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> HentaiVerse 0.85, Script-breaking day

 
post Jun 29 2017, 01:48
Post #472
conundrum



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QUOTE(Tenboro @ Jun 26 2017, 10:09) *
- 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.


Thanks for adding a numerical HP display to the new battle UI, it's much more functional now. Adding a second, bare-bones UI mode specifically to make scripting easier is just icing on the cake!

Don't really need the utilitarian interface myself (the only thing I really use OC for is Focusing to recover MP, or sometimes concussive strike, and making the actual HP number visible fixed the glaring flaw with the standard interface), and I like having the HP bar be more prominent than the MP/SP bars, so I'll stick with standard for now.

QUOTE
- 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.


Oh, nice. That was annoying, but not critical.

This post has been edited by conundrum: Jun 29 2017, 01:56
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post Jun 29 2017, 05:38
Post #473
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I know I am many pages late, but I'm on the boat it should be more on the side where Difficulty had a larger impact on HP (clear speeds) than level. Since sometimes you just want to clear fast to complete for the day and get some reward over not being able to finish and get no reward. I think I get why you want to encourage4 it, but why not take away the penalties for arenas or think of a different balance goal on the penalties?

Ps. likey the new old hp bars

Suggestion: toggle on monster lab that makes it so you dont feed/drug unlocked slot plz?

Maybe remove arena stamina consumption? Possibly with the combination that you are always "normal" in arenas, no bonuses/penalties based on stam (besides no drops due to failed riddles?)
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post Jun 29 2017, 11:02
Post #474
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Just curious, has something changed about the enforcement of the speed limit?
Since 0.85 landed I saw a drop in speed with all the browsers, and even in RoB when keeping the number key pressed I cannot go over 3.3/3.4 t/s, while before it was easy to get 3.8/3.9 t/s.
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post Jun 29 2017, 11:43
Post #475
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i noted that from 1- t/s now i'm at 2+, if that can help. (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 29 2017, 12:04
Post #476
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I'm still at 3 s/t...

Yep. s/t. Not a typo.
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post Jun 29 2017, 12:14
Post #477
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QUOTE(Scremaz @ Jun 29 2017, 11:43) *

i noted that from 1- t/s now i'm at 2+, if that can help. (IMG:[invalid] style_emoticons/default/laugh.gif)

I am not talking about scenarios where speed is limited by your connection or your browser, but limited by server-side code.
If I remember correctly when I observed the ajax call in the Chrome network tab the ms needed to process them was between 80 and 330ms.
Without server-side limiting I guess the average would be 90-100ms or something like that (and >6 t/s probably, but I have no idea how much time is spent on page rendering so it's just a wild guess).
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post Jun 29 2017, 12:34
Post #478
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QUOTE(Sapo84 @ Jun 29 2017, 12:14) *

I am not talking about scenarios where speed is limited by your connection or your browser, but limited by server-side code.

i don't know. nothing changed these days apart for the patch. so i was wrong thinking bad of my (maybe poorly configurated, but still...) router (IMG:[invalid] style_emoticons/default/laugh.gif)

QUOTE

If I remember correctly when I observed the ajax call in the Chrome network tab the ms needed to process them was between 80 and 330ms.
Without server-side limiting I guess the average would be 90-100ms or something like that (and >6 t/s probably, but I have no idea how much time is spent on page rendering so it's just a wild guess).

i wouldn't be so satisfied with 6 t/s either, or even above. if you'll use a hovering script in such conditions, you'll have too little time to fix an eventual mistake and most likely the number of kills would increase. i think that putting a hardcap has the side effect of keeping players safe.
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post Jun 29 2017, 12:54
Post #479
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QUOTE(Scremaz @ Jun 29 2017, 12:34) *

i wouldn't be so satisfied with 6 t/s either, or even above. if you'll use a hovering script in such conditions, you'll have too little time to fix an eventual mistake and most likely the number of kills would increase. i think that putting a hardcap has the side effect of keeping players safe.

Whatever, that's not why I posted here, if HV is meant to limit to 4 t/s and in reality you cannot reach more than 85% of that speed that's something strange going on.
Since I tested with:
- Firefox (hoverplay and keeping number pressed)
- Chrome (hoverplay and chain attack)
And got similar results, I don't think that is a browser problem, and seeing that some request are very fast it shouldn't be a connection problem either.

Since my last current reasonable assumption is that something changed server-side I'm asking Tenboro.
And note that I'm not saying I want a higher limit or that HV is slow and needs to be fixed.
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post Jun 29 2017, 13:45
Post #480
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QUOTE(Sapo84 @ Jun 29 2017, 13:54) *

Whatever, that's not why I posted here, if HV is meant to limit to 4 t/s and in reality you cannot reach more than 85% of that speed that's something strange going on.
Since I tested with:
- Firefox (hoverplay and keeping number pressed)
- Chrome (hoverplay and chain attack)
And got similar results, I don't think that is a browser problem, and seeing that some request are very fast it shouldn't be a connection problem either.

Since my last current reasonable assumption is that something changed server-side I'm asking Tenboro.
And note that I'm not saying I want a higher limit or that HV is slow and needs to be fixed.


This might be just anecdotal, but I've noticed a slight drop in speed too. At least it feels to me that hoverplay used to be a bit faster in 0.84, I dunno.

Also, do we have a working t/s tracking script now? Or are you just estimating those values?
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post Jun 29 2017, 14:25
Post #481
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QUOTE(friggo @ Jun 29 2017, 13:45) *

Also, do we have a working t/s tracking script now? Or are you just estimating those values?

There is a working HVCounterPlus script.
At least, I copied that code inside my hoverplay script and it's working at least.
Turn count is slightly better than 0.84 (as it should be given the health reduction) while speed is a bit slower.
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post Jun 29 2017, 14:52
Post #482
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QUOTE(Sapo84 @ Jun 29 2017, 14:25) *

There is a working HVCounterPlus script.

hmmm... another thing done for the hovering then...
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post Jun 29 2017, 15:44
Post #483
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QUOTE(Sapo84 @ Jun 29 2017, 03:02) *

Just curious, has something changed about the enforcement of the speed limit?
Since 0.85 landed I saw a drop in speed with all the browsers, and even in RoB when keeping the number key pressed I cannot go over 3.3/3.4 t/s, while before it was easy to get 3.8/3.9 t/s.

HTTPS is slower so HTTP so it's probably that.
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post Jun 29 2017, 15:47
Post #484
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QUOTE(sigo8 @ Jun 29 2017, 15:44) *

HTTPS is slower so HTTP so it's probably that.

I'm testing alt (which doesn't work with https yet).
And with 0.84 I was able to get 3.5+ t/s from hentaiverse.org anyway (cloudflare + https).

This post has been edited by Sapo84: Jun 29 2017, 15:48
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post Jun 29 2017, 18:54
Post #485
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QUOTE(Sapo84 @ Jun 29 2017, 14:25) *

There is a working HVCounterPlus script.
At least, I copied that code inside my hoverplay script and it's working at least.
Turn count is slightly better than 0.84 (as it should be given the health reduction) while speed is a bit slower.


Does anyone have a version that displays the info all the time, instead of a popup?
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post Jun 29 2017, 19:15
Post #486
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a very interesting update. but i skip this. (IMG:[invalid] style_emoticons/default/duck.gif)
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post Jun 29 2017, 22:07
Post #487
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QUOTE(Sapo84 @ Jun 29 2017, 06:02) *

Just curious, has something changed about the enforcement of the speed limit?
Since 0.85 landed I saw a drop in speed with all the browsers, and even in RoB when keeping the number key pressed I cannot go over 3.3/3.4 t/s, while before it was easy to get 3.8/3.9 t/s.


QUOTE(friggo @ Jun 29 2017, 08:45) *

This might be just anecdotal, but I've noticed a slight drop in speed too. At least it feels to me that hoverplay used to be a bit faster in 0.84, I dunno.

Also, do we have a working t/s tracking script now? Or are you just estimating those values?

Vanilla hentaiverse has been quite laggy for me since the update.

I play mostly on altverse, where speed is normal, and only some turns start clogging up, where I force refresh with Ctrl + F5 and it goes back to normal.

On the other hand, whenever I do a RE and it directs me to vanilla HV, it's quite painful having the page taking sometimes half a second to load properly.
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post Jun 29 2017, 23:01
Post #488
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Just did a 100 round Item World to check if IWs are fucked up like Grindfests.

Started on 17:13(local time) with 46 Stamina.

Finished around 17:42(local time) with 45 Stamina.

Considering that 2 Stamina was taken right on the start and 1 Stamina regenerated while battling, then it's working just fine.

For people who aren't playing due to the stamina sink on Grindfest, Item World is a decent alternative where there's a high number of monsters each round.

Anyways...

Please remove the 1 Stamina consumption upon entering a Grindfest(or fix it if it's not working as intended).

My suggestions relating to this issue:

-make draughts be consumed when leaving battle to restore all stats. Make an option on the settings to enable or disable this feature.

-make a Hath perk that has this feature, or possibly implement it in the already existing Resplendent Regeneration, to make it look more worthy buying.

Of course, these two require to bring back the restore health/mana/spirit/all options, but I don't think it's worth to sink 1 Stamina when entering a Grindfest just to make the UI look cleaner...
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post Jun 30 2017, 00:18
Post #489
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Alright, it's been great fun for this first week but seriously now, can you please fix the R key? Its new "functionality" is unbearable and utterly unusable. Thanks.

Edit: Oh yeah, I did an item world on Hard yesterday and it gave me 2x exp as if I was doing it on Normal. Is this a feature or a bug? Please fix regardless.

This post has been edited by hujkl: Jun 30 2017, 00:24
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post Jun 30 2017, 00:33
Post #490
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@kiknights

And what should the code do if the player has no draughts/pots/elixers in their inventory? Charge them credits? What if they have insufficient funds? Etc.

Do they go into the next battle with low health? How do they know they will have low health? How will they know when their health is fully restored?

Personally, I prefer it the way it is, but stamina holds incredibly little value to me, so I am biased.

The whole point of stamina was to allow intense 10 hour a day grinders to get benefit from their hard work, without getting too far ahead of the pack. Considering we're only talking about half an ED or 50k per day for a very small minority of extreme 70h/w players, I don't see this issue as an issue.

Just like me. Every turn takes me 2 to 3 secs because I use mobile and VPN. It sucks and it's slow and I wish there was a mobile app for this..... but I am a very small minority, so I don't see the value of 10b fixing this until there is a higher demand for it.
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post Jun 30 2017, 00:57
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QUOTE(Kinights @ Jun 29 2017, 18:01) *

...

My suggestions relating to this issue:

-make draughts be consumed when leaving battle to restore all stats. Make an option on the settings to enable or disable this feature.

-make a Hath perk that has this feature, or possibly implement it in the already existing Resplendent Regeneration, to make it look more worthy buying.

Of course, these two require to bring back the restore health/mana/spirit/all options, but I don't think it's worth to sink 1 Stamina when entering a Grindfest just to make the UI look cleaner...


QUOTE(The Original Zeo @ Jun 29 2017, 19:33) *

@kiknights

And what should the code do if the player has no draughts/pots/elixers in their inventory? Charge them credits? What if they have insufficient funds? Etc.

Do they go into the next battle with low health? How do they know they will have low health? How will they know when their health is fully restored?

Personally, I prefer it the way it is, but stamina holds incredibly little value to me, so I am biased.

The whole point of stamina was to allow intense 10 hour a day grinders to get benefit from their hard work, without getting too far ahead of the pack. Considering we're only talking about half an ED or 50k per day for a very small minority of extreme 70h/w players, I don't see this issue as an issue.

Just like me. Every turn takes me 2 to 3 secs because I use mobile and VPN. It sucks and it's slow and I wish there was a mobile app for this..... but I am a very small minority, so I don't see the value of 10b fixing this until there is a higher demand for it.

Well, they are just suggestions, but I guess it'd also require to bring back health status outside of battle.

It could simply be the same health/mana/stamina bar on the character page, and when it's not full, the same warning of when armor/weapons are damaged could be shown on the stamina, with a link to the character page to use restoratives.

And about the value of stamina... I'm a selfish and greedy person.

If my daily earnings were lowered by 50k credits because of a neat feature that needs to create completely unrelated restrictions, I'll bitch about it.

Just to make things clear.

I like this full health feature when exiting battle. It's quite pratical.

My issue is with the reason why the 1 stamina sink was implemented in Grindfest...

To avoid exploitation of full health...

But...

What does full health exploitation that used to be restored by draughts have to do with stamina?

It's a completely unrelated fix that completely messes with the core of gameplay in grindfest, which is grinding until you can and either dying, fleeing or finishing the thing, being one of the playmodes that most consumes stamina.

I definitely don't want to waste stamina that could be used to grind 50 more turns later.

So... why should I pay 1 stamina to play when I didn't use to for a feature that's completely unrelated to Stamina?

This post has been edited by Kinights: Jun 30 2017, 01:00
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