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HentaiVerse 0.85, Script-breaking day |
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Jun 30 2017, 01:59
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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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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Jun 30 2017, 02:01
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Kinights
Group: Gold Star Club
Posts: 988
Joined: 25-July 12

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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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Jun 30 2017, 03:19
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cosmopolitan0720
Group: Members
Posts: 273
Joined: 28-July 12

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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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Jun 30 2017, 03:51
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Fap.Fap
Group: Gold Star Club
Posts: 1,554
Joined: 19-October 11

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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
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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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Jun 30 2017, 05:39
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sssss2
Group: Gold Star Club
Posts: 4,021
Joined: 11-April 14

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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 This post has been edited by sssss2: Jun 30 2017, 05:51
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Jun 30 2017, 07:31
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Kinights
Group: Gold Star Club
Posts: 988
Joined: 25-July 12

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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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Jun 30 2017, 08:22
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teddy.bear
Group: Members
Posts: 825
Joined: 20-December 09

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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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Jun 30 2017, 09:35
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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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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Jun 30 2017, 11:06
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Tenboro

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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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Jun 30 2017, 11:55
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teddy.bear
Group: Members
Posts: 825
Joined: 20-December 09

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QUOTE(Tenboro @ Jun 30 2017, 11:06)  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.
It's not just the initial connection, any lag spike during the round is amplified. But if alt will remain as http that's okay for me.
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Jun 30 2017, 19:05
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tPMD
Newcomer
 Group: Recruits
Posts: 17
Joined: 29-May 17

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QUOTE(Kinights @ Jun 29 2017, 23:01)  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...
A good solution would be to keep the system as it is and increase credit drop values in grindfest from 1/4 to e.g. 1/3 of arena credit drops. This would keep the benefits of healing after battle and cleaner interface, while also countering the entry Stamina cost for people, who don't intend to use grindfest just for a quick heal. Another alternative would be to make those untradeable Caffeinated Candy items drop in grindfest with a very low probability. This post has been edited by tPMD: Jun 30 2017, 19:09
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Jun 30 2017, 20:41
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Tgbvfr
Group: Members
Posts: 272
Joined: 13-February 08

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QUOTE(its-just-me @ Jun 30 2017, 13:10)  First shield lottery is up :) wohoo!
Hum, I wonder how many will press the do not want button even though it is the first shield in the lottery?
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Jun 30 2017, 22:47
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conundrum
Newcomer
  Group: Members
Posts: 92
Joined: 15-March 12

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QUOTE(Kinights @ Jun 29 2017, 17:31)  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...
It'd be fine if the overall cost was the same, and it's just that the first 50 rounds are paid up front instead of afterwards, with the rest working normally (in which case only 49-round or shorter GFs would be affected, and others would behave the same as they did in 0.84). From the complaints, though, I get the feeling that's not what's going on?
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Jun 30 2017, 23:11
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(conundrum @ Jun 30 2017, 22:47)  It'd be fine if the overall cost was the same, and it's just that the first 50 rounds are paid up front instead of afterwards, with the rest working normally (in which case only 49-round or shorter GFs would be affected, and others would behave the same as they did in 0.84). From the complaints, though, I get the feeling that's not what's going on?
now the mere act of entering a GF costs you 1 stamina. as for the rest, afaik costs are as they were before
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Jul 1 2017, 00:04
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conundrum
Newcomer
  Group: Members
Posts: 92
Joined: 15-March 12

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Ah, the entry cost is entirely separate from the normal stamina usage. That seems strange, since the intent is ostensibly just to prevent people from abusing GF for free heals after potency grinding or similar activities, without impacting normal usage.
Hmm... shouldn't be too hard to make the normal cost apply up-front instead of after 50 rounds. Hardcode a cost on round 1, and add a condition like "(round > ROUNDS_PER_STAMINA)" to the stamina cost (where ROUNDS_PER_STAMINA is 25 while great, or otherwise 50) to exclude those rounds. It might make battles load slightly slower, however, due to having to execute a compare & a branch each time; it shouldn't be enough of a delay to be actually noticeable, however; I'm not sure whether it actually would, as a good interpreter or JIT compiler might be able to remove the check entirely after enough rounds have passed.
Alternatively, the system could restore 1 stamina to you upon exiting, if you've played more than ROUNDS_PER_STAMINA rounds (to refund the entry cost if you stayed long enough to lose stamina normally, but not if you just went in long enough for a free heal). This is the most speed-efficient option, since it only requires one condition check, but it would still mean people would have to start with 1 more stamina than they normally do.
Alternatively alternatively, it could restore 1 stamina to you once you reach round (ROUNDS_PER_STAMINA + 1), so the stamina cost is refunded mid-GF. This would allow everyone to play normally, but would be slower than refunding the entry fee afterwards; it would probably be slightly faster than the first option, however, although don't quote me on this.
This post has been edited by conundrum: Jul 1 2017, 00:13
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Jul 1 2017, 04:12
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winston_shen
Group: Members
Posts: 913
Joined: 20-August 07

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I haven't played HV for months. And when I return, what I get is another big change patch? Now I have to get used of new system again...
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Jul 1 2017, 07:21
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friggo
Group: Gold Star Club
Posts: 2,134
Joined: 9-October 14

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QUOTE(Sapo84 @ Jun 29 2017, 12:02)  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.
Now that I have a working speed tracking script, it indeed appears that speed cap mechanics have changed. In 0.84, I was able to do DWD regularly at 3.5 t/s. Now I get 3.1-3.2 t/s at most. But due to the new monster health scaling, the overall time spent is still less than before, so I'm not complaining (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Jul 1 2017, 10:38
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Fap.Fap
Group: Gold Star Club
Posts: 1,554
Joined: 19-October 11

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QUOTE(friggo @ Jul 1 2017, 07:21)  Now that I have a working speed tracking script, it indeed appears that speed cap mechanics have changed. In 0.84, I was able to do DWD regularly at 3.5 t/s. Now I get 3.1-3.2 t/s at most. But due to the new monster health scaling, the overall time spent is still less than before, so I'm not complaining (IMG:[ invalid] style_emoticons/default/rolleyes.gif) sure no reason for you to complain, you are as fast as before now but for others who had a even better speed its not really funny, I have the same clearing speed like you now (IMG:[ invalid] style_emoticons/default/dry.gif) I guess the monsters only have gotten less HP to make up for the lost speed.
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Jul 1 2017, 12:37
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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Now that we have a decent hover script, I can now confirm this : I see absolutely no difference between https and http/alt. I have big lag spikes with both. I'm averaging 2.2 turns per second (which I assume is due to my computer), but I still do get frequent lag spikes in which it takes me 1/2 seconds before I receive a server answer, or even between 5 and 10 seconds between each action sometimes.
This post has been edited by decondelite: Jul 1 2017, 14:24
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