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[Suggestion] A few requests, Can we has... |
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Feb 5 2012, 22:45
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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The HP buff is really making me sad since all I want to do is level my equipment. I don't even care about the Fests. Why can't I level my equipment in peace?
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Feb 5 2012, 22:48
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(Tenboro @ Feb 5 2012, 09:45)  Well, there is.
Lvl 300 MBP on Normal: qualityboost = 1094, quality_bonus = 0.30913798144906
Lvl 300 MBP on IWBTH: qualityboost = 1797, quality_bonus = 0.46689312369709
So on Normal it would be roughly equal to a Bunny-Girl Costume, while on IWBTH it would be somewhere between a Black T-Shirt and a Unicorn Horn.
Well from what Tenboro gave us there this equation isn't right Loot_quality = Initial_quality_roll(1-1000) + (Difficulty_bonus + Round_bonus + Monster_stat_bonus + Arena_bonus) * Difficulty_factor * (1 + Luck_of_the_Draw_level * 0.01) where qualityboost = (Difficulty_bonus + Round_bonus + Monster_stat_bonus + Arena_bonus) * Difficulty_factor * (1 + Luck_of_the_Draw_level * 0.01) Easy = x0.5 Difficulty Factor.[3] Normal = x1 Difficulty Factor; x1 Monster Stat Bonus. Slow, unknown increase of bonuses up to Battletoads. Battletoads = x2 Difficulty Factor; x4 Monster Stat Bonus; +500 Difficulty Bonus.[4] IWBTH = Unknown. Because if IWBTH has better qualityboost then Battletoads, and Battletoads is more then x2 of normal, more because of the higher monster stat bonus and difficulty bonus, then the formula is wrong cause IWBTH is less then x2 of normal.
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Feb 5 2012, 23:06
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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It's probably been suggested time and time again, but how about having Scavenger reduce the number of Item World rounds (effectively cutting them in half at level 10)? As it is right now, it's pretty useless, considering Item World has become rubbish after the HP buff.
Edit: and by Scavenger I mean Spelunker. Derp.
This post has been edited by (Cheater) Tiap: Feb 5 2012, 23:08
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Feb 5 2012, 23:09
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE((Cheater) Tiap @ Feb 5 2012, 16:06)  It's probably been suggested time and time again, but how about having Spelunker reduce the number of Item World rounds (effectively cutting them in half at level 10)? As it is right now, it's pretty useless, considering Item World has become rubbish after the HP buff.
FTFY. With the current patch, it takes me the same amount of time to clear an IW as it did before the round reduction was implemented a few patches back. So basically, back to square one.
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Feb 5 2012, 23:11
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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I don't really get why the HP thing happened in the first place.
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Feb 5 2012, 23:26
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(Tenboro @ Feb 4 2012, 21:36)   Well, the numbers say that actual play is up by 30% since the patch, so it can't be all bad. But fine. You want to know the real reason for the HP buff? The intention was always that people turn up the difficulty as they get stronger, but they weren't doing that, preferring easy mode farming instead. Turning up the loot quality didn't work, so this was another way of trying to balance the cost/benefit ratio of the different difficulties. Are there other changes that could have the same effect? Yeah, probably, but I'm not going to enter a debate about it.
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Feb 6 2012, 01:19
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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how about for normal - lower % of drops are equip (can be pretty significant if you want) - artifact drops stay same (since lower levels may need these to help them out) - higher % of item drops are potions compared to the ratio of potions:crystals before
for higher difficulty - artifact drops increased (this isn't too important really) - equipment drops *increased* from what it is now in relation to item drops - higher chance of phase/shade/etc compared to their worthless counterparts as mentioned in my previous post
example: say before it was 80% items 15% equip 5% artifact across all difficulties (if a drop triggers)
now it'd be... norm = 92.5% items 5% equip 2.5% artifact hard = 90% items, 7.5% equip, 2.5% artifact (lower ratio of cotton/leather/plate than normal) heroic = 87.5% items, 10% equip, 2.5% artifact (lower ratio of cotton/leather/plate than normal) etc.
i personally don't think the artifact increase is necessary but blehhhh.
this way there's a niche for each difficulty. power grinders on normal will get a shitton of potions... and that's about it. if a player wants to find some sexy equips, they need to spend time in the higher difficulties. if a linear growth from the difficulties doesn't seem right, the numbers could be adjusted. what's important is the possibility of this concept being viable.
if the credit abundance is a concern, credits per round of GF can be decreased across the board too
This post has been edited by dcherry: Feb 6 2012, 01:23
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Feb 6 2012, 03:40
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etothex
Group: Members
Posts: 4,557
Joined: 18-May 09

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could we get a list of the crystals we currently possess on the monster lab overview screen? Would be convenient to not have to go to inventory screen and scroll down after a crysfest grind. All that empty space right under list of current monsters we've created too.
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Feb 6 2012, 05:45
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Drksrpnt
Group: Gold Star Club
Posts: 3,550
Joined: 27-December 10

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QUOTE(etothex @ Feb 6 2012, 02:40)  could we get a list of the crystals we currently possess on the monster lab overview screen? Would be convenient to not have to go to inventory screen and scroll down after a crysfest grind. All that empty space right under list of current monsters we've created too.
If you move your pointer over the stat you want to increase, it shows how many crystals it costs and how many crystals you have. It may not be a list, but you can still see them. This post has been edited by Drksrpnt: Feb 6 2012, 05:57
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Feb 6 2012, 05:55
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(dcherry @ Feb 6 2012, 00:19)  how about for normal - lower % of drops are equip (can be pretty significant if you want) - artifact drops stay same (since lower levels may need these to help them out) - higher % of item drops are potions compared to the ratio of potions:crystals before
Not bad but low levels need to find something on normal too since harder difficulty are almost impossible when fighting naked or with shit gear. So I say these changes start with level 100!
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Feb 6 2012, 06:58
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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At the same time, such a change would be shit for casuals like me who don't play HV for a living.
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Feb 6 2012, 07:16
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Annoyed
Group: Members
Posts: 2,781
Joined: 29-June 09

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Allow us to adjust Spirit Shield Setting . So the People can change setting like from 25 % to 10 % or 25%+ as they want depending on Challenge .
This feature you can only adjust before battle .
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Feb 6 2012, 07:55
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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@ichy I agree. Although it's arguable that they can just buy stuff from higher level players, that sounds unfair (since high level players get some selling power then) so after a certain level might be nice to maintain market stability.
Edit: and of course some people just don't frequent the forums so we don't want to leave them stranded.
@derpy I don't think it's too bad. The way I see it is, if it's balanced nicely, a casual should be able to find something decent if they make sure they play on high difficulties in their casual time frame (I'm assuming you meant casual as in low amount of play time). I think it isn't fair if a casual player finds just as much as a hardcore player. The hardcore player *should* find more. But that doesn't mean the casual should find nothing. I think this is where the balancing is challenging - Finding that perfect sweet-spot.
This post has been edited by dcherry: Feb 6 2012, 07:56
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Feb 6 2012, 09:03
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(Tenboro @ Feb 4 2012, 15:36)  The intention was always that people turn up the difficulty as they get stronger A really easy way to make people play higher difficulties, as least on the legendary arenas, would be to make the trophy drop chance actually reflect the difficulty and time spent. A 10% increase with each difficulty is more than reasonable. Normal = 10% | | v IWBTH = 80% This has been suggested many times, and ignored equal as many times, even though it would be completely fair.
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Feb 6 2012, 11:02
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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I was wondering: Why does stamina not regenerate during battle? Does it make that much of a difference for the grinders, who now can buy energy drinks? Why not make it regenerate during battles as well?
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Feb 6 2012, 13:57
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(hitokiri84 @ Feb 6 2012, 07:03)  A really easy way to make people play higher difficulties, as least on the legendary arenas, would be to make the trophy drop chance actually reflect the difficulty and time spent. A 10% increase with each difficulty is more than reasonable.
Normal = 10% | | v IWBTH = 80% This has been suggested many times, and ignored equal as many times, even though it would be completely fair.
And if you use them all on cloth you'll get 75% cotton? I think that should be changed some too.
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Feb 6 2012, 16:03
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(dcherry @ Feb 6 2012, 06:55)  @ichy I agree. Although it's arguable that they can just buy stuff from higher level players, that sounds unfair (since high level players get some selling power then) so after a certain level might be nice to maintain market stability.
Without some equipment drops their income will suffer. Pots and stuff does not sell for much so the will have a very hard time farming Credits. Also they need the little money they get for Trainings!
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Feb 6 2012, 16:22
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(Ichy @ Feb 6 2012, 21:03)  Without some equipment drops their income will suffer. Pots and stuff does not sell for much so the will have a very hard time farming Credits. Also they need the little money they get for Trainings!
Absolutely. You can't expect everyone to be able to get H@H running to sell haths. Training costs a lot, but equipment much more so. And since the last patch, how do you expect people with fair/average equipments to get anywhere?
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Feb 6 2012, 19:56
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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Mmmm I wouldn't say that's too big an issue. When I was leveling up (50-150) my equips were worth almost nothing to the bazaar. The bulk of my money came from clear bonuses+crystals. The credit difference would be very low.
The bigger concern for me was that the low level players needed an alternative method to get equipment other than bazaar/forum. Credit income won't suffer significantly IMO.
It's pretty easy to go far with fair/average equips (depends on your definition of far as well) but if I can assume it means to progress in levels? Even right about half of my gear is average/fair/crude (the crude heimdall pants I found were better than the average ones sushi gave me)
Edit: "Even *righ"t should be "Even *now"
I'd say right now the new players are plagued by the patch (especially the +monster HP) but they're far more fortunate in terms of equipment suppliers. Some charitable people have set up the freebie thread, ask the expert is still pretty damn reliable, the wiki is better than before, and there are multiple charities in the WTS. Many of these didn't exist when I was leveling.
This post has been edited by dcherry: Feb 6 2012, 19:59
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Feb 6 2012, 20:11
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shintsu
Group: Members
Posts: 472
Joined: 10-October 09

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some other improvement request Generate a popup if you change screen while you have not pressed send on the moogle mail.
two times now i had a mail that i really thought i send but for some reason it was still in my writing screen. I feel bad about this since both times there where credits attached that where not send on time because of this error.
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