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

 
post Apr 28 2018, 01:44
Post #13701
yami_zetsu



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Lately I've been grinding my prof and since a dawn immediately gives exp and overall prof, I've been avoiding them as much as possible, I get around 0.110~0.120 prof (staff/divine) per 1/20th of my level up exp, meanwhile dawn gives me only 0.012
I want to farm prof as much as possible without lagging behind because of dawns
Can there be a fix to this? Either by giving the option to reject the 1/20th exp or increasing the dawn prof to the correct amount like I earned it?

(IMG:[i.imgur.com] https://i.imgur.com/3hdVhwI.gif)
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post Apr 28 2018, 02:38
Post #13702
Scremaz



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what would be the effective loss in prof factor otherwise and how would it exactly affect your gameplay?
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post Apr 28 2018, 03:20
Post #13703
yami_zetsu



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QUOTE(Scremaz @ Apr 27 2018, 19:38) *

what would be the effective loss in prof factor otherwise and how would it exactly affect your gameplay?

Since prof is important for non-imperil holy playstyle I wanted to be closest to 1.0 prof (effective prof 2xmy level), but the higher the level, the less prof you gain, making a gap between base prof and your level be more difficult to widen, I'm currently earning around 2.2 prof points per level (no dawn) making a slight increase in the gap between my level and base prof by 1.2 prof gain once I level up, if I stop playing for 20 days only receiving dawn, the amount I'd earn daily would only amass to 0.24 prof, and when I level up the gap would actually be reduced since I didn't even amount to 1.0 point(s)
I know this is a bit nitpicky of me, but this is actually the first time I really get into future planning for my playstyle, so excuse my overthink-ness (I often though you guys were the ones overthinking about a browser game, oh, how the tables have turned (IMG:[invalid] style_emoticons/default/heh.gif) )
Right now I have a base prof of 491.218 (+37.218) and I want this gap to widen even more
Btw, is there a prof gain formula? can't find it in the wiki, there's something I don't understand, I'll elaborate a bit more once I know about it

This post has been edited by yami_zetsu: Apr 28 2018, 03:22
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post Apr 28 2018, 13:39
Post #13704
Scremaz



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so you basically have already more prof than you need, and asking for a way to boost it even more? am i misreading something? (IMG:[invalid] style_emoticons/default/huh.gif)
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post Apr 28 2018, 14:00
Post #13705
Nicosai



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QUOTE
Btw, is there a prof gain formula? can't find it in the wiki, there's something I don't understand, I'll elaborate a bit more once I know about it


Assuming your level and prof-level are the same for every 1% of experience between level ups, you gain 0.04 prof experience to (except dawn, where you get only 0.01).
For example, if you needed 100 Experience from one level to the next, and you get 5 exp from a battle, your proficiency for all skills you used in that battle would increase by 0.2.
To this, add 10% per level of Assimilator (in the example above, with Assimilator level 5 you'd gain 0.3 prof exp from the 5 exp).
If your level and prof isn't the same, multiply the result with the afaik still unknown "level factor" and you get the final result.

Maybe I'll write down some of my level and proficiency gains from dawn to try to calculate level factor, but that will take quite a while, so don't expect any results soon.

This post has been edited by Nicosai: Apr 28 2018, 14:01
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post May 25 2018, 17:10
Post #13706
Dead-ed



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Can we have an option to disable/bypass/turn off https especially when triggering re? Riddle image tends to fail to load.
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post May 25 2018, 18:05
Post #13707
Noni



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QUOTE(Dead-ed @ May 25 2018, 17:10) *

Can we have an option to disable/bypass/turn off https especially when triggering re? Riddle image tends to fail to load.


have you tried alt.hentaiverse.org?
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post May 25 2018, 18:24
Post #13708
Dead-ed



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I always use alt. Triggering re leads to https crapflare no matter what. I need to switch to alt to answer the riddle but the https page must load successfully beforehand, a hasle really.
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post May 25 2018, 19:20
Post #13709
Maximum_Joe



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Doubt we're gonna turn off SSL, more likely the RiddleMaster script needs some adjusting.
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post May 25 2018, 21:21
Post #13710
Scremaz



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iirc gianfrix coded a script to redirect REs to alt too...
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post May 26 2018, 03:36
Post #13711
Dead-ed



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Phone browsers that allow script can't access porn sites in the first place, especially in the far east. Never mind though, found a way.
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post May 27 2018, 10:41
Post #13712
BlueWaterSplash



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Legendary Demonic Wakizashi of Balance

Argh, the item shop monster strikes again. It eats too fast. This is the second time it ate an item when I had the window open for it. I didn't even take a minute to decide to buy, and it was gone. This was a beautiful piece of equipment that could have been my mainstay for a hundred levels.
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post May 27 2018, 10:49
Post #13713
BlueWaterSplash



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Now it's "No such item only" 1 minute after it showed the System ate it. This level 358 wakizashi had peerless parry and 60% adb and great overall stats. There was also a Legendary Arctic Wakizashi of the Nimble and a Legendary Fiery Rapier of the Nimble.

There weren't a lot of items flooding the bazaar, except a bunch of great magnificent and legendary stuff all level 358 and level 359.

I think the eating algorithm could use some tweaks. I can't accept that it's working in a functional way, or even as intended.
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post May 27 2018, 11:06
Post #13714
BlueWaterSplash



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20 minutes later, the equipment shop is now filled with crap. So if there is some kind of time delay for the incoming crap to show up, that could explain why all the low level legendaries got mass eaten.

I still think the eating algorithm needs tweaking so good stuff can actually stay, or least live for a few minutes to be bought. I can't believe no one bought that near endgame Legendary Demonic Wakizashi of Balance for any reasonable length of time.

I was prepared to lose it to another buyer who clicked buy before me, but not the bazaar monster on an item of this quality.
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post Jun 6 2018, 14:15
Post #13715
andromeda2010



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can we have a sorting of equipments or is there a script for that?
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post Jun 6 2018, 17:39
Post #13716
Noni



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QUOTE(andromeda2010 @ Jun 6 2018, 14:15) *

can we have a sorting of equipments or is there a script for that?


HV toolbox and HV Utils are both scripts that help you sort, filter, etc your equipment. HV toolbox is easier to work with, HV utils can do more.
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post Jun 6 2018, 19:48
Post #13717
Kinights



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Could we please get an equipment sorting function like in equip inventory or item world window that separates weapons and armor into each categories(1H, 2H, Staff, Light, Heavy, etc) so it's not necessary to scroll all the way down to change equipment when testing new builds?

Also, could we please get a perk that increases the maximum limit of rounds played before artifact and token drops start getting a penalty?

It would be lovely if we could also get a counter showing such number of rounds played on lower difficulties somewhere, possibly in character screen showing daily progress or something?

I just wish to play grindfest|IW casually without worrying that my drops are being eaten without even knowing I'm past the round limit.


EDIT: nevermind. Reread hentaiverse 0.85 release notes and loot penalty seems to be gone.

This post has been edited by Kinights: Jun 6 2018, 20:38
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post Jun 7 2018, 01:39
Post #13718
Kinights



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Okay then, instead of begging for stuff, here's a concept idea for somehting that should be a decend new game content for endgame players and also a good money sink.

Boss Weapons|Armor


Instead of adding a new category to equipment, like Uniques, Epics, or Mythical stuff, this could extend the equipment progression for already existing items.

For simplicity, the types of boss equipment could be separated into 3 Tiers: Orange, Red and Purple.

Boss equipment could simply give a boost to all existing stats(including IW results), like +10% for Orange tier, +20% for Red tier and +30% for Purple tier.

Of course, such good equipment would have a much more costly repair requirements, requiring actual low, mid and high-grade materias to be repaired, along a new material specific for boss equipment: gems(or something like that)


How to upgrade


Boss type monsters would start dropping a new material item used to upgrade. Exemple:

-rare gem. Dropped by Boss-class monsters, also sold at item shop for 2500 credits.

-legendary gem. Dropped by Legendary-class monsters, also sold at item shop for 5000 credits.

-ultimate gem. Dropped by God-class monsters, also sold at item shop for 10000 credits.


Requirements for upgrading:


Orange tier

-equipment at IW10
-equipment of superior or higher quality
-necessary to have a lvl20 forge(Journeyman)
-a certain amout of rare gems
-a certain amount of soul fragments

Red tier

-equipment of magnificent or higher quality
-equipment at Orange Tier
-necessary to have a lvl40 forge(Expert)
-a certain amout of legendary gems
-a certain amount of soul fragments

Purple tier

-only Peerless quality equipment
-equipment at Red Tier
-necessary to have a lvl50 forge(Master)
-a certain amout of ultimate gems
-a certain amount of soul fragments


How Boss Equipment works

Like in the intro, boss equip could simply give an overall addition to all equipment stats.

Becoming a superior equipment would make a boss item develop a consciousness of its own, and thus reject the player and increase the equipment wear rate if not soulfused.

Orange Tier equips would require low-grade mats instead of scrap metal, along rare gems to be repaired.

Likewise, Red Tier equips would need mid-grade mats and legendary gems, and Purple Tier equips high-grade and ultimate gems.

This should also make the repair bear hath perks a lot more desireable.


Boss Personal Monsters

Not only equipment, but a new addition to ML alongside it should be welcome.

Personal monsters could be upgraded to Boss, Legendary and God-class as well, and thus bring gifts back to their master upon either death or victory in battle, even coming home with trophies when successfully defeating a player from time to time.

The monster stats upgrade caps would be extended with each tier by +25 to primary attributes and +50 to resistances, and maybe receive a natural boost as well to reach the level of the existing boss monster stats.

Upgrading a monster

To upgrade a monster, there would be both Power Level and Chaos Level Requirements:

Boss-class
-PL 1125
-CL 840
-a certain number of tokens of blood

Legendary-class
-PL 2250
-CL 1680
-a certain number of tokens of blood

God-class
-PL 4500
-Max CL
-a certain number of tokens of blood

**Idk how PL would work at the point past the current cap, so just an idea

How such monsters would work

Boss type monsters would suffer morale and hunger loses upon defeat, thus making it more tasking to care for one.

Even if defeated however, a boss-type monster would still bring back gifts to make up for its loss.

If being sucessfull in victory, a monster would bring more materials, also having a low chance of bringing Tier 2, 3 or 4 trophies, depending on the monster rank.

To reach the level of the existing boss monsters, two new upgrades could be added: Stat and HP multiplier.

--HP multiplier

Each upgrade could cost 10 tokens of blood and raise by +10 each time, giving a x2 HP multiplier with every point.

Boss class monsters could then be limited to a max of 5 upgrades, Legendaries to 10 and God-class to the max of 20 upgrades.

--Stat multiplier

As the crystal upgrade costs would be already crazy expensive, and there would be no real way to reach the level of boss monster estimated stats, another path would be to spend tokens of blood on a similar multiplier.

The cost would be the same, of +10 for each rank.

Each point could give out a 10% addition to a monster stats, limited in the same way to 5 upgrades to boss-class, 10 to legendary and all 20 to god-class, creating new menaces for players to fight, but also having better loot drops when successfully defeated.

Final Notes

I just wanted to throw in a concept, so I didn't delve much into a brainstorm, but there is certainly a lot of potential in such content.

Instead of such way of upgrading boss equipment, new materials originated from each kind of bosses could be added, like rare, legendary and ultimate mats or the like, used for improving equipment even further, or make it into +1 to +5 or +10, requiring more rare materials with each upgrade.

There's various RPG style games where ideas can be taken from on this topic, so I'll just leave this suggestion as it is.

This post has been edited by Kinights: Jun 7 2018, 01:42
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post Jun 28 2018, 07:00
Post #13719
jplshejeser



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please b0ss make riddlemaster's bonus duration the same as heartseeker's
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post Jun 29 2018, 23:35
Post #13720
-EZE-



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Hello, first of all, I notice that I handle very well with English, so if you do not understand very well this is the fault of the Google translator.

Well, I did not read the large number of answers in this ... it's overwhelming, and more if I have to wait for the translation of google, so if what I say was already proposed I apologize.



I propose that the magic "Absorb" be improved, since it is practically useless, here I have proposals for it:

Add to the effect you already have, a gain aditionaly of 5/10 "Stamina" points (Only gain if "Habilities of Absorb" are improved), this would hardly improve it, but it could help infimamente in case of being a spirit, especially if it denies in that same turn multiple magics in full process, still a little useful but with a possibility of something greater utility.

or

When it is consumed, have a possibility as a side effect, that the effect of "Channeling" (Increased probability for each level of "Absorb") activates you. I suggest that this probability would be that the amount of mana absorbed with respect to our maximum is the percentage of probability that activates the effect of "Channeling", multiplied by a number, that number could be 1 when that skill is not trained, and would arrive at a maximum of X (To say an example, X would be 4) that would be when the level of the ability of "Absorb" is maximum. With more clarity I give an example: if my maximum mana is 2000, and by "absorb" I gain 50 mana points, my probability of winning "Channeling" for this would be between 2.5% if I have not trained that skill, and 10 % if I have it at the highest level. (2.5 * 4 = 10). This could make not only something more viable to use it, but it would be a more attractive alternative to spend "Ability" points in "Absorb", I do not think this improvement is too much for it to be Super option or one that enters in any form of struggle, but it could be an acceptable variant so as not to consider it a useless waste in the "Ability" points in case of choosing it.



Improve "Spirit Gem": When using it From 5 of "Stamina"
This is because it is intimately related to the state of Spirit



Create the gem of "Stamina", being perhaps more rare than the current, this otorge 2 points of Spirit, and 50, or 75, of "Stamina" Same justification as the previous, only that which is 2 points, is for positively absorb the consumption of 1 of "Spirit" for using the gem in full "Spirit State", that or 1% of "Spirit", granted only "Stamina" at low levels. (And / or earn a Hach pay upgrade that increases the maximum capacity of "Stamina" from 250 to 400, maybe gradually from 50 to 50.)



Create a Gem of "Proficiency": Increase at the end of the combat (or instantly) the Proefficiency of everything, in the same way as when the user receives a bonus for Proeficiencia. An alternative to this gem could also Triple / quadruple Proefficiency Earned at the end of that round with respect to what one should earn (By itself, or even also if it is counted with the help of luck, when EVERYTHING receives an increase in Proefficiency )



Distinguish even more monsters pets, not only for their statistics and base mitigation together with the types of damage it can cause, I propose that they be divided into 3 groups, for example, monsters of chaos, mystics and neutrals. In this way each group will have certain characteristics that distinguish them from others as they grow, for example:

The special attacks of these pets gain a 5% chance (or 10% if it only applies to them) to cause some effect. (bleeding, perforation, stunning, ect) when they reach a certain level.

Increase the probability that the gift they give you is X type of material. Thus, according to the pets group, you can specialize in the collection of certain gifts because you need them, or even to trade, you that specialized in X type of monsters exchange those elements to spare for others of another player who specialized in having Pets of another group, increasing the cooperation between the same players.

Growth to a greater extent of certain attributes, requiring 5% fewer crystals per level in those attributes favored by that group. Or that in a certain level of the pets, being of X group, grant the user an increase in X characteristic, for example, for each Mistic pets in level 1000 or more it increases to the user 0.2% of mitigation of crush, if it has 25 monsters that meet that requirement would have an additional 5% in crush mitigation.
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