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> HentaiVerse 0.3.7

 
post Oct 6 2009, 00:05
Post #261
Spectre



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QUOTE(Katya @ Oct 5 2009, 18:03) *

Points for the south park reference.

It was bothering me where I had heard that before. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Funny enough if there was PVP here I swear, it would be something like that episode, minus the random user fixing it all. (IMG:[invalid] style_emoticons/default/laugh.gif)

QUOTE(Boggyb @ Oct 5 2009, 17:34) *

yeah, this update made things more difficult.

Why does everyone say this? I see no change in difficulty and I've changed nothing in how I play, and I play on hard, not normal.

Seriously I must be doing everything wrong since I seem to be the very few people who are mostly unaffected in any negative way. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

This post has been edited by Spectre: Oct 6 2009, 00:15
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post Oct 6 2009, 00:08
Post #262
marcho



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QUOTE(DemonEyesBob @ Oct 5 2009, 17:04) *

Does this mean that godly mana draughts/potions are now as rare as mana elixirs used to be? What else is on the general "special" drop rate that you're talking about?


Since I'm still getting plenty of godlies, I'd assume that they just expanded into the elixir drop slot as well. If your roll would have gotten you a godly it still will, if it would have got an elixir, now it gets a godly.
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post Oct 6 2009, 00:22
Post #263
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With all said it seems like no one is using infusions for anything else but easy money and they have pretty much lost their purpose.
I think it would be best if you got rid of them completely and slightly increased eqipment drop chance instead.

Its better to have more equip to choose from what you actualy need, than something you couldn't care less about.
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post Oct 6 2009, 00:42
Post #264
Actraiser



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I'm not too sure about that Lunatic2.

The equipment drop rate increasing would imbalance things. I would like more drops myself, but I can see too much of a flood in the bazaar, and they (equipment) would be a more expensive replacement for the infusions. Equipment is supposed to be rare, so lets leave that alone. Yeah, I know, this is coming from the guy who can't seem to replace his POS bronze and you'd think i'd be all for a higher equipment drop rate, but I believe it would violate the initial intent as well.

This post has been edited by Actraiser: Oct 6 2009, 00:42
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post Oct 6 2009, 00:44
Post #265
grumpymal



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I agree, Infusions shouldn't be done away with completely, just made more useful. And if anything, their drop chance would be folded back into general consumables rather than equipment.
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post Oct 6 2009, 00:47
Post #266
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QUOTE(cmal @ Oct 5 2009, 17:44) *

I agree, Infusions shouldn't be done away with completely, just made more useful. And if anything, their drop chance would be folded back into general consumables rather than equipment.


Yes, exactly
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post Oct 6 2009, 00:48
Post #267
sayber



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arenaで1500Cを失ってしまい
ちょっとショックです (IMG:[invalid] style_emoticons/default/anime_cry.gif)

Apathetic Canuckが連続で
出てくるとウンザリします (IMG:[invalid] style_emoticons/default/sad.gif)
Mini-bossの中では一番嫌いです
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post Oct 6 2009, 01:00
Post #268
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I'm not too sure, since I'm still new to the game (only level 6 atm), but is this update the reason why my weapon/magical accuracy dropped from 81%/80%(as of level 4) to 75%/75% respectively at the current level 6?
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post Oct 6 2009, 01:02
Post #269
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QUOTE(lightshader @ Oct 5 2009, 18:00) *

I'm not too sure, since I'm still new to the game (only level 6 atm), but is this update the reason why my weapon/magical accuracy dropped from 81%/80%(as of level 4) to 75%/75% respectively at the current level 6?

How about reading the thread, chief? The first post is enough to answer your question.

Also, welcome (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Oct 6 2009, 01:07
Post #270
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QUOTE(Spectre @ Oct 5 2009, 15:05) *

Why does everyone say this? I see no change in difficulty and I've changed nothing in how I play, and I play on hard, not normal.

Seriously I must be doing everything wrong since I seem to be the very few people who are mostly unaffected in any negative way. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Against small mops, in lower arena challenges, and in hourly battles, the difference in difficulty is small, because you can usually recover your HP easily with regen. The difficulty is much more noticeable when you go against larger mops or 2-3 mini-bosses, because they do more damages than you can recover your health with regen.
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post Oct 6 2009, 01:16
Post #271
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QUOTE(Spectre @ Oct 5 2009, 17:05) *

Why does everyone say this? I see no change in difficulty and I've changed nothing in how I play, and I play on hard, not normal.

Seriously I must be doing everything wrong since I seem to be the very few people who are mostly unaffected in any negative way. (IMG:[invalid] style_emoticons/default/rolleyes.gif)


Well, lets go through a small checklist.

Were you using heavy percent based damage mitigation armor?
Were you dual wielding?
Were you heavily reliant on equipment based evade?
Were you heavily reliant on the regen spell?

if you answer no to all of these questions, you were entirely unaffected. Actually, if you used a 2h you were buffed.
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post Oct 6 2009, 01:35
Post #272
Noneyabusiness



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QUOTE(marcho @ Oct 5 2009, 16:16) *

Actually, if you used a 2h you were buffed.


I'm glad I held on to my 2H sword! I switch from DW to 2H and now I'm kicking ass. How long till I have to go to my staff...
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post Oct 6 2009, 02:11
Post #273
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QUOTE(marcho @ Oct 6 2009, 00:08) *

Since I'm still getting plenty of godlies, I'd assume that they just expanded into the elixir drop slot as well. If your roll would have gotten you a godly it still will, if it would have got an elixir, now it gets a godly.

AAAh luckily i was hoarding mana elixirs for a while.
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post Oct 6 2009, 02:15
Post #274
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QUOTE(marcho @ Oct 5 2009, 18:08) *

Since I'm still getting plenty of godlies, I'd assume that they just expanded into the elixir drop slot as well. If your roll would have gotten you a godly it still will, if it would have got an elixir, now it gets a godly.

I am not feeling this.

I had an hourly battle today on battletoads against a mind raper and a scary ghost, and the dropped item was a godly mana draught. I don't think that should happen; it should've been an elixir. Hourly drops are very rare, and especially against a mini-boss, the reward should not be a draught. Prior to the update, if I had an hourly on battletoads even against a cockatrice and there was a drop (probably happened once every 2 days) I'd usually get an elixir of some sort.

Every endgame+ arena for the last two days has given me nothing better than superior draughts for clear bonuses and random drops. That's not fair. I need probably 20-30 godly mana draughts to beat just endgame-longest journey, so finding that many in a day of grinding and arenas wouldn't be overkill. But compared to the last update, my item drops suck. Prior to the update I still had to buy godly mana draughts to do all the arenas, but at least that was somewhat counteracted by how many I could find doing grindfest. But now I'm not getting anything useful.

Edit: And I'm not getting plenty of godlies.

Out of 400 item drops on cakefest prior to update (my last 400 drops, recorded by battle buddy):
26 Godly Health Draughts
24 Godly Health Potions
10 Godly Mana Draughts
10 Godly Mana Potions
19 Regular Infusions
6 Rare Infusions
1 Health Elixir
1 Mana Elixir

Out of the 400 item drops on cakefest since the update:
0 Goldy Health Draughts
0 Godly Health Potions
0 Godly Mana Draughts
0 Godly Mana Potions
5 Regular Infusions
2 Rare Infusions
1 Spirit Elixir

I know 400 isn't a huge number when you consider how many items are dropped per day for everyone, but as personal statistics go, that's depressing.

Unrelated buggish type thing: I ran out of godly mana draughts (bet you didn't see that coming) and the "Insufficient items, cannot restock" message got posted 4+ times and almost went off the screen.

Tenb, please don't take this as just a complaint, even though it's coming out that way (my item drops in the higher arenas the last two days have not made me happy ;_;). It's something I've noticed, and based on your own statements of attempting to make HV credit neutral, it's something I thought I'd bring up. I require 20-30 godly mana draughts for doing endgame, twisted plots and longest journey. Just those three requires that many. The credits earned from arenas doesn't come close to buying enough, and with how many I'm now finding, I'm not going to be able to continue doing them (and that doesn't even include the other arenas which require such draughts). I realize that I actually _right now_ have the C to buy a lot of them, but most of that is just from clearing dreamfall, and if I spend everything on godlies+elixirs I'm going to run out very, very fast.

This post has been edited by DemonEyesBob: Oct 6 2009, 10:24
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post Oct 6 2009, 02:24
Post #275
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Wow that is a big difference, now i have to go try it (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Oct 6 2009, 02:27
Post #276
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QUOTE(Panuru @ Oct 5 2009, 16:02) *

How about reading the thread, chief? The first post is enough to answer your question.

Also, welcome (IMG:[invalid] style_emoticons/default/tongue.gif)


I did check the first post - it wasn't specific enough for me. Like I said, I'm still new to HV. Evnetually I got the answer I was looking for in the Primary Attributes => Derived Attributes thread. And in fact I just figured out that I could just go to cake level and do the grindfest to level my character bit faster than waiting every hour browsing the main site or forums trip the battle in heroic mode. >.> As I did so, I also got my first gear, after browsing the bazaar repeatedly, hoping to find a low-level gear I could actually get to no such luck...

A newbie, indeed!

And thanks for the welcome. (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by lightshader: Oct 6 2009, 02:29
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post Oct 6 2009, 02:49
Post #277
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On an unrelated note:

(IMG:[i3.photobucket.com] http://i3.photobucket.com/albums/y74/Xylon_Lionheart/FiveMisses.jpg)

Sucks to be me.

But yes, the update, while harder in many aspects, is not too bad from a balance standpoint. Hourly battles weren't affected too badly (I still fight them on Heroic) and I got my first Elixir ever from an Arena battle.

I think a good balance would be that people with the right setup can handle the hardest arenas even if they have to use strong items, and that grindfest on any difficulty shouldn't be exploitable in the way that people can do them forever. I haven't tested it yet, but based on Marcho's findings, I too can probably still grind indefinitely without too much hassle. I just don't because the internet here is slow and I have much better things to do.

Since the difficulty of Grindfest becomes static around the 20th level or so, perhaps there could be a way to continually increase the difficulty so that perpetual grinding is unfeasible. In response, the rewards for each individual battle could go up somehow whether by fighting more enemies or harder enemies so that people get at least some reward for fighting through the challenges. The three ways I can think of doing so right off the bat are:

1. On higher levels increase the chances of mini-bosses showing up or at a certain point make a mini-boss a permanent member for the rest of the mobs.
2. Increase the amount of enemies one faces in mobs continuously, even if that means facing a double of a certain enemy. Heck, the more enemies, the more useful elemental AoE spells can become, making them more usable again.
3. After the 20th battle, "restart" the grindfest at the next difficulty up. So from 21 to 40, if you were on Cake, you'd then be on Easy, including the same bonuses one would get from starting on said difficulty. No healing in-between, of course.

Then again I generally grind on Cake so... yeah. Take of that what you will. My suggestions might be unpopular, but it's just a thought on my part.

Oh wait, all the cool kids are dissing this update moreso than I have. Uh, uh, THIS UPDATE SUCKS AND YOU SUCK FOR MAKING IT. Is that good enough? Am I cool yet?

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post Oct 6 2009, 03:07
Post #278
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In my opinion, I feel Regen was modified a little too much. Even as a HoT item, it now proves to be more of an MP drainage compared to its outcome. It only seems effective when combined with another health draught, otherwise you find yourself needing to cast cure every few turns just to stay alive. Perhaps an added effect could be introduced into Regen that makes it worth wild to get instead of staying solely with cure. Possible ideas I had in mind:
  • Cure gets a bonus when cast while Regen is in effect
  • The holy effect of Regen becomes amplified if a mob throws a holy attack at you
  • Regen increases block chance by a certain %
  • Return Regen's power back to normal but remove the initial heal effect (aka, make it a buff only)
  • Return Regen's power back only to the initial start of the spell
  • Regen's power dynamically reduces as turns remaining becomes closer to 0

On the infusion items, I too haven't found much use for them as of yet. Of course I know an elemental rating not only increases damage giving but also damage received by that element. However, I'm not quite sure on how much. In other words, does a 50% fire rating reduces all fire damage by 50%, 25%, 10%, etc while increasing damage caused by that element to be increased by 50%?

I've seen a few suggestions on infusions and I also saw a nice suggesting about skills where you could temporarily make your normal melee attack damage a certain element. Perhaps the infusions could do this; an infusion of fire not only increases your fire rating, but makes your sword strikes inflict fire damage.

At any rate, that's my two cents; I want to thank you Tenboro for continuing to provide updates to HV. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Oct 6 2009, 03:12
Post #279
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QUOTE(Sonic @ Oct 5 2009, 21:07) *

In my opinion, I feel Regen was modified a little too much. Even as a HoT item, it now proves to be more of an MP drainage compared to its outcome. It only seems effective when combined with another health draught, otherwise you find yourself needing to cast cure every few turns just to stay alive. Perhaps an added effect could be introduced into Regen that makes it worth wild to get instead of staying solely with cure. Possible ideas I had in mind:
  • Cure gets a bonus when cast while Regen is in effect
  • The holy effect of Regen becomes amplified if a mob throws a holy attack at you
  • Regen increases block chance by a certain %
  • Return Regen's power back to normal but remove the initial heal effect (aka, make it a buff only)
  • Return Regen's power back only to the initial start of the spell
  • Regen's power dynamically reduces as turns remaining becomes closer to 0

In the end, regen is still more MP efficient then cure (just not very useful alone anymore), so I'd hope any changes would still reflect that, but I like some of these ideas.

QUOTE
On the infusion items, I too haven't found much use for them as of yet. Of course I know an elemental rating not only increases damage giving but also damage received by that element. However, I'm not quite sure on how much. In other words, does a 50% fire rating reduces all fire damage by 50%, 25%, 10%, etc while increasing damage caused by that element to be increased by 50%?

Ratings reduce damage by the rating percentage. At least that's what Tenb told me a while ago. I lie! Tenb only said that it increases elemental damage by the rating, he didn't actually tell me how much it increases defense.

This post has been edited by DemonEyesBob: Oct 6 2009, 03:18
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post Oct 6 2009, 03:12
Post #280
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Personally, I have noted little to no impact from this update. I happen to be a dual-wielder (A pure physical dual wielding refrigerator to be exact), and even after this 'nerf' I haven't really noticed achange in how I'm playing. Sure, I've noticed that I'm taking more damage due to the lack of evade, (not in the amount obviously, but in frequency.) but just because of that It's not that much of a problem.

So in retrospect, I currently have nothing to bawww about.
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