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[Suggestion] A few requests, Can we has... |
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May 24 2015, 02:04
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Kinights
Group: Gold Star Club
Posts: 988
Joined: 25-July 12

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QUOTE(Superlatanium @ May 23 2015, 19:49)  Being able to rename higher level monsters would be nice, even if it costs something or has a few months cooldown. I don't like the idea of just making it possible to rename mosters after the PL 250+. It would just benefit the people who didn't really care and still keep raising the monster, even though their names are gibberish. QUOTE(Superlatanium @ May 23 2015, 19:49)  If a script can manage to feed/add morale/check gifts for monsters easily, I don't think it's necessary to also add that functionality to the base interface - though it would be convenient if one could just press a "Feed all / check all gifts" button. Monster order could also be reorganized via script.
Just because there's a script that makes it, doesn't mean that adding some basic managing tools to the actual system isn't necessary. QUOTE(Superlatanium @ May 23 2015, 19:49)  I don't think anyone would consider individual monsters important enough to waste battle time / concentration (and stamina / credits / whatever else) on such a thing. As you play you'll recognize the particular monsters to watch out for, and their types - like Tsukiko and the In Memory Ofs - which is all you would really need. If someone really really wants information on particular monsters they can always go to Jenga's Monster DB. I made these suggestions trying to fill the gaps, that in my opinion, are present in the monster system. For now scanning is pretty much useless, like Pack Rat has become after the patch. Instead of waiting for future patches, when it might eventually be discarded, I want to create solutions to not let that happen. Regarding no benefits, scanning could have a chance to find a weak spot on monsters, after many attempts, that could then make it easier to defeat monsters, like prevent attacks, deal more damage, deal more crits and so on. QUOTE(Superlatanium @ May 23 2015, 19:49)  Sounds like more bandwidth usage without any discernible benefit... HV is meant to be text and number based, rather than graphic-based, after all... Well, I'm a visual guy, so this would be pretty cool for me. If it turns out impossible in the end, I'll end up eventually building my own database in a far far away future, as I want to train my programming skills, and a bestiary with pictures, personal monster description and other stuff for the HV is pretty much something I want to see, even if it isn't built by me. QUOTE(Superlatanium @ May 23 2015, 19:49)  Those monsters aren't against the rules or guidelines... do you just not like them? I usually follow the wiki, but you might be right and I just don't like them. I should have remembered that stuff in the wiki isn't completely official, so it was also another person not wanting to find gibberish named monsters. QUOTE(Superlatanium @ May 23 2015, 19:49)  Adding more periodic work for the boss just for the heck of it? I'm not sure I see the point. So Tenboro really manages HV alone? Well, it's not like he would have to rename all monsters in one go. Pretty much just when he felt like it, as this an idea is to create more variety of powerful monsters around and make harder difficulties even harder. .-.
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May 24 2015, 12:27
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Cats Lover
Group: Gold Star Club
Posts: 2,800
Joined: 18-April 13

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Return back our "Current exp", not only "To next level", please. I know the dashboard on e-hentai has it, but I want to see it on HV page. (IMG:[ invalid] style_emoticons/default/sad.gif)
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May 24 2015, 12:35
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gc00018
Group: Catgirl Camarilla
Posts: 3,735
Joined: 26-August 11

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QUOTE(Cats Lover @ May 24 2015, 10:27)  Return back our "Current exp", not only "To next level", please. I know the dashboard on e-hentai has it, but I want to see it on HV page. (IMG:[ invalid] style_emoticons/default/sad.gif) Remove them all, and you will never think of them~
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May 24 2015, 12:45
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Cats Lover
Group: Gold Star Club
Posts: 2,800
Joined: 18-April 13

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QUOTE(gc00018 @ May 24 2015, 19:35)  Remove them all, and you will never think of them~
Yay, on second thoughts, removing exp info including credits will get rid ourselves of greed and reach the state of nirvana. (IMG:[ invalid] style_emoticons/default/duck.gif) Love and Peaceā¢ (IMG:[ invalid] style_emoticons/default/heh.gif) + Add Or I'll just get to level 500, not to think about exp anymore~ (IMG:[ invalid] style_emoticons/default/smile.gif) This post has been edited by Cats Lover: May 24 2015, 12:50
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May 24 2015, 13:09
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Kinights
Group: Gold Star Club
Posts: 988
Joined: 25-July 12

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QUOTE(Kinights @ May 23 2015, 21:04)  Regarding no benefits, scanning could have a chance to find a weak spot on monsters, after many attempts, that could then make it easier to defeat monsters, like prevent attacks, deal more damage, deal more crits and so on. Following on yesterday's brainstorming, this seems a reasonable thing to add. Scanning could give the benefit of making defeating monsters easier, as long as you have the info written down. This would also add sell value to each individual's information, as someone could have info on a monster's weakness, and another player could have on it's attacking pattern, where they could sell or trade that info. Following this thought, info on the same monster could be stacked to a certain cap, where it gets much harder to find more weaknesses after a certain point. To avoid people just selling info around to reach the info cap, there could be a certain level system to each info: Weak Spot (lvl I to X)The level I info could give something like 2,5% additional attack damage, and be easier to achieve when scanning. The level X info would be the stack of all info from lvl I to X, giving the total additional damage of 25%, which would be a really difficult and rare find when scanning. My suggestions for information on monsters are the following: Weak SpotAfter enough observation, you have found a weakness in this monster, dealing additional damage every hit. Attack PatternAfter enough observation, you have found an attack pattern in this monster, raising your evade/block/resist chance. Blind SpotAfter enough observation, you have found a blind spot on this monster, raising your action/attack speed. This system would give more meaning to my bestiary suggestion, as well as add functionality to the scan ability.
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May 24 2015, 17:04
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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when salvaging non soul bound gear give back 100% of the materials.
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May 24 2015, 17:26
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nobody_xxx
Group: Gold Star Club
Posts: 13,753
Joined: 7-December 10

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QUOTE(Ichy @ May 24 2015, 22:04)  when salvaging non soul bound gear give back 100% of the materials.
make forging lvl increase salvaging % return of the mats (IMG:[ invalid] style_emoticons/default/laugh.gif) so max lvl will give 100% mats (IMG:[ invalid] style_emoticons/default/wub.gif)
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May 24 2015, 17:59
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(nobody_xxx @ May 24 2015, 17:26)  make forging lvl increase salvaging % return of the mats (IMG:[ invalid] style_emoticons/default/laugh.gif) so max lvl will give 100% mats (IMG:[ invalid] style_emoticons/default/wub.gif) So no forging for lower people? While leveling up semi selffound they will (or should if the new system is any good) often find upgrades but wont forge if it means big credit loss.
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May 24 2015, 21:13
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(Ichy @ May 24 2015, 10:04)  when salvaging non soul bound gear give back 100% of the materials.
How about just 100% salvage all the time? Catalysts are already a huge drain, and the 80%-90% range (now always 90%) was implemented before Catalysts were added.
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May 25 2015, 04:19
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xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12

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QUOTE(hitokiri84 @ May 25 2015, 05:13)  How about just 100% salvage all the time? Catalysts are already a huge drain, and the 80%-90% range (now always 90%) was implemented before Catalysts were added.
Never mind catalysts. Prior, forging required bindings for every level, not just 6 and above. Do those get refunded from pre-patch forging? Hell no!
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May 25 2015, 09:23
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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Want to share some thoughts and suggestions about the current Overcharge system. Currently: - 1H have permanence spirit stance that give 2x damage.
DW/2H have limited spirit stance to get 1.3~1.5x higher damage in average. Which is the result of 1H charging OC faster than other melee........ - Spirit pot (Draught) can be used unlimited. Melee skills (including OFC) all using OC only.So both SP tank and base SP have no much use.
Suggestion: - Remove the curent spirit stance. So that only melee skills, defense and focus use OC.
- Give passive damage multiplier for different melee style, when SP > 25% of max_SP. It will consumed 1 sp per normal attack to get the bonus damage.
- Make melee skills use a portion of your base_SP. And make the skills' damage multiplier a function of SP used.
i.e:- T1 Skills: 15% base SP
- T2 Skills: 20% base SP
- T3 Skills: 25% base SP
- OFC (T4 Skill ?): 60% base SP
So that people who have higher base_SP can have higher skill damage. Making 4-6 PABs Light melee can have better skills output while Heavy melee can have better normal attack output. This post has been edited by Colman: May 25 2015, 09:25
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May 25 2015, 11:52
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Have OC only used for skills and SP stance to give unique power ups based on styles.
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May 25 2015, 13:38
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Kinights
Group: Gold Star Club
Posts: 988
Joined: 25-July 12

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Regarding the forge and salvage return, here's a suggestion that at least makes sense:
Make the usage of catalysts optional.
As the name suggests, a catalyst is a material or substance used to make a reaction faster, meaning it is used in the forge to make the process of upgrading weapons quicker.
Instead of making it necessary, upgrading weapons could be made in real time, with each equipment tier taking different times to finish their process, like for example:
Crude: 30 mins Fair: 1 hour Average: 2 hours Superior: 4 hours Exquisite: 8 hours Magnificent: 12 hours Legenday: 18 hours Peerless: 24 hours
Catalysts then would be optional items used to hasten the process, cutting the process in half, using each respective tier of catalyst for each tier of equipment. Another option would be each tier of catalyst cutting certain amounts of time, like 15 mins to 2 hours, for example.
This would make it more profitable for people who don't really earn much, and even for those who want to spend their money on other stuff. This could make the upgrading system a bit less of a money sink, so there could be a limit to how many weapons could be left upgrading at the forge at the same time, scalating with the player's forge level.
Forge level could influence on the time of completion as well, meaning players would have another incentive to increasing their forge levels, and also could incentive the market for people who forge stuff for other players, as the amount of space would be limited, the prices would rise following the demand.
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May 25 2015, 15:07
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gc00018
Group: Catgirl Camarilla
Posts: 3,735
Joined: 26-August 11

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Crude should take at least 3 day for one upgrade and require a forge level of 50.
Only the Topest craftsman can manage to upgrade an equipment in poor condition without breaking it. And the work is so delicate that one can't manage to do it without a long time.
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May 25 2015, 20:19
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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Time for more pai in the sukai ideas.
Instead of raising pab count like all the complainers wanted, make gear with less pabs have considerably higher rolls. Like, single pab = 150% or even 200% bonus. Three pab gear should be 100% or slightly less, and lower the more pabs it has
ALL abilities should cost SIGNIFICANTLY more points for each additional level, and especially at max level.
There should be an Economizer equivalent for melee. Maybe increased oc per hit or decreased skill cost?
This post has been edited by qw3rty67: May 25 2015, 20:54
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May 25 2015, 22:50
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Superlatanium
Group: Gold Star Club
Posts: 7,593
Joined: 27-November 13

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QUOTE(qw3rty67 @ May 25 2015, 18:19)  ALL abilities should cost SIGNIFICANTLY more points for each additional level, and especially at max level.
There should be an Economizer equivalent for melee. Maybe increased oc per hit or decreased skill cost? People are already having to train lots and lots of Ability Boost to fill out abilities for certain styles. Before the patch I was at 170 and still didn't have quite enough. I don't think an increased AP cost would be good for anyone, especially newbies who don't have the credits to spend on AB. Do you want us to have to throw hundreds of thousands / millions at yet another credit sink? (IMG:[ invalid] style_emoticons/default/tongue.gif)
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May 25 2015, 23:10
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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Maybe (IMG:[ invalid] style_emoticons/default/smile.gif) I think it would more fun with more restrictions. If you're melee, int is your dump stat and you get wis to a decent level. If you can get all four relevant pabs or more in every gear slot, what's the point? Same with spells; no point if you can max them all, or least all the ones seen as worth using. Low levels don't have the mastery points or proficiency for this change to matter. It would only kick in at mid range and above.
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May 28 2015, 07:25
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dosetsu
Group: Gold Star Club
Posts: 524
Joined: 23-November 07

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I suggestion adding an additional perk to the Gold Star--this perk would enable you to make every training instant.
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