blood tokens over chaos tokens, preferring single-round deathmatches over tending useless pet monsters.
Not a big problem, but something that didn't have to change either.
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