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HentaiVerse 0.85, Script-breaking day |
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Jun 25 2017, 01:59
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Basara Nekki
Group: Gold Star Club
Posts: 7,659
Joined: 13-September 12

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QUOTE(Tamao Serizawa @ Jun 24 2017, 19:56)  I tried the verdana 8 one with vertical adjust and so far okay.
Thank you for your attention. (IMG:[ invalid] style_emoticons/default/biggrin.gif) I've solved the problem. I decreased the font size. I used 10 and I changed it to 9. I tested it with some fonts and it worked. Only the "defaut" font is that it still presents this error.
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Jun 25 2017, 02:18
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piyin
Group: Gold Star Club
Posts: 10,861
Joined: 4-February 09

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QUOTE(Maximum_Joe @ Jun 24 2017, 23:42)  Please do remember that it's immensely imprinted on us to read things from left to right.
QUOTE(Tamao Serizawa @ Jun 25 2017, 00:56)  I tried the verdana 8 one with vertical adjust and so far okay. (IMG:[ i.imgur.com] http://i.imgur.com/u8iyrXR.png) WOOT! Thanks! (IMG:[ invalid] style_emoticons/default/wink.gif) This post has been edited by piyin: Jun 25 2017, 02:19
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Jun 25 2017, 02:25
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raposazul
Group: Members
Posts: 148
Joined: 10-November 09

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Now that I think about it, what exactly was the reasoning behind the removal of the numeric HP display? I do actually like this new GUI (I agree that it needs a bit more work though), but isn't having an accurate view of exactly how much HP you have left kind of an extremely useful staple in most RPGs? I mean, even the MP/SP numbers are still there (thankfully enough). As for the pips, my issue with them is that their centering changing every time you get a new one looks pretty awkward. Wouldn't it be a better choice to force the first one to stay centered, and then add the new ones to the right and the left alternatively as you get them?
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Jun 25 2017, 02:51
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Laboq
Group: Members
Posts: 2,602
Joined: 16-November 10

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Tldr, sorry. It feels like I'm playing (as a "patched"/perked and well-equipped mage) on Nightmare+ now, while the settings were switched to "Normal". (IMG:[ invalid] style_emoticons/default/sad.gif) Also, I didn't get why there is no health status' digit-value and what is that ellipse-shape yellow creepy thing on a HP bar. QUOTE(raposazul @ Jun 25 2017, 03:25)  but isn't having an accurate view of exactly how much HP you have left This! Someone wants our death... Do you remember that 1hp Spark of Life innovation? The old Bazaar' interface was easier for me. I don't want to see that long list of locked items. Monster lab: "Drug all" (or Forge' "Repair all") button must be inactive if you don't have enough pills (materials), IMO. Riddlemaster: I liked that old capsed way of entering the answer. Anyway, thanks, 10bro... This post has been edited by Laboq: Jun 25 2017, 03:18
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Jun 25 2017, 03:25
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Zerozero204
Group: Members
Posts: 148
Joined: 2-September 14

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I think this may actually be faster! Splendid! Now we just have to replace the bars and pips garbage with actual stats and it'll be comprehensible again. Playable again, because there's no way this can be played with a high-states arena run. I can't even tell how many hit points I have. This wouldn't have been interesting in a new or different game, and isn't beneficial in this game. The Mods just did a New Coke to us. Uhg, why did they have to move the upper bar over. This isn't an update, this is sabotage.
>As for people continually bitching about vital bars, it is 99% CSS, so you can easily make them into whatever you want. -So what you're saying is that it IS possible, it CAN be done, and that we CAN have a patch that will let us see what we're doing once again! Because the bars and pips are garbage. Flat-out garbage, this should never have happened. Does anyone have an idea how long it will be until the repairs are complete?
This post has been edited by Zerozero204: Jun 25 2017, 03:26
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Jun 25 2017, 03:52
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Tgbvfr
Group: Members
Posts: 271
Joined: 13-February 08

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QUOTE(Laboq @ Jun 25 2017, 00:51)  The old Bazaar' interface was easier for me. I don't want to see that long list of locked items.
Go to Character\Equip Inventory. Multi-select the locked gear and press Transfer Equipment. Repeat for each tab and then the locked items will no longer be displayed in the Bazaar.
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Jun 25 2017, 04:44
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victorpofa
Newcomer
 Group: Members
Posts: 48
Joined: 11-October 10

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QUOTE(conundrum @ Jun 24 2017, 15:24)  So, monsters below PL300 need edibles now, too? Out of curiosity, is your monster PL250 or higher? I have a theory as to what happened here. I would imagine that changing the drain rate system had a side effect of reducing the level at which monsters switch to edibles. It's likely that monsters currently start eating edibles at PL250 instead of PL300, although I'm not sure whether this is intentional or a bug.
Thanks for the insight. That would make some sense a my monster is level 285. Kept her there for many months now to avoid Edible switch. I have 6000 chow, but only 12 Edibles as my higher level monster already eats those and they don't drop often enough for one let alone two.
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Jun 25 2017, 05:37
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Honeycat
Group: Catgirl Camarilla
Posts: 61,613
Joined: 25-February 07

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QUOTE(Laboq @ Jun 24 2017, 14:51)  It feels like I'm playing (as a "patched"/perked and well-equipped mage) on Nightmare+ now, while the settings were switched to "Normal". (IMG:[ invalid] style_emoticons/default/sad.gif) QUOTE(piyin @ Jun 24 2017, 16:42)  OMG! I used to do some normal rounds on the previous patch: Arena monster just took (MAX) 2 hits to die in NORMAL... NOW they need MIN 4 MAX 8 to die... WTF?! (IMG:[ invalid] style_emoticons/default/ohmy.gif) (IMG:[ invalid] style_emoticons/default/blink.gif) (IMG:[ invalid] style_emoticons/default/wacko.gif) (IMG:[ invalid] style_emoticons/default/faint.gif) QUOTE(Tenboro @ Jun 22 2017, 08:46)  The difference in health is way less than before, but the monsters would still do way more damage, assuming they get the chance to hit back.
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Jun 25 2017, 07:12
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Freedomno1
Group: Members
Posts: 124
Joined: 25-January 10

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Woot more blood tokens and a Do not want button UI looks a bit different but otherwise nice update
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Jun 25 2017, 07:42
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piyin
Group: Gold Star Club
Posts: 10,861
Joined: 4-February 09

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QUOTE(Freedomno1 @ Jun 25 2017, 07:12)  Woot more blood tokens and a Do not want button UI looks a bit different but otherwise nice update
OH Lil one... you just missed all the previous page of this half baked update... The HORRORS that will befall over you after level 300... if you reach it.
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Jun 25 2017, 08:02
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tazmanian devil
Group: Catgirl Camarilla
Posts: 3,022
Joined: 24-October 12

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Is it just me, or are the Random Encounter links coming up http while all other pages of HV are coming up https for everyone else?
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Jun 25 2017, 08:13
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piyin
Group: Gold Star Club
Posts: 10,861
Joined: 4-February 09

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QUOTE(tazmanian devil @ Jun 25 2017, 08:02)  Is it just me, or are the Random Encounter links coming up http while all other pages of HV are coming up https for everyone else?
True... but "it doesnt affect the game" (monotonous voice). ... unless we just see some mayor issues that "affect the game"... it doesnt matter. This post has been edited by piyin: Jun 25 2017, 08:13
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Jun 25 2017, 08:18
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Laboq
Group: Members
Posts: 2,602
Joined: 16-November 10

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QUOTE Sesshomaru Moon Yeah: "It's like trying to swim up a waterfall". So what's the point of switching difficulty level down now, if you have to hit a monster 8 times to kill (like on IWBTH)? (IMG:[ invalid] style_emoticons/default/unsure.gif) That was the idea, right? Tgbvfr, thanks! This post has been edited by Laboq: Jun 25 2017, 08:21
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Jun 25 2017, 08:40
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sssss2
Group: Gold Star Club
Posts: 3,999
Joined: 11-April 14

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Found a little glitch. QUOTE(Description of Scroll of Absorption) (Scroll] The next magical attack against the target will be absorbed and partially converted to MP.
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Jun 25 2017, 08:59
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piyin
Group: Gold Star Club
Posts: 10,861
Joined: 4-February 09

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QUOTE - The artifact/token drop rate for random encounters was increased by 2.5x. Arena drop chances are the same as before. Low difficulty no longer penalizes drop chances in these battle modes. First part is... well, looks like true. SECOND!... isnt... did almost every arena on PFUDOR... only 4 artifacts. i used to play in Nightmare and hell, and got aroun 8-10 artifacts... now just 4? Odd.
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Jun 25 2017, 09:20
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

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QUOTE(piyin @ Jun 25 2017, 08:59) 
Read below. Now instead of all the drops, only Artifact Drop is penalyzed below Nintendo. Hell is -20%, Nightmare -25%, Hard -50% and Normal -75% if I understood correctly.
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Jun 25 2017, 11:59
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applpie
Newcomer
 Group: Gold Star Club
Posts: 48
Joined: 7-January 13

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QUOTE(Tenboro @ Jun 24 2017, 22:54)  As for people continually bitching about vital bars, it is 99% CSS, so you can easily make them into whatever you want. I like the centered bars, and I don't have the time or inclination to make alternatives for all the ways other people want them to look like. That is why things like Stylish exist.
If you want people to be able to resolve the problems with the UI using CSS, then provide the exact values for HP and OC. It's not difficult to hack some bars around, but giving people less information and then telling them to add it back in themselves is nonsensical.
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Jun 25 2017, 12:25
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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Tenbie, I can clearly imagine how angry you can be at us for ranting at many things that you changed, thinking that we are all ungrateful bastards and all. Maybe we're not saying enough that we appreciate your hard work, despite the little things that we don't like.
So here I say it: even if I tend to dislike some things that have been done, I really like the spirit behind the update. In particular : -even if I'd prefer the internal bars to be left-aligned in their place holder, I still like their general design. -I haven't been through all the changes made to equipment and item arrangement, but so far it looks great -the update to the lottery system is pure simply awesome, even if there do are people like me who appreciate winning blood tokens as much as chaos tokens -even if it looks a bit messy now, the update to the monster lab sure is great in terms of managing them all -and the general doubling of their morale+food cpacities is great, not only to really benefit from the hat perk, but also for players like me who keep them up with crystals or are sometimes away for a few days -mooglemail up to ten items at once => will be very handy and possibly avoid us the trouble we had with scripts like Item Manager -the better performance for combat is great and will certainly allow players with a poor internet connection (like when I'm by the parents) to play decently -the XP bar looks great and is located in the very best spot. It even reminds me similar bars in a few games that I really enjoyed. -removal of melee skill chaining only makes sense, and will certainly help a few playstyles to be played differently. -the removal of the lower difficulty loot penalty. -the changes made to artifacts and token drop rates.
The only things that really are troublesome for me: -spark protection in green instead of grey. I just cannot make the difference at all. -the overcharge is really complicated to handle correctly. why not having a bar similar to the others, but that contains small grey separators every 25 points? You know, similarly to what you did to the XP bar? -the added stamina loss when entering grindfest or item world.
Things that I'm neutral with: -the doubling of Drain's efficiency toward HP. It certainly helps against some specific monsters, but it also prevents us from using it on some weaker monsters which we want to cast Drain on, for their energy/spirit and not for their HP. -changes for Banshee and Illithid weapons. I never played them so I can't speak. -influence on elemental damage by the day of the week. I don't think that it's the solution to fix the issues, I don't understand the logix behind it (besides "magic"), but it's still better than nothing. -the changes to player and monster XP scaling. I can't really say how exactly it really changed things.
Special mention to the monster HP scaling, which I don't like. Unlike all the higher level players who have all reasons to appreciate a faster/easier game when playing their PFUDOR thing, I am completely unable to play this kind of difficulty and this change only made the game more difficult for me in my everyday routines. And for all the intermediate level players in general, when they play lower difficulties. Lower difficulties are the only way we have to reach "decent" amounts of time to clear the arenas. It is now longer, and frankly just like everyone else I don't have all day long to play HV. It was already taking me two whole hours to clear the arenas, now that the monsters HP bumped from 29kHP in Hard to 36kHP in Hard I bet it'll take 3 hours due to the monsters taking more time to die, me having to soak more MP/SP attacks and to spam more spells and items.
Sooo: why this change? What was wrong with the monster HP being scaled mostly by the difficulty setting? Why outright forcing the difficulty upon intermediate level players by making the monsters more tanky to us in our daily routines? What if we cannot play the higher difficulties anyway because... they're too difficult for us? What is the logic behind all this? I really don't understand what the hell are the benefits from this change. There was already no reason for higher level players to play the lower difficulties to begin with, aside from less time needed to clear the arenas.
PS: Just a small question: would you consider to have hovering native to HV someday?
This post has been edited by decondelite: Jun 25 2017, 12:57
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Jun 25 2017, 12:56
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Fap.Fap
Group: Gold Star Club
Posts: 1,554
Joined: 19-October 11

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QUOTE(End Of All Hope @ Jun 25 2017, 01:01)  That's a start, but doesn't help much to know when's the right time to use OFC/FRD/Frenzied Blows/Skyward Sword with Spirit Stance on.
Basically you'd have to overcharge the overcharge (lol I made a pun) to make sure to have enough OC.
ayay absolutely horrible... I did a DWD this morning and maybe only once or twice I had some OC left after using a cannon... you Must wait until you have 10 pips or it wont work.. no good a great step backwards in this update. also: 301 - 750 Monster Edibles its 251 now
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