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> HentaiVerse 0.85, Script-breaking day

 
post Jun 22 2017, 22:38
Post #61
chjj30



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Because of the Cost of Stamina in GF/IW, maybe the economic Way to gain speciall Proficiency in 0.85, i.e. for Staff, will now be play the first Round of low Level Arenas form First Blood to A Rolling Stone, where we can finally flee without killing all the Monsters of this Round, rather than the same Strategy by the first Round of GF/low-PXP-IW @PFUDOR in 0.84 Version?
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post Jun 22 2017, 23:01
Post #62
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QUOTE(Tenboro @ Jun 22 2017, 20:01) *

Why do people want a HP counter anyway? I get it for MP and SP, which is why it has them, but knowing exactly how much HP you have isn't really all that important.

well, even if i can appreciate (and even understand) your efforts to give us a different, possibly more rational visual layout, now it seems to me that vitals are harder to discern. with the old interface you had all the vitals in one point and could decide what to do: low MP? cast a mana potion, or your IA spells will dissipate. low SP? cast a spirit potion, or your shield may fail. low HP? cast a health potion, or you may lose the whole quest.
i also know that, saying, in a quest with 4 mobs i can recieve 5k damage per turn. therefore, if i'm near 6k i may want to cure sooner than later.
the new interface sees three pipes, with zeroes aligned to the center. it's more despersive this way imo. quite hard to see that 6k now. even more with OC bar overlapping HP one, as far as i understood (OC bar is made by those yellow notches, right?)

i don't know how many people may like it, but i suggest 4 rows, percentage-based, with a counter at a certain point (left, right, inside... whatever). the 4th one will be OC bar, visible only on battle.
something like this:

CODE

|-------------*------| 6000 / 27000
|--------*-----------| (MP)
|----------------*---| (SP)
|------------------*-| (OC)


longer bars to fill all the area, if needed. or a 2x2 matrix with counters on the center.


tl;dr: to say it with your words:
QUOTE
it can be hard to see if you have 7 or 8 pips at a glance.

similarly, it can be hard to see if you have 6 or 8k HP (therefore, you can wait before curing) at a glance

This post has been edited by Scremaz: Jun 22 2017, 23:05
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post Jun 22 2017, 23:21
Post #63
piyin



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QUOTE(michiel baker @ Jun 22 2017, 18:09) *

I found such this bug, text don't disappear even if next round begins.
(IMG:[upup.bz] http://upup.bz/j/my52272jcRYtBo4krOC0vkg.png)



QUOTE(End Of All Hope @ Jun 22 2017, 21:19) *

The new display for HP/MP/SP/OC is really ugly (IMG:[invalid] style_emoticons/default/ohmy.gif)

It would be nearly impossible to play a RE on the phone this way (IMG:[invalid] style_emoticons/default/sad.gif)



I, sadly, AGREE.

Also:

QUOTE
- The global loot penalty for playing many rounds on lower difficulties was removed. Instead, only when doing Grindfest and Item World, a fixed rare drop modifier is applied to artifact and token drop chances, decreasing the drop rate for these two types of items at lower difficulties.


So that meand all arenas have the same same rate for drops on lower difficulties?

Low level players are loving you right now! (IMG:[invalid] style_emoticons/default/wub.gif)
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post Jun 22 2017, 23:41
Post #64
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QUOTE(piyin @ Jun 22 2017, 23:21) *

So that meand all arenas have the same same rate for drops on lower difficulties?

Low level players are loving you right now! (IMG:[invalid] style_emoticons/default/wub.gif)

You wouldn't get the penalty by playing only arenas anyway (at low level).
All non-SG arenas are 879 rounds together, so way less than 1000.
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post Jun 22 2017, 23:52
Post #65
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QUOTE(Scremaz @ Jun 22 2017, 23:01) *


^^ THIS PLEASE (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 22 2017, 23:52
Post #66
piyin



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QUOTE(Sapo84 @ Jun 22 2017, 23:41) *

You wouldn't get the penalty by playing only arenas anyway (at low level).
All non-SG arenas are 879 rounds together, so way less than 1000.


Thats ok... also: the Caffeinated Candy:
-Will be a PA drop on the shrine?
-Or Random drop on battles?
-Or only exclusive for the Lottery prizes?
-Or anything else?

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post Jun 22 2017, 23:58
Post #67
Scremaz



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QUOTE(piyin @ Jun 22 2017, 23:52) *

Thats ok... also: the Caffeinated Candy:
-Will be a PA drop on the shrine?
-Or Random drop on battles?
-Or only exclusive for the Lottery prizes?
-Or anything else?

lottery only, i guess. and untradeable nonetheless. pretty much like golden tickets
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post Jun 23 2017, 00:07
Post #68
piyin



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QUOTE(Scremaz @ Jun 22 2017, 23:58) *

lottery only, i guess. and untradeable nonetheless. pretty much like golden tickets


Golden tickets??? So those that i bought werent tradeable??? Baka me.
You mean: Golden Lottery Tickets, dont?

Anyway... so, those will be lottery only players?

If "yes" = Sad
If "no " = chance of happiness.

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post Jun 23 2017, 00:18
Post #69
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Looks interesting. I'll definitely take a look when it comes live.
(and maybe come back to the game while I'm at it (IMG:[invalid] style_emoticons/default/heh.gif) )

This post has been edited by boulay: Jun 23 2017, 00:18
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post Jun 23 2017, 00:22
Post #70
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"The global loot penalty for playing many rounds on lower difficulties was removed. Instead, only when doing Grindfest and Item World, a fixed rare drop modifier is applied to artifact and token drop chances, decreasing the drop rate for these two types of items at lower difficulties."

Can you tell us the factors? I hope them are big enough to motivate everyone go back to higher difficulties. (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 23 2017, 00:28
Post #71
Scremaz



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QUOTE(piyin @ Jun 23 2017, 00:07) *

Golden tickets??? So those that i bought werent tradeable??? Baka me.
You mean: Golden Lottery Tickets, dont?

golden lottery tickets, yep. if you're referring about golden coupons, they are toplist monthly awards, shrineable, tradeable and so on. regular trophies, afterall.

QUOTE(piyin @ Jun 23 2017, 00:07) *

Anyway... so, those will be lottery only players?

If "yes" = Sad
If "no " = chance of happiness.

well, given that they are lottery "consolatory" prizes and they will replace untradeable things...
on the other hand, i'm curious to see how much they will affect energy drink market

QUOTE(boulay @ Jun 23 2017, 00:18) *

Looks interesting. I'll definitely take a look when it comes live.
(and maybe come back to the game while I'm at it (IMG:[invalid] style_emoticons/default/heh.gif) )

look who's lurking around...
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post Jun 23 2017, 01:02
Post #72
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QUOTE(Tenboro @ Jun 22 2017, 12:46) *

Shouldn't have changed. Keep in mind that if you overkill, it will only show the actual HP change rather than what it really could have done.


Although I prefer the old version that can know the real damage output...
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post Jun 23 2017, 01:12
Post #73
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QUOTE(morineko @ Jun 23 2017, 02:02) *

Although I prefer the old version that can know the real damage output...


That should be reverted already
QUOTE(Tenboro @ Jun 22 2017, 16:53) *

Attacks should be showing their actual damage on the killing blow again. Also the order things are printed to the log should make more sense.


New vital bars might look fancy, but the information in them seems messy. I preferred the old ones, though a script can probably make them look like the old ones - or maybe I get used to the bars once I try them out myself. It's gonna be annoying to see when I can OFC though, instead of clear number I have to be counting "pips" to check out when I'm ready to blast the RE.
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post Jun 23 2017, 01:26
Post #74
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QUOTE(Tenboro @ Jun 22 2017, 09:49) *

- The equipment shop now also uses the new multi-selector to enable selling and buying multiple equips at a time. Note that here, you have to control-click or shift-click to enable selecting multiple items.

Oh wow that one was on my "that would be nice, but if he hasn't coded it by now then he probably never will" list.
QUOTE(Tenboro @ Jun 22 2017, 09:49) *

- It no longer costs anything to rename a monster. The system will soon start penalizing generic/repetitive/facerolled monster names, so if you use those, change them to something better.

I don't know how many players pay attention to monster names, but I sometimes take a look after the last round or after an RE. Repetitive names with a string of numbers after the name are a little distasteful. So I'm glad there will be some motivation for trainers to be a little more creative with their monster names. However, please don't be too harsh with the penalty. Judging by the project names that I've seen at work over the years, I think some people just lack the ability to think up creative/unique names.
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post Jun 23 2017, 01:55
Post #75
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How does monster gifts work now? Patch notes say that the chance can be 160% max, but is that 100%original + 60%upgrades, or is it 100%original+160%upgrades?
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post Jun 23 2017, 02:00
Post #76
Scremaz



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QUOTE(Tenboro @ Jun 22 2017, 11:49) *

- A new equipment multi-selector was created for the equipment storage page, which means you can store or retrieve multiple items at a time, both by clicking to select multiple items and shift-clicking to select ranges.

speaking of which, what if one (or more) of the items you want to purchase disappeared meanwhile (i mean, in the time between multiple selection and pressing "enter") because of reasons?

a. an error message is shown but all the other items are purchased
b. an error message is shown but the whole process is blocked
c. no error messages, nothing happens
d. what else?

This post has been edited by Scremaz: Jun 23 2017, 02:00
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post Jun 23 2017, 02:21
Post #77
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QUOTE(Scremaz @ Jun 22 2017, 18:01) *

well, even if i can appreciate (and even understand) your efforts to give us a different, possibly more rational visual layout, now it seems to me that vitals are harder to discern. with the old interface you had all the vitals in one point and could decide what to do: low MP? cast a mana potion, or your IA spells will dissipate. low SP? cast a spirit potion, or your shield may fail. low HP? cast a health potion, or you may lose the whole quest.
i also know that, saying, in a quest with 4 mobs i can recieve 5k damage per turn. therefore, if i'm near 6k i may want to cure sooner than later.
the new interface sees three pipes, with zeroes aligned to the center. it's more despersive this way imo. quite hard to see that 6k now. even more with OC bar overlapping HP one, as far as i understood (OC bar is made by those yellow notches, right?)

i don't know how many people may like it, but i suggest 4 rows, percentage-based, with a counter at a certain point (left, right, inside... whatever). the 4th one will be OC bar, visible only on battle.
something like this:

CODE

|-------------*------| 6000 / 27000
|--------*-----------| (MP)
|----------------*---| (SP)
|------------------*-| (OC)



I also support this idea. I look at the numbers to see if and when I use the restoratives.

QUOTE(boulay @ Jun 22 2017, 19:18) *

Looks interesting. I'll definitely take a look when it comes live.
(and maybe come back to the game while I'm at it (IMG:[invalid] style_emoticons/default/heh.gif) )


Welcome back boulay! (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jun 23 2017, 02:41
Post #78
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When I first tried this out, I thought for sure I wouldn't like whatever it was going to look like but the health, magic and spirit bars are really cool. The colorful tubes look sleek and futuristic.

The sidebar being gone will take some time to get used to but I suppose I don't really miss all that extra text everywhere. A very cutting edge update.
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post Jun 23 2017, 02:49
Post #79
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Glad to see the new version._.

That's great for no more generic/repetitive/facerolled monster names._.
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post Jun 23 2017, 03:29
Post #80
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Two things, can we get lines where "Things" happen on the vitals bars for hp/mp/sp such as:
Thresholds for when Spark wont save you any more
Thresholds for when autocasts stop/start again
Threshold for when anything else I might have missed.

Also can you make "R" for a casted spell on a freshly defeated mob go back to how I may be misremembering it but just priming the spell to be redirected to a mob you click or type the number of instead of beating dead ponies?
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