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

 
post Nov 25 2010, 14:08
Post #341
Death Grunty



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Ethereals should have a random Proc regardless of weapon type.
It would make them more fun and useful.
They're rare to begin with, so no gamebreaker. Not to mention their stat rolls are usually lower.
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post Nov 25 2010, 14:35
Post #342
Conquest101



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QUOTE(Death Grunty @ Nov 25 2010, 04:08) *

Ethereals should have a random Proc regardless of weapon type.
It would make them more fun and useful.
They're rare to begin with, so no gamebreaker. Not to mention their stat rolls are usually lower.


On Eth staffs too? I could only imagine having eth destruction staff like Boggy's with PA lol.

This post has been edited by Conquest101: Nov 25 2010, 14:37
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post Nov 25 2010, 14:49
Post #343
hgbdd



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QUOTE(Conquest101 @ Nov 25 2010, 12:35) *
QUOTE(Death Grunty @ Nov 25 2010, 12:08) *

Ethereals should have a random Proc regardless of weapon type.
It would make them more fun and useful.
They're rare to begin with, so no gamebreaker. Not to mention their stat rolls are usually lower.
On Eth staffs too? I could only imagine having eth destruction staff like Boggy's with PA lol.
That was I was thinking as well lol


@Death Grunty: Despite their lower stats Eths are powerful weapons vs legendaries, they do at least double damage.
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post Nov 25 2010, 15:38
Post #344
Death Grunty



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Well I wasn't serious. But I sure would love an ethereal waki that procs PA.

Anyways here's one suggestion I'm serious about:
Heartseeker and Arcane Focus. I hate how AF is available and useless to me but Heartseeker isn't.
Here's my idea. How about BOTH are available at level 130 and 170. But when you unlock ONE of them the other gets locked out. (in the same tier)
So at level 130 you'd get to choose between one of them. And could get both at level 170.

This post has been edited by Death Grunty: Nov 25 2010, 15:38
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post Nov 26 2010, 00:24
Post #345
hgbdd



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QUOTE(Death Grunty @ Nov 25 2010, 13:38) *

Anyways here's one suggestion I'm serious about:
Heartseeker and Arcane Focus. I hate how AF is available and useless to me but Heartseeker isn't.
Here's my idea. How about BOTH are available at level 130 and 170. But when you unlock ONE of them the other gets locked out. (in the same tier)
So at level 130 you'd get to choose between one of them. And could get both at level 170.
I think it won't happen because it's too much coding, however imo they should swap.
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post Nov 26 2010, 01:32
Post #346
Razorflame



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I think that you guys should add a bit more variety in terms of monsters available in the game.

I have a few ideas on some monsters that you could add:

Uncommon:

Picaciu (Name of a Hentai loving user on BakaBT, pun on Pokemon Pikachu)

Weaknesses: Darkness
Resistances: Electric, Holy
Special Attack: Power Surge (Electric-based magic attack)
Normal Attack: Crushing damage

Ultimate:

Internet Explorer
Weaknesses: Darkness, Fire
Resistances: Holy, Soul, Electric
Special Skill: Delete History (Darkness-based magic)
Soul attack: Phishing Site

Anyone like these two monster suggestions?
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post Nov 26 2010, 18:28
Post #347
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i would love any skill for melee, single atking mobs take forever to advance late in the late rounds, also looking at the ability its like telling you to become a caster that's all you can be.
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post Nov 26 2010, 23:46
Post #348
Razorflame



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QUOTE(Phaos @ Nov 26 2010, 10:28) *

i would love any skill for melee, single atking mobs take forever to advance late in the late rounds, also looking at the ability its like telling you to become a caster that's all you can be.


I would have to agree with you here.

Maybe you could add a way for a warrior to be a kind of spellsword...I.E...adding some spells that can be cast on swords to enchant them with particular elements and then a way to release that enchantment to damage the entire mob or something like that.

Anyways, I agree, IW worlds for me take forever because I have to single hit every single monster in the mob, which gets tiresome after a while.
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post Nov 27 2010, 01:03
Post #349
Red of EHCOVE



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Thinking more about the previously suggested [+1 level Token], I came up with the [Transmute Token].

This token, with rarity of Blood-to-Chaos, would allow the player to try to randomly transfer a better equip stat (one of them), between two equip pieces, given that they are of the same type. Type means not only 1H or 2H but specific (so, Dagger, or Longsword). This should allow players to improve their favorite items, if slowly, would DECREASE credit gain (as equips would be used for transmuting instead of being sold to bazaar), and would increase trade levels (as there would be an incentive to buy more equips).

Please note that the stat transfer should be random, but the player should be able to specify direction (which item would get "used" in the transmute process, and which one is the target), and should always be positive (so, only higher base-level stat would be transferred - no chance of transferring a worse base-level stat).

In case you think this would be too powerful, here are possible nerf suggestions:
* transmute would only have a certain % chance (with a new skill improving it, let's say, starts at 25% and can be trained to 50%)
* transmuting chance would be affected by the quality of the item used in transmutation
* transmuting would result in a level loss on the target item (if used, this should really be implemented together with [+1 level token])

I'd make an exception for ethereal, seeing how rare they are - transmuting an ethereal item onto a new one should always convey the ethereal quality.

Among other benefits, this would also nicely reduce ingame stock of items, as players would no longer have to hoard many similar slightly different items...
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post Nov 27 2010, 09:03
Post #350
Razorflame



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QUOTE(Red_Piotrus @ Nov 26 2010, 17:03) *

Thinking more about the previously suggested [+1 level Token], I came up with the [Transmute Token].

This token, with rarity of Blood-to-Chaos, would allow the player to try to randomly transfer a better equip stat (one of them), between two equip pieces, given that they are of the same type. Type means not only 1H or 2H but specific (so, Dagger, or Longsword). This should allow players to improve their favorite items, if slowly, would DECREASE credit gain (as equips would be used for transmuting instead of being sold to bazaar), and would increase trade levels (as there would be an incentive to buy more equips).

Please note that the stat transfer should be random, but the player should be able to specify direction (which item would get "used" in the transmute process, and which one is the target), and should always be positive (so, only higher base-level stat would be transferred - no chance of transferring a worse base-level stat).

In case you think this would be too powerful, here are possible nerf suggestions:
* transmute would only have a certain % chance (with a new skill improving it, let's say, starts at 25% and can be trained to 50%)
* transmuting chance would be affected by the quality of the item used in transmutation
* transmuting would result in a level loss on the target item (if used, this should really be implemented together with [+1 level token])

I'd make an exception for ethereal, seeing how rare they are - transmuting an ethereal item onto a new one should always convey the ethereal quality.

Among other benefits, this would also nicely reduce ingame stock of items, as players would no longer have to hoard many similar slightly different items...


That sounds like an interesting proposition (IMG:[invalid] style_emoticons/default/smile.gif) Let's wait and see what others think about it (IMG:[invalid] style_emoticons/default/smile.gif)

Also, what do other people think about making a trainer option or a Hath Perk that allows people to go into Item Worlds more than 10 times a day?

For example:

Trainer option:

Total levels: 5

Level 1: 4 additional item world trips----6,000C
Level 2: 8 additional item world trips (4+4)-----13,500C
Level 3: 12 additional item world trips (4+4+4)-----26,100C
Level 4: 16 additional item world trips (4+4+4+4)-----44,440C
Level 5: 20 additional item world trips (4+4+4+4+4)-----78,250C

Hath perk option:

50 Hath: +5 additional item world trips
200 Hath: +10 additional item world trips
1,000 Hath: +25 additional item world trips

Anyone like these ideas?

This post has been edited by Razorflame: Nov 27 2010, 09:24
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post Nov 27 2010, 10:43
Post #351
Tenboro

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QUOTE(Razorflame @ Nov 27 2010, 08:03) *

Also, what do other people think about making a trainer option or a Hath Perk that allows people to go into Item Worlds more than 10 times a day?


It's funny when people suggest things I've already implemented. That way I can pretend I actually listened to them. (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Nov 27 2010, 10:59
Post #352
Razorflame



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QUOTE(Tenboro @ Nov 27 2010, 02:43) *

It's funny when people suggest things I've already implemented. That way I can pretend I actually listened to them. (IMG:[invalid] style_emoticons/default/tongue.gif)


Which have you already implemented? Is there a hath perk that lets you go into more than 10 items a day?
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post Nov 27 2010, 12:13
Post #353
Tenboro

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QUOTE(Razorflame @ Nov 27 2010, 09:59) *

Which have you already implemented? Is there a hath perk that lets you go into more than 10 items a day?


Training. But it's not live yet. And no, I don't operate with release dates.
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post Nov 27 2010, 12:38
Post #354
Razorflame



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QUOTE(Tenboro @ Nov 27 2010, 04:13) *

Training. But it's not live yet. And no, I don't operate with release dates.


I never asked you for a release date...I was just wondering if it was already implemented...anyways, I await its' release (IMG:[invalid] style_emoticons/default/smile.gif)

Cheers!
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post Nov 27 2010, 16:20
Post #355
Death Grunty



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QUOTE(Tenboro @ Nov 27 2010, 02:43) *

It's funny when people suggest things I've already implemented. That way I can pretend I actually listened to them. (IMG:[invalid] style_emoticons/default/tongue.gif)

You should pretend to listen to me then. (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Nov 28 2010, 06:26
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How about a new option in the character tab where it shows the equipment that the enemies dropped and give you the choice of keep it or selling to the bazaar directly? This way you don't have to check every piece of equip you got until you find them yourself.
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post Nov 28 2010, 06:31
Post #357
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QUOTE(Cyberdemon @ Nov 28 2010, 12:26) *

How about a new option in the character tab where it shows the equipment that the enemies dropped and give you the choice of keep it or selling to the bazaar directly? This way you don't have to check every piece of equip you got until you find them yourself.


Or Cmal can publicly release his script that separates New equipment. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Nov 28 2010, 06:37
Post #358
grumpymal



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QUOTE(Tenboro @ Nov 27 2010, 05:13) *

Training. But it's not live yet. And no, I don't operate with release dates.

I wonder how much of a credit sink this one'll be. I expect it to be pretty expensive, considering how much IW is already farmed.

QUOTE(PsychoticSoul @ Nov 27 2010, 23:31) *

Or Cmal can publicly release his script that separates New equipment. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Not likely, since its pretty dirty. I have to go in and edit the script any time I want to change my filters. Its also not 100% accurate, there are a few bugs with some of the filters.
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post Nov 28 2010, 08:30
Post #359
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I'm betting that it'll be somewhere's around the 25,000C mark or maybe a bit more due to that fact.

Maybe it'll be 35,000C or 50,000C....(let's hope not, though, because then, I'll have to auction off more Hath in order to get that amount of money XD)

Anyways, I can't wait until this implementation is activated on HV (IMG:[invalid] style_emoticons/default/smile.gif)
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post Nov 28 2010, 10:37
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QUOTE(Tenboro @ Nov 27 2010, 10:43) *

It's funny when people suggest things I've already implemented. That way I can pretend I actually listened to them. (IMG:[invalid] style_emoticons/default/tongue.gif)


Maybe instead of allowing people to enter IW more than 10 times a day, the training will allow you to enter a cleared item more than once a day. This way, it wouldn't take 8 months to get an item from level 30 to 270, assuming you clear it on normal every single day. Of course, you can double this rate if clearing it on battletoads, but this isn't feasible for 90% of the player base, and even then it would still take 4 months. The training style can be similar to pack rat, where the max level isn't so high and capped at 5.



Some of my suggestions:

Balance melee and mage:

I'll start off with the easy-to-implement ones first. I'm new here and wasn't aware of a melee nerf until I read some old posts, and apparently this made melee obsolete at higher levels. In Hentaiverse there are supposedly 2 classes, melee and mage. In reality, there's actually only one, the mage. Sure you might start off melee but chances are you will go the mage route once you become higher leveled. Is there even a single player level 250+ that is a melee here? My suggestion on this issue is pretty broad, but I feel that it has to be addressed. Revamp the melee class to balance it out with the mage class. Right now mages dominate melee in pretty much every respect. Who wants to hack away at a single target when you can blast everything to smithereens in 1 hit? I don't know what the old melee is, but maybe a possible solution would be to revert back to that? Or introduce some new melee only skills or something that you can only use with specific kinds of weapons.

Introduce tiers: (Most likely, this won't be implemented in our lifetime, but one can dream right? )

I come from a rich background of MMO (or at least I would like to think so (IMG:[invalid] style_emoticons/default/tongue.gif)), and naturally I was hooked on Hentaiverse due to its similarities. One thing that bugged me was the variation of classes in HV. You are either a melee or a mage. My idea is to implement classes and tiers. For example, say at level 100, you can advance from a novice to a swordsman or from a mage to a archmage, etc. In order to advance to a new tier, you would need to complete a set of requirements, such as reaching a certain level and clearing certain arenas or ring of blood challenges. It could go like this:

Novice ----> Swordsman ---> Knight
Novice ---> Mage ---> Archmage
Novice ---> Thief ---> Assassin

Right now, 99% of the HV population has the exact same build, balanced stats across the board. Everyone is pretty much a replica of one another except they are different levels. In an ideal environment, everyone would be the same endgame, having the same stats and abilities due to the lack of variation. In order to implement different classes, the stats needs to be reworked and modified. Classes would be limited to their class specific skills, i.e. a knight won't be able to use meteor. This means that new skills need to be implemented which will be a huge workload.

Like I said, this is a huge revamp and most likely won't get implemented, but I just wanted to throw it in here. It would require too much time and work but would definitely make HV a far better game. From my understanding, it seems Tenboro is a 1-man team, so doing all this by himself given his work time would not be feasible. Even though this is just a fantasy I hope you guys had a good read.


To Tenboro: In the astronomically small chance that you might even be a bit interested in trying something like this out, just let me know, I'll gladly help with the class mechanics, skill creations, and/or anything else that you might need help with. On a realistic level, please do consider balancing melee and mage as it would give more variance to the players.



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