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> [Suggestion] A few requests, Can we has...

 
post Aug 6 2014, 06:21
Post #11221
n125



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QUOTE(EsotericSatire @ Aug 5 2014, 17:40) *

Is luck of the draw broken when maxed?

It could be RNG but I used to get better drops at 23 than I do now at 25. Doing 1k rounds a day I was getting about 1 trash tier legendary a week. Now it has been 4-5 weeks with nothing and I am only getting about 1 magnificent item a week.


I just go through stretches of dry spells. I can't recall things changed with increasing LotD. Some times I'll find sell-able items so often that I can't be assed to inventory them all, and other times I'll go through periods of weeks or up to a month where I hardly find anything worth looking at--like right now. (IMG:[invalid] style_emoticons/default/sleep.gif) This also makes exquisites being unable to yield high-grade materials a downer.

This post has been edited by n125: Aug 6 2014, 06:21
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post Aug 6 2014, 12:05
Post #11222
Dan31



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QUOTE(EsotericSatire @ Aug 6 2014, 02:40) *

Is luck of the draw broken when maxed?

It could be RNG but I used to get better drops at 23 than I do now at 25. Doing 1k rounds a day I was getting about 1 trash tier legendary a week. Now it has been 4-5 weeks with nothing and I am only getting about 1 magnificent item a week.

That's the problem with randomness. The drop and roll chances don't increase with time between drops, resulting in possible streaks of bad luck.

This was a complaint regarding the old TF2 random drop system. Some players would play weeks without getting any drops. Now the time between drops is still random, but it is determined in advance and there is an upper limit to it.

[tf2wiki.net] From the TF2 wiki:
QUOTE
On April 20, 2010, the item drop system was changed. Instead of rolling randomly at intervals to see if you got an item drop, now the system rolls to determine when your next item drop will occur. With this change, players are guaranteed to find items at fairly regular intervals. This was made because many players had unlucky streaks, where they didn't find any items for weeks. That isn't possible anymore.


This system can't be applied as is to HV since it relies on many variables and rolls, some of which can't be determined in advance (monster PL for drop chance, and quality as it uses multiple rolls).
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post Aug 6 2014, 18:42
Post #11223
Ichy



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The truth about HV:
Good drops will always come from player shops!
Spoiler text - Highlight to read...
And people who happen to have good gear in their shops are fake accounts of tenboro.


shocking-truth.jpg
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post Aug 6 2014, 21:46
Post #11224
hitokiri84



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I was always under the impression that Stamina was a makeshift form of paying for weapon/armor fatigue. Now that an actual fatigue system is in place, isn't it a bit redundant to have two systems in place to punish you for the same thing? (playing at all (IMG:[invalid] style_emoticons/default/rolleyes.gif))

Probably time for Stamina/ED to be retired (yes, along with the corresponding bonuses/penalties.) If you are adamant about keeping the various Stamina effects, they could be attributed to your weapon's and/or armor's condition(s) instead.
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post Aug 7 2014, 02:41
Post #11225
Dan31



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QUOTE(hitokiri84 @ Aug 6 2014, 21:46) *

I was always under the impression that Stamina was a makeshift form of paying for weapon/armor fatigue. Now that an actual fatigue system is in place, isn't it a bit redundant to have two systems in place to punish you for the same thing? (playing at all (IMG:[invalid] style_emoticons/default/rolleyes.gif))

Probably time for Stamina/ED to be retired (yes, along with the corresponding bonuses/penalties.) If you are adamant about keeping the various Stamina effects, they could be attributed to your weapon's and/or armor's condition(s) instead.

I'm afraid stamina is here to stay. It puts a limit to the time played per day that is much harder to circumvent (ED) than the trivial repair cost. 10B doesn't want to condone no-lifing nor botting. Also, both stamina and repair encourage playing on higher difficulties.

On totally different note, please add a visual cue when an equipment's condition is under 50%.
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post Aug 7 2014, 14:25
Post #11226
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QUOTE(Ichy @ Aug 7 2014, 00:42) *

The truth about HV:
Good drops will always come from player shops!
Spoiler text - Highlight to read...
And people who happen to have good gear in their shops are fake accounts of tenboro.


shocking-truth.jpg

You know too much (IMG:[invalid] style_emoticons/default/rolleyes.gif)

BTW:
How about making Assimilator more useful?
I remember someone have given similar suggestion. Let me add some detail.

- Make the proficiency cap increased by 1% per level of Assimilator.
i.e.: Proficiency cap = Character level * (1 + level of Assimilator/100)
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post Aug 7 2014, 15:44
Post #11227
Dan31



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QUOTE(Colman @ Aug 7 2014, 14:25) *

- Make the proficiency cap increased by 1% per level of Assimilator.
i.e.: Proficiency cap = Character level * (1 + level of Assimilator/100)


That would be nice. I have it at lvl 2 and can't find a reason to level it up more.
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post Aug 8 2014, 05:19
Post #11228
skillchip



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QUOTE(Dan31 @ Aug 7 2014, 13:44) *

That would be nice. I have it at lvl 2 and can't find a reason to level it up more.


Useful suggestion, BUT would make prof gear even less desired. Awesome for Style profs though

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post Aug 8 2014, 06:47
Post #11229
Colman



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QUOTE(skillchip @ Aug 8 2014, 11:19) *

Useful suggestion, BUT would make prof gear even less desired. Awesome for Style profs though

I think it make prof gear better since it is easier to reach 200% prof.
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post Aug 8 2014, 14:10
Post #11230
Dan31



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Suggestion: make Bleeding Wounds reduce the attack, attack speed, resist and evade, and increase miss chance, by 10% each (ie all spike shield effects).

And I'm still waiting for (native) AJAX-based HV battles. :3
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post Aug 8 2014, 21:40
Post #11231
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QUOTE(Dan31 @ Aug 6 2014, 19:41) *

I'm afraid stamina is here to stay. It puts a limit to the time played per day that is much harder to circumvent (ED) than the trivial repair cost. 10B doesn't want to condone no-lifing nor botting. Also, both stamina and repair encourage playing on higher difficulties.

On totally different note, please add a visual cue when an equipment's condition is under 50%.

That logic doesn't really follow. Stamina doesn't limit the amount that can be played at all, except for brand new accounts. Removing stamina would not encourage bot use or no-lifing since PONIES and the repair system are also in place.

You have it backwards.

Anyone who is smart enough to code a bot to play for them (and defeat PONIES) can easily make it click one button to use an ED. By contrast, it's much more complicated for a bot to go through the process of buying and using repair items. Since the repair system is in place, Stamina is almost unneeded. If the (negative) effects were migrated to the new repair system (mainly no drops at 0 stamina), then it could probably be removed. Why?

It's very easy to circumvent ED by putting some earning into trainings. I've never spent a single credit on ED, because I generate more than I use. Even if I played non-stop, this would be true. The same can't be said for repairing equipment, because there's no "magic item" to bypass it like there is with ED and the Stamina system. The way I see it, the repair costs are only "trivial" if you have garbage equipment, and you won't make it very far like that, botting or not. High quality tier 3 stuff is all pretty expensive to maintain.

That's why I think things could be simplified a bit by removing some redundancy through consolidation. I don't expect it to be done, not because of the reason you think, but because it would probably be a lot of extra coding for no real benefit. But the probability of it happening if no one ever says anything is 0%.


And if you take a quick look, the only thing around here encouraging no-lifing are the ridiculous donation levels/perks. But those obviously won't go anywhere since they support the site.





Now for a separate suggestion:

A Feed Max button for all monsters at once. Clicking though even a few dozen monsters is pretty annoying. I imaging the people with 100+ monsters want to pull their hair out by now.
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post Aug 8 2014, 21:46
Post #11232
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QUOTE(hitokiri84 @ Aug 8 2014, 21:40) *

A Feed Max button for all monsters at once. Clicking though even a few dozen monsters is pretty annoying. I imaging the people with 100+ monsters want to pull their hair out by now.


There is a script for that.
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post Aug 8 2014, 21:55
Post #11233
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free beer for anyone?
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post Aug 8 2014, 22:30
Post #11234
hitokiri84



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QUOTE(danixxx @ Aug 8 2014, 14:46) *

There is a script for that.

This? Thanks. Wish I had known about that about a year ago.
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post Aug 8 2014, 22:44
Post #11235
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post Aug 8 2014, 23:15
Post #11236
hitokiri84



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That's what I get for not paying attention to the forum for a year.
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post Aug 9 2014, 08:58
Post #11237
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QUOTE(Ichy @ Aug 9 2014, 03:55) *

free beer for anyone?



QUOTE(hitokiri84 @ Aug 9 2014, 04:30) *

This? Thanks. Wish I had known about that about a year ago.

This script feed the food well but it do not feed the pills, At least for me (iron v27).
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post Aug 9 2014, 12:22
Post #11238
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QUOTE(Colman @ Aug 7 2014, 12:25) *

BTW:
How about making Assimilator more useful?
I remember someone have given similar suggestion. Let me add some detail.

- Make the proficiency cap increased by 1% per level of Assimilator.
i.e.: Proficiency cap = Character level * (1 + level of Assimilator/100)



Agree, Assimilator become more and more useless as players level up.

It should be change~ (IMG:[invalid] style_emoticons/default/smile.gif)
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post Aug 9 2014, 15:18
Post #11239
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QUOTE(Colman @ Aug 9 2014, 08:58) *

This script feed the food well but it do not feed the pills, At least for me (iron v27).


then it's just me. the regular food feeding never works for me. tried it on chrome & iron. (IMG:[invalid] style_emoticons/default/cry.gif)

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post Aug 9 2014, 15:50
Post #11240
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QUOTE(malkatmp @ Aug 9 2014, 21:18) *

then it's just me. the regular food feeding never works for me. tried it on chrome & iron. (IMG:[invalid] style_emoticons/default/cry.gif)

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It is common. In the old days each food add 2000 hunger so the script may set to feed food when hunger < 10,000 (I haven't looked into the codes).
But the pill for morale haven't used by the script so far, and I dunno the threshold.
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