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> HentaiVerse 0.85, Script-breaking day

 
post Jul 19 2017, 22:09
Post #581
Tenboro

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QUOTE(Sesshomaru Moon @ Jul 19 2017, 02:10) *

Tenboro, can you put a +1,000,000 amount in the shop so we can buy huge amounts of crystals?


I was going to just make it an editable field, but I never got around to it. Maybe next time.

QUOTE(Kinights @ Jul 19 2017, 19:09) *

Could there be multi-selection on the salvaging list as well?


Not unlikely.
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post Jul 19 2017, 22:27
Post #582
Scremaz



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QUOTE(Tenboro @ Jul 19 2017, 22:09) *

Not unlikely.

btw, one frequent argument is that there isn't enough warning when one is going to use an ED out of battle. you may want to put a warning at multi-selection salvaging, otherwise we'll be submerged with whines.
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post Jul 20 2017, 00:56
Post #583
Tenboro

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QUOTE(Scremaz @ Jul 19 2017, 22:27) *

btw, one frequent argument is that there isn't enough warning when one is going to use an ED out of battle. you may want to put a warning at multi-selection salvaging, otherwise we'll be submerged with whines.


Like with "sell all" for equipment, it would both be a two-click operation and require them to be unlocked. If someone still manages to accidentally salvage something, they would need to whine at a mirror.
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post Jul 21 2017, 13:47
Post #584
Taylia



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Hi Tenboro,

There's a tiny cosmetic glitch with the error message when you MoogleMail yourself. It was text in 0.84 and it's now using the HV font engine and as a result the first line appears below the second line like:

QUOTE

be the ultimate form of social withdrawal, kupo! Seek help, kupo!
Messaging yourself must


Confirmed in Firefox 55 and Chrome 59
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post Jul 22 2017, 00:41
Post #585
Tenboro

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QUOTE(Taylia @ Jul 21 2017, 13:47) *

There's a tiny cosmetic glitch with the error message when you MoogleMail yourself. It was text in 0.84 and it's now using the HV font engine and as a result the first line appears below the second line like:


Noted, thanks.
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post Jul 22 2017, 17:39
Post #586
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Dear Tenboro,
Could you tell about the IW probability mechanics in 0.80 is changed or not?
And what is the probability to add on existed when there are 2 traits but one of them is already lv5?

QUOTE(Tenboro @ Jun 8 2014, 08:32) *

0.80 - 2014-06-08
- When gaining equipment potency traits, you now have a 50% chance to increase an existing potency trait level instead of adding a new potency trait when the equipment has just one trait, and a 75% chance to do so when it has two. Equipment will no longer get more than three different potency traits, excluding the lvl 10 one for weapons.
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post Jul 23 2017, 02:05
Post #587
Basara Nekki



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Speaking of Item World, I also have an observation.

By the current system, when entering an IW, the equivalent total stamina is deducted automatically. Well, I did an IW of 100 rounds. Then we have the following situations:

1-) If the stamina is greater than or equal to 80: every 25 rounds played I consume 1 stamina (100 rounds = 4 stamina).

2-) If the stamina is less than 80: every 50 rounds played I consume 1 stamina (100 rounds = 2 stamina).

The problem I noticed was that I started the IW exactly with 80 stamina and at the end I realized that 4 stamina were consumed, as if I were playing all the time in situation "1", described above. The current system did not take into account the change in the rate of consumption of stamina when crossing the line from 80 to 79. In my case, I should have finished with 78 and not 76, as it happened.

This same problem does not occur when playing in an Arena or in GF.

Is it possible to change this?

Thank you very much for your attention.
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post Jul 23 2017, 14:49
Post #588
Tgbvfr



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QUOTE(morineko @ Jul 22 2017, 15:39) *

Could you tell about the IW probability mechanics in 0.80 is changed or not?
And what is the probability to add on existed when there are 2 traits but one of them is already lv5?

If the IW probability mechanics had changed then those changes should have been included in the release notes. Since no mention was made then that mechanic shouldn't have changed. Are you now seeing different results than previous versions?

This post has been edited by Tgbvfr: Jul 23 2017, 17:49
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post Jul 23 2017, 15:41
Post #589
Tenboro

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QUOTE(morineko @ Jul 22 2017, 17:39) *

And what is the probability to add on existed when there are 2 traits but one of them is already lv5?


The patch note is correct for any situation. If the gear has two traits, the chance for a third one is 25% regardless of whether any of them are level 5.
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post Jul 23 2017, 21:50
Post #590
KitsuneAbby



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Tenbie, we got a big issue. Not a bug, but a design flaw.

QUOTE(Tenboro @ Jun 22 2017, 11:49) *
- To enable going over 100%, the monster double gift chance was changed to a fixed "gift factor" that directly modifies the number of gifts a monster gives. Every point of scavenging will increase this factor by 2.5%, while every point in any other chaos upgrade will increase it by 0.5%, for a maximum of +160%. This should somewhat shift the balance towards fully developed monsters rather than scavenge armies.


I updated the wiki with this new data and made a feq calculations. The results are worrying.
Basically, what you intended to do regarding scavenge armies actually does the exact opposite.
The updated wiki with the appropriate info regarding gift factor:
https://ehwiki.org/wiki/Monster_Lab#Chaos_Upgrades

And a few extra calculations there:
Comparison between the previous system and the new one

My calculations show that it took 55 tokens to reach +50% before the update, now it's something between 165 and 243 tokens. That is, IF the chaosing of the monster is optimized regarding the gift factor, otherwise it's even more tokens. As for the 100% double gift chance VS the +100% gift factor... 210 tokens VS more than 600 tokens.

Basically and to sum it up, in all cases, it now costs even more chaos tokens to get the same amount of items on a monster than before the update. In other words, it encourages scavenging armies even more than before.

So yes, a fully chaosed monster does have a higher gift factor than with simply Scavenging maxed out: my "all lvl10 chaos" monster went from 50% double gift to 180% gift chance, but it certainly is inefficient in terms of chaos tokens.

In my opinion, to effectively encourage players to chaos their monsters instead of having a Scavenging army, you should either change the formula to calculate the token price of each new monster slot (I'm thinking about something somewhat exponential), or make all chaos upgrades raise the gift factor more than they do right now (and maybe not in a linear fashion either).

All that being said, I can only agree with the need to fight against the absurdity of hundreds of monsters in a single player's list, especially if they have lame names which we see dozens of time in a single arena/grindfest.
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post Jul 24 2017, 02:28
Post #591
Sapo84



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QUOTE(decondelite @ Jul 23 2017, 21:50) *

Basically and to sum it up, in all cases, it now costs even more chaos tokens to get the same amount of items on a monster than before the update. In other words, it encourages scavenging armies even more than before.

The last part doesn't really make any sense, the problem was that most 1100+PL monsters had 20 scavenging because the other upgrades did nothing.
Basically scavenging was, by far, the best chaos upgrade available.
The change was made to encourage the monster barons to shift the chaos upgrades to the other stats.
And the math actually makes it clear that it works correctly, fully developed monster get higher gift factor while scavenging only monster will get nerfed by 50%.
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post Jul 24 2017, 02:30
Post #592
Tgbvfr



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QUOTE(decondelite @ Jul 23 2017, 19:50) *

I updated the wiki with this new data and made a feq calculations. The results are worrying.
Basically, what you intended to do regarding scavenge armies actually does the exact opposite.
...
Basically and to sum it up, in all cases, it now costs even more chaos tokens to get the same amount of items on a monster than before the update. In other words, it encourages scavenging armies even more than before.


I think you are looking at the situation the wrong way. Before this update, you'd get 100% double gift if you spent 210 tokens on the Scavenging. Now your math in the Poor Players thread says it is 715 tokens for 200% gift factor in an optimized way. So what this update did was to nerf the Scavenging upgrade since it is now a lot more costly to get maximum gifts. I believe this makes the Scavenging upgrade less appealing and therefore encourages players to shift towards fully developed monsters where chaos tokens are used to more evenly upgrade the monster's stats.
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post Jul 24 2017, 14:33
Post #593
its-just-me



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QUOTE(Sapo84 @ Jul 23 2017, 20:28) *

The last part doesn't really make any sense, the problem was that most 1100+PL monsters had 20 scavenging because the other upgrades did nothing.
Basically scavenging was, by far, the best chaos upgrade available.
The change was made to encourage the monster barons to shift the chaos upgrades to the other stats.
And the math actually makes it clear that it works correctly, fully developed monster get higher gift factor while scavenging only monster will get nerfed by 50%.



QUOTE(Tgbvfr @ Jul 23 2017, 20:30) *

I think you are looking at the situation the wrong way. Before this update, you'd get 100% double gift if you spent 210 tokens on the Scavenging. Now your math in the Poor Players thread says it is 715 tokens for 200% gift factor in an optimized way. So what this update did was to nerf the Scavenging upgrade since it is now a lot more costly to get maximum gifts. I believe this makes the Scavenging upgrade less appealing and therefore encourages players to shift towards fully developed monsters where chaos tokens are used to more evenly upgrade the monster's stats.


A poor or min maxing player will not purchase the extra upgrades because the cost effectiveness is too low. That is what you are not understanding. Nerfing the existing gift factor did not solve the problem. What would is simply removing the scavenger skill and making the scavenger bonus purely based of chaos score. This way the min maxer will be forced to spend his chaos most effectively which is levelling each skill evenly.

Edit: For this to work you also need to somehow Nerf the amount each subsequent monster gets otherwise it will still be more advantageous to them to just keep making 0 chaos level monsters for the bi-weekly auto rewards. (in part already handled by monster upkeep)

This post has been edited by its-just-me: Jul 24 2017, 14:36
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post Jul 24 2017, 15:14
Post #594
Sapo84



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QUOTE(its-just-me @ Jul 24 2017, 14:33) *

A poor or min maxing player will not purchase the extra upgrades because the cost effectiveness is too low. That is what you are not understanding.

You probably have no idea about the usual chaos upgrade spread of PL1100+ monsters so please understand that this change will make monsters barons change the way they assign chaos token, in some cases even significantly (check here and then tell me that the current change won't have a significant effect on how he uses chaos tokens).
Also understand that most of the monsters you encounter in HV are from trainers that already have 200 slots opened so the "will not purchase the extra upgrades" part makes no sense, purchasing upgrade is the only things they can do with tokens.
Finally, please understand that the idea behind this change was not to nerf PL25 monsters since at PL25 you can actually only get a single scavenging upgrade (plus other 5 chaos upgrades), far from making them a "scavenging army".

There may be ways to better balance the monsters but keep in mind that:
- spitting in the face of the trainers that bought scavenging levels by nerfing it even more would honestly be a bit annoying
- if you remove scavenging you would have to refund the used tokens, redesigning the page and possibly scale morale consumption based on the new max tokens, not an easy change

Given these reasons a 50% scavenging nerf + buff on the other upgrades seems to me a valid change going forward.
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post Jul 24 2017, 15:50
Post #595
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I'm still trying to figure out for the life of me why hiding the amount of credits I have from the character page was beneficial... and why hiding the amount of experience points I have from the battle page benefits me.

I enjoy no benefit from losing those...
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post Jul 25 2017, 00:42
Post #596
tychocelchu



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QUOTE(jacquelope @ Jul 24 2017, 15:50) *

I'm still trying to figure out for the life of me why hiding the amount of credits I have from the character page was beneficial... and why hiding the amount of experience points I have from the battle page benefits me.

I enjoy no benefit from losing those...


agree, especially the first part (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jul 25 2017, 03:56
Post #597
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QUOTE(jacquelope @ Jul 24 2017, 13:50) *

I'm still trying to figure out for the life of me why hiding the amount of credits I have from the character page was beneficial... and why hiding the amount of experience points I have from the battle page benefits me.

I enjoy no benefit from losing those...

QUOTE(Tenboro @ Jun 22 2017, 12:23) *

I'm not entirely satisfied with the credit display popup, but the idea is it only shows up on places where you spent credits.

He sorta answered the first part of your question earlier in this thread. As for hiding experience points on the battle page, well as you may recall in 0.84 credits stopped being updated after every round of battle. I believe this was done to decrease the time/resources on the backend required to load the next round. Removing experience points should have a similar effect, and I think that benefits anyone except those who only play the one round REs.
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post Jul 25 2017, 17:35
Post #598
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QUOTE(Tgbvfr @ Jul 24 2017, 18:56) *

He sorta answered the first part of your question earlier in this thread. As for hiding experience points on the battle page, well as you may recall in 0.84 credits stopped being updated after every round of battle. I believe this was done to decrease the time/resources on the backend required to load the next round. Removing experience points should have a similar effect, and I think that benefits anyone except those who only play the one round REs.

Man, I can't wait for a script to put those things back.
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post Jul 26 2017, 02:09
Post #599
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Can someone make a script so I can buy crystals from the item shop at any amount? The old Item Shop Buyer script for that doesn't work anymore, in fact it never worked for me.

I love the editable field idea in HV but don't know when the next update will happen. Could be next week, could be next year.

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post Jul 26 2017, 02:24
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QUOTE(Sesshomaru Moon @ Jul 26 2017, 02:09) *

Can someone make a script so I can buy crystals from the item shop at any amount? The old Item Shop Buyer script for that doesn't work anymore, in fact it never worked for me.

I love the editable field idea in HV but don't know when the next update will happen. Could be next week, could be next year.

i'm trying to redact a list of all the useful scripts that would need a fix here: https://forums.e-hentai.org/index.php?showtopic=207789

more likely a crowdfunding for some or all of them will follow.
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