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

 
post Nov 29 2015, 19:19
Post #13041
Superlatanium



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QUOTE(Benny-boy @ Nov 29 2015, 17:09) *
P.S. Still want some non-random way to get certain potencies, for example 3-6-12 hours juggernault (or any other) enchant per equipment for 10k or random drop (IMG:[invalid] style_emoticons/default/unsure.gif)
Not trying to advertise (exactly), but the problem is that IW outcomes are uncertain; you don't know how much you're going to spend in time and stamina before you finish - don't know if 10 shards or 100 shards will be needed. The solution is to use an IW service, for a guaranteed flat price - they're OK with assuming the risk because with many IW jobs, it evens out in the end (unlike the player who's usually only interested in getting one or two things IWd). The reasoning is similar to why people get insurance.
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post Nov 29 2015, 19:26
Post #13042
Benny-boy



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QUOTE(Superlatanium @ Nov 29 2015, 19:19) *

Not trying to advertise (exactly), but the problem is that IW outcomes are uncertain; you don't know how much you're going to spend in time and stamina before you finish - don't know if 10 shards or 100 shards will be needed. The solution is to use an IW service, for a guaranteed flat price - they're OK with assuming the risk because with many IW jobs, it evens out in the end (unlike the player who's usually only interested in getting one or two things IWd). The reasoning is similar to why people get insurance.


Tell me more, I am one of those who provide IW service XD
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post Nov 29 2015, 19:54
Post #13043
skillchip



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Make for certain iw runs cost fragments so they have use once all your gear is bound
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post Nov 29 2015, 22:41
Post #13044
Dander19



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How about a battle summary screen at the end of a run that summarizes all the drops you got, total xp/levels gained, total credits, etc over the complete run instead of the little "you're done! yay!" popup we get now. Just for fun it could assign a grade based on turns/round or damage dealt vs received, whether you're still alive etc.
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post Nov 29 2015, 22:54
Post #13045
Superlatanium



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QUOTE(Dander19 @ Nov 29 2015, 20:41) *
How about a battle summary screen at the end of a run that summarizes all the drops you got, total xp/levels gained, total credits, etc over the complete run instead of the little "you're done! yay!" popup we get now. Just for fun it could assign a grade based on turns/round or damage dealt vs received, whether you're still alive etc.
For measuring net credit income over a run or a few runs, this exists:

Attached Image

https://forums.e-hentai.org/index.php?s=&am...t&p=4225448

But that's more intended for high-level players to determine optimal battle series choices. For something more lightweight, there's HV Counter Plus. For damage received, use HV Stat Slim.

This post has been edited by Superlatanium: Nov 30 2015, 00:26
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post Nov 30 2015, 02:33
Post #13046
Dander19



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QUOTE(Superlatanium @ Nov 29 2015, 14:54) *

But that's more intended for high-level players to determine optimal battle series choices. For something more lightweight, there's HV Counter Plus. For damage received, use HV Stat Slim.


Hm, that's kind of cool, but I'm a filthy casual so I'll probably never get to the level of needing that, but if that script can keep track of stuff between combat rounds then something like what I'm looking for should be doable, I might look at these scripts next weekend and see if I can steal figure out how to make a summary screen for the last battle.
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post Nov 30 2015, 10:39
Post #13047
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QUOTE(Benny-boy @ Nov 30 2015, 01:09) *

I know easier way to make Last Elixir helpful and worthwhile = if you dead (out of hp) and have no spark active you get popup with option to use Last Elixir (as bonus it can restore 1 stamina) (IMG:[invalid] style_emoticons/default/rolleyes.gif)

P.S. Still want some non-random way to get certain potencies, for example 3-6-12 hours juggernault (or any other) enchant per equipment for 10k or random drop (IMG:[invalid] style_emoticons/default/unsure.gif)

I am sure I will die on purpose to get 1 stamina (IMG:[invalid] style_emoticons/default/cool.gif)
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post Nov 30 2015, 13:04
Post #13048
holy_demon



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Give Last Elixir the same effect as Flower Vase/Bubble-gum and watch as artifact's price spikes
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post Dec 1 2015, 00:53
Post #13049
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QUOTE(holy_demon @ Nov 30 2015, 13:04) *

Give Last Elixir the same effect as Flower Vase/Bubble-gum and watch as artifact's price spikes

This.

But you don't mean exactly the same buff as one of those 2, right? That would be boring. For example it could give damage + attack&cast speed + faster overcharge gain.
The effect could be named Berserker Rage (the Last Elixir saved you from certain death and now you're fucking pissed (IMG:[invalid] style_emoticons/default/laugh.gif) ).
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post Dec 1 2015, 13:43
Post #13050
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Seeing the toplists today, I got an weird suggestion: Introduce a new Badge:

Name: Tenboro's Choice
Effect: +1 Hath per Dawn; +10% EXP; +1 Mod Power.

Only 1 person gets it per year, one whom Tenboro thinks was most interesting during that year.
This badge is given away during the grand annual Excellence Award event.

How does it sound? (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Dec 1 2015, 16:30
Post #13051
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QUOTE(tetron @ Dec 1 2015, 06:43) *

How does it sound? (IMG:[invalid] style_emoticons/default/laugh.gif)

He never bothers to design things for just one person unless it's a moderator tool or the like.
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post Dec 1 2015, 19:22
Post #13052
tetron



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QUOTE(Maximum_Joe @ Dec 1 2015, 20:00) *
He never bothers to design things for just one person unless it's a moderator tool or the like.
Boo!Attached Image
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post Dec 1 2015, 21:38
Post #13053
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I really really WTB Suffusive Spirit once it stops being useless (IMG:[invalid] style_emoticons/default/smile.gif) I'm having to use too many Spirit Elixirs.

(Right now, it increases base spirit, but spirit consumption via Spirit Shield and Spark is based on base spirit amount, so it does no good - and spirit stance's 1/turn is irrelevant for anyone leveled enough to buy Suffusive Spirit)
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post Dec 2 2015, 03:05
Post #13054
Superlatanium



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This is less of a suggestion and more of a possible idea to think about, I'm not a web developer: there are many, many small images.
set1_on.png
set2_off.png
train.png
train_d.png
bargreen.png
tdtwohanded.png
tddeprecating1.png
/v/t/r.png
And probably hundreds more, most evident on the Abilities page, and a decent number in battle as well. Might server load be decreased if all of these were combined CSS sprites, rather than some of them being standalone images and some being very small CSS sprites? (Sure, eg 50 server hits is better than 100, but it might still be at least 47 too many - even if it's only once every so often per player, there are too many players)
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post Dec 2 2015, 11:43
Post #13055
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QUOTE(Superlatanium @ Dec 2 2015, 02:05) *

This is less of a suggestion and more of a possible idea to think about, I'm not a web developer: there are many, many small images.
set1_on.png
set2_off.png
train.png
train_d.png
bargreen.png
tdtwohanded.png
tddeprecating1.png
/v/t/r.png
And probably hundreds more, most evident on the Abilities page, and a decent number in battle as well. Might server load be decreased if all of these were combined CSS sprites, rather than some of them being standalone images and some being very small CSS sprites? (Sure, eg 50 server hits is better than 100, but it might still be at least 47 too many - even if it's only once every so often per player, there are too many players)


[Web developer ramblings]

Sprites are not really used for decreasing server load (any decent webserver can serve a lot of files, and even if you have a bad one at serving static contents you can put something like nginx between and use it to serve static contents, or you can put every image in Amazon S3 and map image.*yourdomain* to the S3 bucket etc etc).
Sprites are used to make page load faster (less concurrent requests).
Ideally it might be better to have a single sprite for each ability tree, for all the status etc etc, but I guess it would require a lot of manual work (from my experience the vast majority of the websites using sprites everywhere are doing it with js/ruby/whatever tools that autogenerate the png and css), and the fact that many images are small sprites I guess it's and indication that it has been done manually till now.

Bottomline, probably to do it in a smart way (meaning, not a lot of coding), it may require a change in how css/images are handled, so I don't know how easy it would be.
Actually, there are many easier change to improve the site "performance", for example compressing the PNG images (from what I saw the size can be reduced by at least 10%, programs like pngout, optipng etc etc are really useful).
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post Dec 2 2015, 17:57
Post #13056
blue penguin



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^ what you really want is that the browser caches the files. And browsers have a fuckload of different and inconsistent rules about caching; maximum file size and maximum number of files per domain are two rather common ones. Making sprites in one image and compressing that is a tradeoff between the two rules.

HV already runs behind Varnish, so we do have cache. On the other hand the ability page images are already CSS backrounds and are already joined as sprites. I wouldn't believe that there's much implementation difference between CSS backround and CSS sprites.
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post Dec 2 2015, 23:28
Post #13057
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It would be cool to salvage equipment in batches.
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post Dec 2 2015, 23:58
Post #13058
Superlatanium



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QUOTE(daxterssj4 @ Dec 2 2015, 21:28) *
It would be cool to salvage equipment in batches.
You can. It's called HV Item Manager.
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post Dec 3 2015, 00:08
Post #13059
Dan31



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QUOTE(Superlatanium @ Dec 2 2015, 22:58) *

You can. It's called HV Item Manager.

You realize you did not explain at all that it's a userscript nor provided a link to it, right? (IMG:[invalid] style_emoticons/default/heh.gif)

HV Item Manager
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post Dec 3 2015, 00:12
Post #13060
Tenboro

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QUOTE(Superlatanium @ Dec 2 2015, 02:05) *

And probably hundreds more, most evident on the Abilities page, and a decent number in battle as well. Might server load be decreased if all of these were combined CSS sprites, rather than some of them being standalone images and some being very small CSS sprites? (Sure, eg 50 server hits is better than 100, but it might still be at least 47 too many - even if it's only once every so often per player, there are too many players)


We already use CSS sprites for many things. But it only really affects the speed of the initial page load, so HV wise, no significant savings that warrant spending time to go back and redo the older stuff just for that.
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