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> HentaiVerse 0.85, Script-breaking day

 
post Jun 26 2017, 05:02
Post #392
Jram



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Is there no way to see your HP in numbers?

This post has been edited by Jram: Jun 26 2017, 08:17
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post Jun 26 2017, 05:36
Post #393
elbows



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I didn't read through all the post here, but did the item world rates change? It's seems it dropped from 16x to 15x on IWBTH
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post Jun 26 2017, 06:03
Post #394
sigo8



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QUOTE(elbows @ Jun 25 2017, 21:36) *

I didn't read through all the post here, but did the item world rates change? It's seems it dropped from 16x to 15x on IWBTH

Yes. PFUDOR is 20x now too. It was 2x for a bit, as it was tied to the HP mod, but now it tied to player exp mod.
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post Jun 26 2017, 06:05
Post #395
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QUOTE(Tgbvfr @ Jun 26 2017, 04:58) *
since those at the highest levels have the best gear

Lolwut? You can (could) buy "best gear" at ANY level. I hardly got two legendary gears for my specific wizard' set (it took me about, I dunno, ~80-100 levels, I mean game-drops). (IMG:[invalid] style_emoticons/default/mad.gif)

Also, as I said, my character's arse was perked up/uprgraded but still it feels like I'm playin on Nightmare now (while the difficulty setting was switched to Normal). Not to mention the "ordinary players" whith Exquisite gears etc. Though it feels like it easier to kill (as a wizard) monsters on PFUDOR now (maybe I'm wrong).

This post has been edited by Laboq: Jun 26 2017, 06:22
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post Jun 26 2017, 08:13
Post #396
jacquelope



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QUOTE(Tgbvfr @ Jun 25 2017, 18:58) *

I can understand your frustration. You choose drop quantity [completing more arenas in a set period of time] over drop quality [higher difficulty], and this change has negatively impacted your play style. On the other hand those of us who play at higher difficulty for drop quality benefit from the change assuming we're not at level 500, which breaks even. I freely admit that I'm biased, but I believe the new system of monster HP that scales with level is more equatable for everyone since those at the highest levels have the best gear, and therefore they should fight monsters with the most HP.

Methinks people have a rosey view of how often good drops come at PF, but hey what can I say.
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post Jun 26 2017, 09:19
Post #397
Zerozero204



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Good item drops come at PFUDOR? Oh, if only I could go check that, but I can't because I've got no idea what's happening to my hitpoints anymore. Is it time to this, is it time to cast that? Not everyone's player is able to shrug off the effects of getting killed for being stupid.

We've got all that Settings Page, why don't we have a setting to use the previous game stat setup?
Let's not overlook that we need to highlight the selected Spells and Weapon skills options in the combat menu. And that the Accept sell button is still mostly covered. Is it only me that's getting that problem? Someone go check that in the bazzar equipment store.

This post has been edited by Zerozero204: Jun 26 2017, 09:22
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post Jun 26 2017, 09:40
Post #398
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"Drug all monster" button should be available when there is at least one monster lower than max -6000 morality instead of any monster reaching yellow. For low PL crystal feeder, they will have to feed crystal manually anyway.

This post has been edited by Ckyc: Jun 26 2017, 09:43
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post Jun 26 2017, 09:58
Post #399
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QUOTE(End Of All Hope @ Jun 26 2017, 04:16) *

- mid levels won't be able anymore to just whine about being weak, and will have to actually improve their gears, because now low difficulties aren't saving anyone, and yeah, it's not impossible to do so, and it's not expensive either

It's mid-high levels that have it easy.
With the current HP monsters change when I was lvl 350 I could have cleared DwD in <25 minutes, which is basically what I can do now with holy fully forged rapier + full slaughter with pretty good forging + 4 damage perks.

I still don't think it's that fair to punish players going for level 500.
I mean, it would be (mostly) ok if there were abilities/perks unlockable after lvl 400 but there is literally nothing for melee and only a few perks for mages.
I like the general idea but the change was probably a bit too radical.
Maybe shifting a bit of health from monster level to difficulty modifier could please everyone.
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post Jun 26 2017, 11:05
Post #400
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Lot of changes, good things and thing I don't like.
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post Jun 26 2017, 14:43
Post #401
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QUOTE
Snowflake and the moogles are basking in the summer sun. Check back later.

(IMG:[invalid] style_emoticons/default/ph34r.gif)



This post has been edited by Laboq: Jun 26 2017, 14:55
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post Jun 26 2017, 14:47
Post #402
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QUOTE

Snowflake and the moogles are basking in the summer sun. Check back later.


Just got this mid-fight. Is HV down for maintenance or something?
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post Jun 26 2017, 14:48
Post #403
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Old style bars coming back I hope (IMG:[invalid] style_emoticons/default/cool.gif)
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post Jun 26 2017, 14:52
Post #404
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QUOTE(The Original Zeo @ Jun 26 2017, 14:47) *

Just got this mid-fight. Is HV down for maintenance or something?

taken from news page:
QUOTE
HV will go down in around 20 minutes to finish up some backend work. Expected downtime is around an hour.
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post Jun 26 2017, 15:39
Post #405
Tenboro

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Micro we're-in-maintenance-anyway update:

- HV was split off into its own database cluster. This should theoretically speed things up somewhat, but as this is the first time we use this particular database version in production, let me know if you encounter any issues.

- An alternative utilitarian (and easier skinnable) left-to-right vital bar with numeric overcharge readout was added. This can be chosen under Settings.

- The normal vital bar now shows a numerical readout for the current health if it can fit within the bar (>6% health - missing numbers should be read as "heal plz").

- The vital bar charge pips were moved above the health bar, and visually tweaked somewhat. A final faded-out pip will now be displayed if you have between 10 and 24 points towards the next pip. The pips will also change color if you are at max charges.

- Corrected a bug in the forge where gear what was at less than 1 condition point of wear was calculated in the "Repair All" cost but still unlisted.

- Better wording for monster activation conditions.

- Fixed a bug where powerup gems dropped during a battle round would not be available until end of the round or a different item was used.
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post Jun 26 2017, 15:43
Post #406
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Thanks for the new bars Pony-sama!
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post Jun 26 2017, 15:45
Post #407
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Sweet! Thank you, 10bro! (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 26 2017, 15:50
Post #408
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New OC bar looks awesome.

Btw, after the update the first line of Log with the Round# is no longer visible after scrolling down during the battle. Also, would it be possible to list the Round# somewhere on screen without the mod too?
[s1.postimg.org] Example

This post has been edited by Madprank: Jun 26 2017, 15:58
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post Jun 26 2017, 16:00
Post #409
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utilitarian is better than standard to me, thank you Tenboro (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jun 26 2017, 16:02
Post #410
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QUOTE(Tenboro @ Jun 27 2017, 00:09) *

Words


ARIGATOU PONI-DONO!! *hugs you*

I really do like the look of the standard bars, but the exact number for overcharge is all-important, so it's the utilitarian look, for me (IMG:[invalid] style_emoticons/default/happy.gif)

Thank you for capitulating to 20 pages of peer pressure. It really means a lot to us =)
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post Jun 26 2017, 16:07
Post #411
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Thank you so much for the utilitarian option. Very much appreciated.
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