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> HentaiVerse 0.85, Script-breaking day

 
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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post Jun 30 2017, 01:59
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i've noticed a drop in speed. 0.84+reloader was faster than current 0.85. there's an especially large spike at the beginning of each round. i also find chrome substantially faster than firefox but i find my chromium struggles with digesting scripts unlike my firefox
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post Jun 30 2017, 02:01
Post #493
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QUOTE(Slobber @ Jun 29 2017, 20:59) *

i've noticed a drop in speed. 0.84+reloader was faster than current 0.85. there's an especially large spike at the beginning of each round. i also find chrome substantially faster than firefox but i find my chromium struggles with digesting scripts unlike my firefox

Did you try alt.hentaiverse as well?

For me, only vannilaverse is laggy.
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post Jun 30 2017, 03:19
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After getting win at battle, cast magic...
The magic is automatically casted at the beginning of the next battle,
but in this version, it doesn't work.
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post Jun 30 2017, 03:51
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You are victorious!
You gain 3591990 exp
You gain 1000 credits
Arena challenge cleared!

5,038 turns (3.35 t/s) 25 m 04 s


-----

the t/s has definetly dropped by alot! my usually t/s was 3,79 in a DwD round but now minus 0,5 t/s.
But the clearing speed has increased by 2mins, so I have no idea how that can work^^
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post Jun 30 2017, 05:39
Post #496
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QUOTE(Tenboro @ Jun 22 2017, 18:49) *

Mooglemail
- You can now attach up to ten items per message.


QUOTE(sigo8 @ Jun 23 2017, 00:27) *

How hard would it be to increase this to 12? Crystals are most bought and sold in the full set of 12.


QUOTE(Tenboro @ Jun 23 2017, 03:01) *

It's mostly 10 to fit in the pane without needing a scroll bar. Still, sending 2 mmails is an improvement over 12.


Is there no chance of enabling 12 items per mm?

(12 type of crystals, 12 type of common trophies.)


Reducing the height of attached item div, you can do this without scrollbar.

CODE
#mmail_attachlist>div{height:42px;

42px to 30px
42*10 > 30*12

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post Jun 30 2017, 07:31
Post #497
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QUOTE(Fap.Fap @ Jun 29 2017, 22:51) *

You are victorious!
You gain 3591990 exp
You gain 1000 credits
Arena challenge cleared!

5,038 turns (3.35 t/s) 25 m 04 s
-----

the t/s has definetly dropped by alot! my usually t/s was 3,79 in a DwD round but now minus 0,5 t/s.
But the clearing speed has increased by 2mins, so I have no idea how that can work^^


Monsters have less health now, and main health multiplier comes from your level as well, which would be 3.15 in your case.

This post has been edited by Kinights: Jun 30 2017, 07:31
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post Jun 30 2017, 08:22
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With https any lag spike is severely amplified compared with http, not only that but it seems like currently over https the entire page needs to be updated/loaded before any action can be taken. When I try to change my equip set if the page is still loading no link I have clicked will work and I will need to wait for the entire page to load before I can try clicking again, same with start of a battle I need to wait for the entire page is loaded before I can cast regen. Over http though it doesn't wait for everything to be updated/loaded before you can click on something.

Over http however with the reduced content sent each turn HV is significantly faster t/s than previously and any lag is much less noticeable.

If https is forced HV will be unplayable for me except for RE's as there is massive lag spikes continuously with https.
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post Jun 30 2017, 09:35
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QUOTE(Kinights @ Jun 29 2017, 18:01) *

Did you try alt.hentaiverse as well?

For me, only vannilaverse is laggy.


yeah i main alt.hentaiverse.org now since it's about twice as fast (or to put more context, half as slow) as vanillaverse. i actually have situations where i imperil position 2 and then cast imperil on position 5 (and monster 1,2,3 don't even have the status icon on them yet). i then wait about 1-2 seconds and then bam i get the results from both imperils. pretty scary delay
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post Jun 30 2017, 11:06
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QUOTE(Slobber @ Jun 30 2017, 01:59) *

i've noticed a drop in speed. 0.84+reloader was faster than current 0.85. there's an especially large spike at the beginning of each round. i also find chrome substantially faster than firefox but i find my chromium struggles with digesting scripts unlike my firefox


The initial connection will inevitably be slower since it now defaults to HTTPS. It should not affect subsequent requests. If this is too slow for you, you can use alt instead, which will keep defaulting to HTTP.
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