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HentaiVerse 0.85, Script-breaking day |
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Jun 23 2017, 01:02
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morineko
Group: Gold Star Club
Posts: 2,347
Joined: 1-April 14

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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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Jun 23 2017, 01:12
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bensalenkkari
Group: Catgirl Camarilla
Posts: 935
Joined: 30-January 17

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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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Jun 23 2017, 01:26
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Tgbvfr
Group: Members
Posts: 272
Joined: 13-February 08

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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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Jun 23 2017, 01:55
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Madprank
Group: Members
Posts: 491
Joined: 17-November 11

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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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Jun 23 2017, 02:00
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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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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Jun 23 2017, 02:21
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Basara Nekki
Group: Gold Star Club
Posts: 7,734
Joined: 13-September 12

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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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Jun 23 2017, 02:41
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Honeycat
Group: Catgirl Camarilla
Posts: 61,640
Joined: 25-February 07

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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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Jun 23 2017, 02:49
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Azusa Hiiragi
Group: Gold Star Club
Posts: 7,217
Joined: 16-January 11

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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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Jun 23 2017, 03:29
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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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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Jun 23 2017, 03:42
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Honeycat
Group: Catgirl Camarilla
Posts: 61,640
Joined: 25-February 07

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Chippy, we're testing HV together. (IMG:[ invalid] style_emoticons/default/happy.gif) I like how the green health bar moves in and out while the yellow bars inside it get bigger. Rawr~
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Jun 23 2017, 04:31
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Certain things should get bigger.
Also, is there a gem icon now? I never got one as a drop yet
This post has been edited by skillchip: Jun 23 2017, 04:50
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Jun 23 2017, 04:40
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Fire32
Newcomer
  Group: Members
Posts: 88
Joined: 16-June 14

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On OC notches: Perhaps just have the notches change color at maximum OC?
On HP bar: Perhaps add HP as a number like it currently shows MP/SP in addition to their bars? That would allow for the monster-damage based tactics mentioned earlier. Also, putting a little red triangle in the top middle of the HP bar would fit the aesthetics of the image, I think, while also making it easier to tell where the exact middle of the bar is (which in turn helps guesstimating %s).
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Jun 23 2017, 04:47
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Grahf
Group: Gold Star Club
Posts: 4,223
Joined: 24-February 07

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Any changes being made to the Resplendent Regeneration perk in light of restore to maximum at the end of every fight?
I know that it also affects in battle regeneration, but the out of battle regen was really the larger draw to take it.
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Jun 23 2017, 04:50
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(Fire32 @ Jun 23 2017, 02:40)  On OC notches: Perhaps just have the notches change color at maximum OC?
On HP bar: Perhaps add HP as a number like it currently shows MP/SP in addition to their bars? That would allow for the monster-damage based tactics mentioned earlier. Also, putting a little red triangle in the top middle of the HP bar would fit the aesthetics of the image, I think, while also making it easier to tell where the exact middle of the bar is (which in turn helps guesstimating %s).
We shouldn't have to guestimate Maybe an option for "Legacy" HP Bars?
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Jun 23 2017, 05:41
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karyl123
Group: Gold Star Club
Posts: 1,659
Joined: 9-January 11

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QUOTE(LOL50015 @ Jun 22 2017, 20:36)  From what I see its ~4.2kb Entire HTML elements are still being sent.
oh noooo. only 50%. i though it will only send/receive json. less than 1 kb. just like FB like/comment This post has been edited by karyl123: Jun 23 2017, 05:42
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Jun 23 2017, 06:41
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234hentai
Group: Members
Posts: 121
Joined: 17-December 15

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Adding indicator for full overcharge will help, but I think numeric representation is better. 1. When you see overcharge is full, it's highly possible that some overcharge has already been wasted. 2. To use fighting skills with Spirit Stance on, (10 + cost_of_fighting_skill) OC is needed. Take OFC as an example. It needs 210 OC, so I have to wait for 9 pips (225 OC), which is about 1~2 turns later and hard to see.
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Jun 23 2017, 06:56
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Basara Nekki
Group: Gold Star Club
Posts: 7,734
Joined: 13-September 12

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QUOTE(Tenboro @ Jun 22 2017, 06:49)  - The Inventory page was renamed Equip Inventory, and now only lists equipment. It has new functionality where you can place equipment in storage, which will prevent it from being listed anywhere else, including on the equipment screen.
If a piece of equipment is in storage, I'll be able to do Item World (or Repair, Upgrade, Soulfuse) directly, or I'll have to pull it out first? QUOTE(Tenboro @ Jun 22 2017, 06:49)  - Equipment in the equipment shop that you cannot currently equip will now be displayed in red. Non-fusable equipment at more than 100 levels over your current level will display in bright red, while fusable equipment 100 levels over or less will display in a duller red.
It would not be simpler to do this: - Equipment that can be used directly (up to the player level): Green- Equipment that can not be used directly, but can be soulfused (up to 100 levels above): Yellow or Orange- Equipment that can not be used, nor soulfused (more than 100 levels above): RedQUOTE(Tenboro @ Jun 22 2017, 06:49)  - 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.
Will you still create the criteria to define what kind of name can and can not be used? Will this issue still be debated? I know that the main targets of complaints are those monsters whose only difference in names are numbers in sequence. But if I give names like the example below, would they also be considered repetitive (and would be penalized)? QUOTE Examples:
Team Penske Simon Pagenaud Team Penske Helio Castroneves Team Penske Will Power Team Penske Josef Newgarden Team Penske Juan Pablo Montoya
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Jun 23 2017, 09:11
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cs987987
Group: Gold Star Club
Posts: 7,152
Joined: 11-March 12

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QUOTE(Tenboro @ Jun 22 2017, 17:49)  - 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.
do it mean like these example will be penalizing A: cs987987 A, cs987987 B, cs987987 C, b: cs987987 001, cs987987 002, cs987987 003, C: gegh54gh3h4, wpkkpokoc, fwetgth, If player A has a monster named "elizabeth liones", player B has a monster named "elizabeth liones 2", player c has a monster named "elizabeth liones god", Do these three monsters will start penalizing? Or only the same player has the generic/repetitive/facerolled monster names will start penalizing. This post has been edited by cs987987: Jun 23 2017, 09:13
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Jun 23 2017, 09:22
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Noni
Group: Catgirl Camarilla
Posts: 13,468
Joined: 19-February 16

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QUOTE(cs987987 @ Jun 23 2017, 09:11)  do it mean like these example will be penalizing A: cs987987 A, cs987987 B, cs987987 C,
b: cs987987 001, cs987987 002, cs987987 003,
C: gegh54gh3h4, wpkkpokoc, fwetgth,
Those monster names clearly suck, to my humble opinion. Because they have no meaning, they are no real names that you could give a pet for instance, they don't refer to any manga character, they are no words, and most of all they aren't in the least funny. If a monster name is funny, you can be sure it's a good name.
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Jun 23 2017, 09:49
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cs987987
Group: Gold Star Club
Posts: 7,152
Joined: 11-March 12

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QUOTE(DJNoni @ Jun 23 2017, 15:22)  Those monster names clearly suck, to my humble opinion. Because they have no meaning, they are no real names that you could give a pet for instance, they don't refer to any manga character, they are no words, and most of all they aren't in the least funny. If a monster name is funny, you can be sure it's a good name.
I just want to know the standard of monster name. I don't care that monster name is funny or not.
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