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HentaiVerse 0.3.7 |
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Oct 4 2009, 14:00
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Master_S
Group: Gold Star Club
Posts: 2,063
Joined: 18-April 09

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Hmm, it's really getting tougher for low-level DW-light-armor-battle-mages.
Before the update I could beat Test of Faith on normal without using more than 1-2 items. I played it some minutes ago and I only won thanks the use of 5 items (average mana and health draughts). The reduced magical hit chance makes it a lot harder to use deprecating magic. One monster resisted 4 times in row my weaken...that never happened to me before on any level. Adding the reduced damage made from the offhand weapon it definitely gonna be a hard(er) time...
Edit: For the first time since cure is available to me, I had to use it in a hourly...ouch
This post has been edited by Master_S: Oct 4 2009, 14:06
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Oct 4 2009, 14:03
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TheBigR
Group: Gold Star Club
Posts: 4,321
Joined: 29-October 06

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Wow regen is garbage now. My DW and accuracy have been arsed as well. No doubt someone benefited from this update but it wasnt my character......
This post has been edited by TheBigR: Oct 4 2009, 14:04
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Oct 4 2009, 14:03
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midoriyama
Group: Members
Posts: 241
Joined: 21-September 09

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Yesterday I could last for at least 30 rounds of cake before having to use the first mana draught. Today I need to use pots way before round 20. As for normal, it's getting way too hard with the last changes. Not that monsters are hitting harder, but they do last quite a bit longer, so that also means more damage is being dealt to me. (IMG:[ invalid] style_emoticons/default/sad.gif)
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Oct 4 2009, 14:04
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Alpha 7
Group: Gold Star Club
Posts: 14,999
Joined: 24-October 08

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QUOTE(Tenboro @ Oct 4 2009, 07:14)  I'm planning on changing potions to that, yes. But it's hardly "like other games", many MMOs have over-time potions and some have that exclusively.
I have never played a MMO. I am talking about 80s and 90s console RPGs. I have never seen a dribble potion before. QUOTE(Tenboro @ Oct 4 2009, 07:14)  Considering there's only been two failed arena attempts above #10 since the patch (and 11 successful ones), the highest being Crusade, I don't really think you have a point.
You're missing the point. It's not success rate, it's attempt rate. If you did #15 easily yesterday and barely survived #12 today, there's no way in hell you are going to try #15 today, and therefore you are not going to lose #15. One loss or near loss equal stop trying, and this will be reflected in the number of people who try #15 (or #22) today versus yesterday. QUOTE(Tenboro @ Oct 4 2009, 07:14)  As far as I can tell from the logs, the stats are as follows. CODE Cake:
| flee | 59 | | lose | 43 | | win | 1790 |
Easy:
| flee | 5 | | lose | 6 | | win | 57 |
Normal:
| flee | 95 | | lose | 118 | | win | 3059 |
>Normal:
| flee | 8 | | lose | 10 | | win | 173 |
Haven't really kept stats of how many's playing at what challenge level. Which means you won't see how many people are dropping their difficulty level in order to win most of the time. The key is winning id to avoid losing by reducing the possibility of it happening. Now for my first test run of DW full plate Cake fest. Before the update, I'd usually go 25 Rounds without using an Item and get to the high teens before my first Cure cast. This test run, Round 19 saw my 9th Cure cast and me fleeing the next round because I had about 200-some HP and not enough MP for a Cure cast and 8 mobs. (I still did not use an Item here.) Before, I fled after Round 25 w/ all Items out of boredom or the need to do something else. This time I couldn't get to Round 25. Edit: I am probably stupid for saying this but my DW is basically unaffected (maybe better?) by the update. My Hit chance did drop about 10% (65.4 to 54.9) but I do seem to be getting more 100% Hit rounds. Re-Edit: Battle Buddy is not registering mob Evades. In the last hourly it said 1 of 11 but, missed two Evades so, really 11 of 13 (84.6%). This post has been edited by Alpha 7: Oct 4 2009, 15:35
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Oct 4 2009, 14:21
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hen_Z
Group: Members
Posts: 499
Joined: 31-August 09

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For some reason, I see my Montage restarted when I enter the HV... AFAIK Montage had 12 hour cooldown starting from its end. I started the motage around 4 or 5 o'clock (my local time, GTM+5), so it should end at around 12-13. Now it is 18, and I am pretty positive it should be still cooldown time...
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Oct 4 2009, 14:28
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flint
Group: Gold Star Club
Posts: 1,412
Joined: 3-November 08

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QUOTE(hen_Z @ Oct 4 2009, 14:21)  For some reason, I see my Montage restarted when I enter the HV... AFAIK Montage had 12 hour cooldown starting from its end. I started the motage around 4 or 5 o'clock (my local time, GTM+5), so it should end at around 12-13. Now it is 18, and I am pretty positive it should be still cooldown time...
F5/refresh. Yay for the strg and alt key detecting, boo for whatever made my life oh so hard. Like AIDS and cancer. Nice (Beta! Damn it, guys, beta!) update. Not being sarcastic here.
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Oct 4 2009, 14:31
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Tenboro

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QUOTE(DemonEyesBob @ Oct 4 2009, 13:42)  For accuracy, are you saying that our resist/evade chance has essentially been built into the monster's chance to hit us? We no longer have resist, but mobs have a base 80% or something to hit with a spell? We no longer have an evade based on primary stats, but monster hit chance has that taken into account?
Basically, yes, at level 0 you have 25% chance of missing monsters and vice versa. Actually if you were to look at the code, you'd see that everything now has a base evade and resist chance of 25%, just because some buffs and debuffs rely on being able to alter those stats, but the system translates this for the benefit of the character screen. QUOTE(radixius @ Oct 4 2009, 13:47)  Yes, but in games like this, you have to affect everyone in some fashion, otherwise it'd be like there's no progression. However, with the severely limited scope of the game, as of now, it's hard to see any progression with similar, slightly more powerful spells and the same enemies over and over again.
A couple things that may fix this that I've suggested before, but was disregarded for reasons I don't know, nor do I care to, are skills based off your weapon/armor/elemental proficiencies. You could pay credits to train ranks in these skills that have costs, requirements and effects that scale with the rank. Either that, or a kind of perk system, similar to the double-edged sword that the Fallout series has.
Buy a team of coders and graphics designers for me, and I could make a lot of cool stuff. As it is, it's a low-priority hobby project for a minigame on a porn site, so it's unlikely to have the mass appeal of the $100 million development budget games. Skills, obviously, haven't been implemented at all outside of Flee, and yes, I am planning on having a series of skills based off weapon proficiencies.
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Oct 4 2009, 14:37
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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QUOTE(Tenboro @ Oct 4 2009, 07:31)  Buy a team of coders and graphics designers for me, and I could make a lot of cool stuff. As it is, it's a low-priority hobby project for a minigame on a porn site, so it's unlikely to have the mass appeal of the $100 million development budget games. Skills, obviously, haven't been implemented at all outside of Flee, and yes, I am planning on having a series of skills based off weapon proficiencies.
That's what I figured. As for the first part, I didn't think it'd be hard to copy the slimes and give them new names and slightly different stat weights, but, then again, I wouldn't know something like that. Variety is the spice of life, blah blah... EDIT: Like, "Salty Seaman" or "Toed Camel" with a skill called "Babycannon" or something of that ilk. I know these suck, but it's all I could think of at the moment. This post has been edited by radixius: Oct 4 2009, 14:50
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Oct 4 2009, 14:49
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Tenboro

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Monster variety is coming, and it was actually supposed to come before the Shrine, but people have been nagging me oh-so-much for a trader that I'll probably end up making that first.
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Oct 4 2009, 14:50
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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Appeasing the masses is gross...
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Oct 4 2009, 14:57
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Eutopia
Group: Members
Posts: 2,392
Joined: 15-March 09

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The changes arent so bad actually, it was bound to happen since the ppl over 100+ could do the upper arena challenges with just 2-5 godla manas.
Didnt like the prize change though, you shoulda just decrease the drop chance slightly more then you have now instead of changing both drop rate and sell value. I mean even if you make the sell value 1 credit for infusions it wont make the melee character build use the infusions more.
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Oct 4 2009, 14:59
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dlhmmr
Group: Catgirl Camarilla
Posts: 2,577
Joined: 20-March 09

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This update is for the mobs not the players & really sucks (IMG:[ invalid] style_emoticons/default/mad.gif) Edit: Really, Really, REALLY SUCKS!!!! (IMG:[ invalid] style_emoticons/default/cry.gif) 2nd Edit: Well maybe it doesn't completely suck, I am at least seeing increase of mana drops. This post has been edited by dlhmmr: Oct 4 2009, 16:39
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Oct 4 2009, 15:02
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Dragonemperor
Group: Gold Star Club
Posts: 451
Joined: 25-January 09

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With every Update the HV geting harder 30 Rounds in Cake what is this i dont know but its not good and why REGEN is reduced oh man
This Game is realy only for people who loves to use magic
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Oct 4 2009, 15:19
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Eutopia @ Oct 4 2009, 08:57)  The changes arent so bad actually, it was bound to happen since the ppl over 100+ could do the upper arena challenges with just 2-5 godla manas.
Didnt like the prize change though, you shoulda just decrease the drop chance slightly more then you have now instead of changing both drop rate and sell value. I mean even if you make the sell value 1 credit for infusions it wont make the melee character build use the infusions more.
I tried using a Divine Infusion once to see what Holy Rating would do to my Regens. It was a neat buff, but I couldn't afford losing an entire item slot for such a low return when I could shove a Godly Draught in there. Frankly, they're useless to me and all they're good for is selling. Maybe if magic rating had a more noticeable effect or if we could do something else with them. I did a quick Cake run to see how my character would handle and its like I was level 50 again. Its a little more exciting since I have to actually use my spells more now and can raise profs, but at the same time I'm a little afraid about Arenas. I used to make do using only Mana items so I would have to use Cure/Regen to raise my prof, but I don't know if I'll still be able to do that without having to lower the difficulty again. And I don't think I'm going to do Endgame again any time soon. I've barely been getting through it, burning all 8 of my items in the final round and I've lost once with three wins. With my armor gimped a bit, Regen's hose lowered to a trickle, and Infusions devalued, I don't think I can afford to lose. Before, I didn't have to sweat it because I could always just sell Infusions to recoup my losses and make another attempt for the already meager gains. Here's hoping things get better with the next update. I'll try again then. General rule of thumb for updates: No, the monsters aren't stronger. You're just weaker.
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Oct 4 2009, 15:39
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Eutopia
Group: Members
Posts: 2,392
Joined: 15-March 09

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Arghh interference now have a much more influence over regen since the duration of regen was increased, just adding 11 interference seemed to have removed 2 turns of regen.
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Oct 4 2009, 15:46
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NoNameNoBlame
Group: Gold Star Club
Posts: 7,641
Joined: 20-July 08

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Ah, Schadenfreude~ (IMG:[ invalid] style_emoticons/default/happy.gif) QUOTE(hitokiri84 @ Oct 4 2009, 11:07)  Hito is not amused by these changes. In other words, great update.
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Oct 4 2009, 17:06
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Gunblade
Newcomer
  Group: Members
Posts: 92
Joined: 18-September 08

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QUOTE(Tenboro @ Oct 4 2009, 09:31) 
-- The normal consumable loot tree no longer drops elixirs at a certain quality, it now caps at godlies. The general "special" drop rate which includes elixirs has been increased significantly instead.
Does luck of the draw affect the special drop rate?
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Oct 4 2009, 17:52
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Lord_Obagon
Group: Gold Star Club
Posts: 2,039
Joined: 11-April 07

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I think that the biggest problem with the item price changes is that sure we can now buy and use items, we just can't get enough credits to buy anything else like armor, weapons and training because their prices haven't changed.
Edit: Could you update the Primary Attributes thread?
This post has been edited by Lord_Obagon: Oct 4 2009, 18:00
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Oct 4 2009, 18:19
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Lunatic2
Group: Gold Star Club
Posts: 3,418
Joined: 28-January 09

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QUOTE(Tenboro @ Oct 4 2009, 13:14)  If the accuracy change actually caused a noticeable difference in hit rates for monsters against, it would cause the exact same change in hit rates the other way.
You fail to see 1 little problem. There is one of us and many of them. You can kill them 1 at a time, but they are hitting you all at once. And if i fight 5-6 monsters and Godly Health Potions barely keep my HP at the same level, what am i supposed to do with the other worthless garbage called draughts and anything that is below superior or godly and pretty much useless now? I just managed to beat Dark skies on a second atempt, but not gonna do that again cause its too stresfull. Could only do 10 grindfests on normal with 10 items, where before i could do 20. To my bitter dissapointment i had to go back to grindcaking cause everything else is just not worth it, and i definately won't do Arenas past round 11, cause its just too damned hard. ( i could do round 15 before) Unfortunately i can do nothing else but wait for you to admit your mistake and put it back to normal, which to my high expectations probably won't happen. It was just fine the way it was before and and everyone was happy, unlike now that everyone is screwed. You know what happened with DiabloII after the 1.10 patch? Most people stopped playing it cause it got too damn hard. At leaser thats the result in my area. This game is heading the same way and i still don't see the reason why you want it.BTW: Do I need to remind you what you called the difficulty settings for normal? Its called "Balanced Fun" and it is very far from that now. This post has been edited by Lunatic2: Oct 4 2009, 18:25
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Oct 4 2009, 18:26
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Eutopia
Group: Members
Posts: 2,392
Joined: 15-March 09

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This update has just been out a few hours its to early to make a decision whether its hard or not, just suck it up and try to change your gamestyle instead of blowing off tenboros attempt to make the game better.
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