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[Suggestion] A few requests, Can we has... |
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Jun 12 2012, 13:43
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Coma
Group: Members
Posts: 1,575
Joined: 16-September 08

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Please reconsider monsters' damage range, it is ridiculous to see the same monster doing 200 on one turn and suddenly deal 4000 damage in the next turn (not agitated, not critical, just a non-magical/spirit regular attack), and that was only on NORMAL difficulty.
You could limit monster's damage range based on difficulty setting, not just the amount of damage
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Jun 13 2012, 09:13
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LEO77007
Newcomer
 Group: Members
Posts: 26
Joined: 20-February 12

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I cannot agree with you more. I think only one quickbar is not enough. It is because we need to use many different spells. Therefore, I hope we can have more quickbars.
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Jun 13 2012, 14:37
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Vasistas
Group: Gold Star Club
Posts: 2,260
Joined: 2-April 11

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Can't we have somethign like *yeah* and *boom* and a little bit of *fuck yeah* too?
I mean something like a special item that allows you to lossless withdraw credits from henjutsu training, crystals from monsters, materials from forged equipments.
How exactly that would work is something up to balancing requirements. I think about Ponies, sacrificing (throat slithing and letting bleed to death) them to snowflake would be awesome. Not that I hate ponies, I love them so much I think they're worth being sacrificed to our goddess.
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Jun 13 2012, 15:10
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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I dunno what Tenboro planned for the second part of monster upgrades.. but here we go:
How about some in-battle like abilities.
Pack Mentality = Increase monster's stats by 0.5% per monster of the same type present in battle (max 10% per monster) Loyalty = 5% chance to attack other monsters before attacking its master (maxes at 100%)
I was thinking your own monster should attack other monsters before attacking you with the last one.
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Jun 14 2012, 01:15
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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1. I would love to see the option to set training to automatically repeat (or even better a queue) as long as you have enough money / haven't maxed out that stat. (rather then pay immediately which cause cause various issues, simply do a test on training complete to see if level is below max, funds are sufficient... if not then pause processing of list until manually reactivated.) 2. A built in timer showing current training status in other windows. 3. Rather then showing a window saying "you are victorious, click to continue" where the ONLY thing you can do is continue, allow fleeing from that window at no penalty OR automatically continue and display your winnings on round0 of next combat. Aka "round0: You won X,Y,Z on last round. Rolling monsters A-F". See https://forums.e-hentai.org/index.php?showtopic=707304. Currently when a round of combat starts, left clicking on an enemy without first selecting a spell defaults to a melee attack. Would be great if this could be changed to a spell of your choice. 5. When encountering a custom monster, include its class (we should be able to tell at a glance if its a dragon, pixie, or elemental; actually it is more plausible then knowing their name and level) no other info except class and level unless we scan them. As per https://forums.e-hentai.org/index.php?s=&am...t&p=20035216. The ability to destroy/discard a powerup gem without activating it and without wasting a turn (both monster actions and buff duration). This post has been edited by mrttao: Jun 14 2012, 09:18
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Jun 14 2012, 13:35
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Evil Scorpio
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10

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QUOTE(mrttao @ Jun 14 2012, 03:15)  1. I would love to see the option to set training to automatically repeat (or even better a queue) as long as you have enough money / haven't maxed out that stat. (rather then pay immediately which cause cause various issues, simply do a test on training complete to see if level is below max, funds are sufficient... if not then pause processing of list until manually reactivated.) 3. Rather then showing a window saying "you are victorious, click to continue" where the ONLY thing you can do is continue, allow fleeing from that window at no penalty OR automatically continue and display your winnings on round0 of next combat. Aka "round0: You won X,Y,Z on last round. Rolling monsters A-F". See https://forums.e-hentai.org/index.php?showtopic=707304. Currently when a round of combat starts, left clicking on an enemy without first selecting a spell defaults to a melee attack. Would be great if this could be changed to a spell of your choice. This post has been edited by Evil Scorpio: Jun 14 2012, 13:37
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Jun 14 2012, 15:53
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mustardpie
Group: Members
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Joined: 25-April 11

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Jun 15 2012, 01:49
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Necromusume
Group: Catgirl Camarilla
Posts: 7,037
Joined: 17-May 12

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List the monster ID in scan results, since the spawn line might already have scrolled off the bottom of the text box by the time you get around to confirming that the "Undead Vampire Pony" is actually a mechanoid and highly resistant to holy.
Maybe list the trainer in the spawn line, since it's not really a secret.
Maybe make it possible to scan defeated monsters. If you're playing as a mage, taking a turn early in a round to scan a monster instead of blowing away most of the field with AoEs can entail significant risk of getting killed for it and losing the arena you're on. On the other hand, once they're dead, you can't check who the trainer is, or what it really was.
While listing the base classes to the player would make the game easier, it could be compensated by difficulty increases elsewhere and would solve some problems with the existing system. At the moment, the only thing which matters in choosing a name is concealing what the base class is, not providing an interesting description, which punishes trainers that do provide a descriptive name and gets you monster series like Kanec-5, Kanec-16, need00790210 etc. which are good from a strategic standpoint because the player is less likely to remember their weaknesses, but are boring.
If you list the class alongside the monster, the trainer can use any name they want without having to worry about it, and you don't have to endlessly police for "cheaters".
For some creatures, camouflage could cause you to mis-identify the base class, e.g. a mechanoid could be designed to look like a human and not be revealed until they had taken a certain amount of damage, or how D&D bone golems aren't undead but can be mistaken for it; a particular species of beast might have evolved to resemble undead. Base class camouflage could be one of the monster lab upgrades, and giving the monster a name that matches what it's supposed to look like then wouldn't be a rule infraction.
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Jun 15 2012, 06:22
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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combine tokens into 1 type? ie rather than token of blood, token of healing, chaos token why not simplify things and make it "token"
and that token is capable of healing wounds (cost 1), being used for monster lab (same cost as current ones for chaos tokens), or entering RoB.
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Jun 15 2012, 06:58
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grumpymal
Group: Gold Star Club
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QUOTE(dcherry @ Jun 15 2012, 00:22)  combine tokens into 1 type? ie rather than token of blood, token of healing, chaos token why not simplify things and make it "token"
and that token is capable of healing wounds (cost 1), being used for monster lab (same cost as current ones for chaos tokens), or entering RoB.
Who's got two thumbs and a couple hundred Blood and Healing Tokens gathering dust? This guy.
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Jun 15 2012, 07:03
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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QUOTE(dcherry @ Jun 14 2012, 23:22)  combine tokens into 1 type? ie rather than token of blood, token of healing, chaos token why not simplify things and make it "token"
and that token is capable of healing wounds (cost 1), being used for monster lab (same cost as current ones for chaos tokens), or entering RoB.
but tokens have completely different worth. A token of healing is nearly worthless. under 150 credit value item (can only be used out of battle to replace some minor potions) A token of blood is worth thousands (that is, earns you thousands of credits in ROB). A token of chaos is worth... well no credit analog because its unique but it gives special boosts that others do not.
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Jun 15 2012, 07:04
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HaliZorat
Group: Members
Posts: 1,258
Joined: 13-February 11

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1. Reduce monster buffs by half and instead have a multiplier on the buffs based on difficulty?
So a monster with 4% evade now will only have 2% evade. On Normal, it will continue to have 2% (so Normal = 1x base buff). Have it steadily increase until IWTBH where it'll be 2x (or more? I dunno, buffs on high leveled monsters are pretty ridiculous as it is. No need to make it any harder...).
That way, monsters still have buffs, and people won't experience crazy criticals on Normal, and an increase in difficulty level means more than just more HP and damage.
2. Makes debuffs (Anti-Evade/Block/etc) into a spell. Still don't like having a permanent debuff being put on us with no way to counter it right from the beginning of the battle. Make it cost 25% MP or SP and available right at PL25. That way, monsters will have to spend MP or SP either debuffing us or launching a powerful skill. Duration should be based on PL or # of upgrades, I guess. Additional casts by other monsters should add to the current duration if possible. Otherwise, it should replace the current debuff.
This post has been edited by HaliZorat: Jun 15 2012, 07:06
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Jun 15 2012, 07:08
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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Not counting the first time you clear the round, you can spend 21 blood tokens to earn 11000 credits per day. Alternately you can spend 3 tokens to earn 3000 credits if you're focused on efficiency.
If you're using blood tokens to farm credits, though, you're doing it wrong.
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Jun 15 2012, 07:14
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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QUOTE(Panuru @ Jun 15 2012, 00:08)  Not counting the first time you clear the round, you can spend 21 blood tokens to earn 11000 credits per day. Alternately you can spend 3 tokens to earn 3000 credits if you're focused on efficiency.
If you're using blood tokens to farm credits, though, you're doing it wrong.
There is also the trophies. 3 hath = 45000 credits
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Jun 15 2012, 07:19
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HaliZorat
Group: Members
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Joined: 13-February 11

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Trophies don't give hath. Artifacts do, and they don't drop in the Ring of Blood.
This post has been edited by HaliZorat: Jun 15 2012, 07:20
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Jun 15 2012, 07:24
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(mrttao @ Jun 15 2012, 00:03)  but tokens have completely different worth. A token of healing is nearly worthless. under 150 credit value item (can only be used out of battle to replace some minor potions) A token of blood is worth thousands (that is, earns you thousands of credits in ROB). A token of chaos is worth... well no credit analog because its unique but it gives special boosts that others do not.
Combined tokens sounds awful. Duration of benefit: Token of Healing - Lasts until you start playing something (seconds) Token of Blood - 99.9% chance of garbage equip, trophy, handful of credits (minutes) Chaos Token - permanent monster creation and upgrades; indirect equip upgrades/income through materials (forever)
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Jun 15 2012, 21:30
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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QUOTE(derpymal @ Jun 14 2012, 22:58)  Who's got two thumbs and a couple hundred Blood and Healing Tokens gathering dust? This guy.
Sounds derp. I have neither. And for the record, I don't desire any more chaos tokens. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) QUOTE(hitokiri84 @ Jun 14 2012, 23:24)  Combined tokens sounds awful.
Duration of benefit: Token of Healing - Lasts until you start playing something (seconds) Token of Blood - 99.9% chance of garbage equip, trophy, handful of credits (minutes) Chaos Token - permanent monster creation and upgrades; indirect equip upgrades/income through materials (forever)
It has its benefits and deficits like all changes. I'd assume uniform tokens would be simpler code for T drop wise and mechanic wise. As for the healing function. No readily uses it as is. If there is *really* such a concern, wipe out the existing Tokens of Healing in existing inventories so there's no oldies sitting around with 2000 "tokens". (lol@derp) There's plenty of players using Tokens of Blood and getting those "Why can't I ever get one of those" that you don't get. Your post implies Bloods < Chaos. I guess that's why your "highest tier" of equip is "Why can't I ever get one of those" rather than "meh, guess I'm stuck with this forever, until Tenboro rewrites all of HV to make me switch classes" As for Chaos Tokens, if they're really so "valuable" then T should never have increased their drop rate. Fact is, they're not. (well I guess not really a fact, but yeah that's basically what T is saying if he's going to up their drop rate due to a few people going "oh boo hoo we can't MAX monster chaos upgrades")
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Jun 15 2012, 21:41
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hitokiri84
Group: Gold Star Club
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QUOTE(dcherry @ Jun 15 2012, 14:30)  There's plenty of players using Tokens of Blood and getting those "Why can't I ever get one of those" that you don't get. Your post implies Bloods < Chaos. I guess that's why your "highest tier" of equip is "Why can't I ever get one of those" rather than "meh, guess I'm stuck with this forever, until Tenboro rewrites all of HV to make me switch classes" Good job taking things out of context. That post is entirely about equipment, and has nothing to do with tokens.
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Jun 15 2012, 21:41
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RajaNagaSoz
Group: Members
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Joined: 7-December 08

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I occasionally pop a healing token when i get assowned by a handful of combined giga-crit-specials and I want to keep going and not wait for my hp/mp/sp to regen.
That's pretty much all though.
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Jun 15 2012, 21:51
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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QUOTE(hitokiri84 @ Jun 15 2012, 13:41)  Good job taking things out of context. That post is entirely about equipment, and has nothing to do with tokens.
I referred to your ranking scheme because that is what you said your ranking scheme was for equipment. Correct me if I'm wrong, but the primary reason RoB is visited by players past the 1st visit is for equipment. Don't assume I was bringing back the crap from our discussion in the equipment thread. Token of Blood - 99.9% chance of garbage equip, trophy, handful of credits (minutes) Essentially you're saying they *don't* have enough value Now is that because you're not using your Tokens of Blood enough or correctly? I don't doubt that those equipment you feel fall under "Why can't I ever get one of those" were gained specifically from those same Tokens of Blood you're undervaluing. How am I taking things out of context? I'm baffled you couldn't draw the connection. I guess I overestimated you.
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