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[Suggestion] A few requests, Can we has... |
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Jun 27 2012, 02:59
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MisterLemon
Group: Members
Posts: 531
Joined: 29-November 10

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I really don't see any logic behind needing to pay Chaos Tokens to delete a monster, let alone FIVE. I think it's bad enough that you'd be losing whatever credits and Chaos Tokens you already invested in it, without that additional punch in the gut.
And if a monster hasn't even reached Level 25 and started appearing in mobs yet... what are you even trying to prevent at that point??
This post has been edited by MisterLemon: Jun 27 2012, 03:00
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Jun 27 2012, 04:22
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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QUOTE(MisterLemon @ Jun 26 2012, 19:59)  I really don't see any logic behind needing to pay Chaos Tokens to delete a monster, let alone FIVE. I think it's bad enough that you'd be losing whatever credits and Chaos Tokens you already invested in it, without that additional punch in the gut.
And if a monster hasn't even reached Level 25 and started appearing in mobs yet... what are you even trying to prevent at that point??
That I really agree with. Deleting should be free, heck it should allow a refund of % of invested crystals and tokens. And before being activated, a monster should be transformable (aka, unnamed pixie transformed into unnamed elemental, with no loss of crystal/token purchased bonuses) or at least give a full 100% refund when deleted prior to activation. QUOTE(Death Grunty @ Jun 24 2012, 06:39)  High level and/or upgrade requirements?
How about: 1. PL200+ 2. hath purchase 3. Moderator approval for each one #1 and 2 would prevent #3 from being onerous, oh, and bandwidth can be ameliorated by having those images be hosted / downloaded via hath client. This post has been edited by mrttao: Jun 27 2012, 04:27
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Jun 27 2012, 05:52
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(MisterLemon @ Jun 27 2012, 08:59)  I really don't see any logic behind needing to pay Chaos Tokens to delete a monster, let alone FIVE. I think it's bad enough that you'd be losing whatever credits and Chaos Tokens you already invested in it, without that additional punch in the gut.
Preventing people from ragequit and deleting all his high PL monsters at the same time again.
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Jun 27 2012, 06:05
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(varst @ Jun 27 2012, 03:52)  Preventing people from ragequit and deleting all his high PL monsters at the same time again.
Like other things, blame frith
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Jun 27 2012, 06:10
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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I could really go for the Riddlemaster granting SP as well.
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Jun 27 2012, 06:19
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(skillchip @ Jun 27 2012, 12:05)  Like other things, blame frith
I don't blame him because he deleted his monsters/make a powerful one, of course. (IMG:[ invalid] style_emoticons/default/smile.gif) This post has been edited by varst: Jun 27 2012, 06:19
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Jun 27 2012, 06:25
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MisterLemon
Group: Members
Posts: 531
Joined: 29-November 10

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QUOTE(varst @ Jun 26 2012, 22:52)  Preventing people from ragequit and deleting all his high PL monsters at the same time again.
Okay, so maybe the Chaos Token cost should scale with the power level. It may be a huge deal when high-level monsters are suddenly erased because of a temper tantrum, but no one will miss the Lv. 50 and belows. QUOTE(Tenboro @ Jun 26 2012, 10:32)  While the original plan for the item shop was to have auto-adjusting prices, I realized that it would be fairly easy for someone to manipulate scarcity and thus price by persistently buying up something and then dumping it again when the price was driven much higher. Especially with spreads anywhere close to that.
I think it would be all right if the price went down by 0.01% for each item in stock, with a maximum discount of 75% (at 7500 units). The selling price, then, could always be one-quarter of the current buying price, so even when you buy low and sell high, you can only, at best, break even (buying at 25% the base price, selling at 25% the base price). This post has been edited by MisterLemon: Jun 27 2012, 07:33
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Jun 27 2012, 07:27
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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Something to make the mace users feel less fucked:
The turn that the mob comes out of stun and has that insta-attack, it has 25% higher chance to miss.
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Jun 27 2012, 13:54
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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Now that HV is down, I might as well waste some time here... I thought about this for a long time now, I might as well just request it today: - A kind of system (like an upgrade for something) with a hard limiter (ex: player can upgrade only half of all that's available) that player need to make a compromise and decision on what one should do. For the moment, the only 2 limiting factor for player when it come to any kind of 'upgrade' (like training, aura, or monster lab, for example) are 1: Time, 2: Wealth ... Now, I understand that HV is a griending-based game, and so these 2 factors is appropriated for the game since its help motivate player to make more 'progress' in the game, that is, griend more > level more > get more money > 'upgrade' more. However, it's has its downside: given enough time and effort, it's allowed player to upgrade everything available to them, when this point is reached, a new content (ex: more upgrade) is needed to keep the game going... One good example (and would work extremely well with this 'limit' I'm proposing) for this is the Monster lab Chaos upgrade, which I'll have to say, is a very 'powerful' mechanic. Because the only limiting factor in the mechanic is the monster's PL and the amount of chaos tokens (i.e. Time and Wealth) plus the fact that there're many kind of upgrade and each of these upgrade are quite powerful and have no limit on how many time player can upgrade as long as they didn't maxed everything out and still have the resource to do so, you ended up in a situation that dedicate player have no incentive, or need to, make any choice or decision and simply upgrade everything and be done with it... And the consequences of this is varied, and the impact to the gameplay is quite profound and ultimately leads to all the rage that people expressed thus far and demand for the higher power to do something about it, which may or may not addressed the issue. The ugly thing about this situation is this: If the issue is 'fixed' by any means, it will surely happen again when something 'new' is introduced to the game. If it's not fixed, the issue will only get worse as time passed by... And all of these will only repeat itself time and time again in the future... (IMG:[ invalid] style_emoticons/default/sad.gif) Just for your consideration. (IMG:[ invalid] style_emoticons/default/wink.gif) PS. Wow... it took me enough time to write this for HV to be up and running again. What a good time-waster! (IMG:[ invalid] style_emoticons/default/laugh.gif) This post has been edited by buktore: Jun 27 2012, 14:32
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Jun 27 2012, 14:22
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just om3ga
Group: Members
Posts: 231
Joined: 3-December 10

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just read sword art online... and i think in HV it'd be great if every action like drinking potions, forging items, defending, focusing, fleeing, using scrolls, leveling items, cryfest-ing, and others gives mastery points.... but in the other hand, applying this system would cause huge load to the server ~_~
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Jun 27 2012, 16:04
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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How about:
Every 10 spell casts that costs mana, you get 1 channeling free?
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Jun 27 2012, 16:24
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eovcoo5
Group: Members
Posts: 2,583
Joined: 16-September 10

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QUOTE(ChosenUno @ Jun 27 2012, 22:04)  How about:
Every 10 spell casts that costs mana, you get 1 channeling free?
change the point how about this (IMG:[ invalid] style_emoticons/default/laugh.gif) if you get resit spell 3 or more times system gives you a " Rage Caster" short buff of 3 turns somehow it's should be like a mage style " Overwhelming Strikes" gives some buff depend on staff proficiency MAB: 100% (like 50% hit chance no miss but still can getting resit by monster) MDB: 100=5% 200=10% 300=15%
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Jun 27 2012, 20:58
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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QUOTE(ChosenUno @ Jun 27 2012, 09:04)  How about:
Every 10 spell casts that costs mana, you get 1 channeling free?
I think I might be getting channeling more often then that already.
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Jun 27 2012, 21:37
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MisterLemon
Group: Members
Posts: 531
Joined: 29-November 10

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One thing that makes fights against mobs more frustrating than they ought to be is that you can never predict their moves. If monsters telegraphed their moves, you could fight more effectively against them. Implementing the following would require a lot of code revision, but if you're willing, it would be well worth the time and effort. And it would make the Defend and Focus commands more useful in the process.
If monsters choose their next move at the start of battle and after each attack, then their next move can be displayed with an icon. A black dot for a standard attack, a blue dot for their Level 1 Special, two blue dots for their Level 2 Special, and a large red dot for their Spirit Special.
Now, until you're able to identify a monster's next move, no icon will appear. You will only be able to see upcoming attacks when the monsters performing them are a certain amount of time away from their next turn. How long this amount of time is depends on your stats.
Obviously, this idea needs some balancing to keep it from dragging the game difficulty down too far, but it's only a first pass.
This post has been edited by MisterLemon: Jun 27 2012, 21:41
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Jun 27 2012, 22:16
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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Multiply equipment sell value by 1.26582278.
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Jun 27 2012, 22:59
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DarkDespair5
Group: Gold Star Club
Posts: 898
Joined: 20-December 10

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buktore YES. that is basically 100% what my hard limiter for chaos upgrades idea was, and it not only stops rich bastards from ruining HV with OP monsters but makes people specialize or, you know, upgrade based on how their character is like instead of what will fuck over players the most....
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Jun 27 2012, 23:03
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Necromusume
Group: Catgirl Camarilla
Posts: 7,037
Joined: 17-May 12

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I thought the idea with charging 5 tokens to delete any monster was to punish people for not thinking ahead in a "strategy" game. With regard to limiting the number of tokens that can be put into a monster's tree so that not everything can be maxed out... The pursuit of game balance dictates that every upgrade you can purchase for one token give equal benefits, and all base classes of monsters be equal. If this has been achieved, then you still don't need to think, because no matter what you do, the results will be the same. In practice, the options will tend not to be perfectly balanced, but people do extensive testing and share their results, the pluses and minuse become well known, and the "skill" factor which comes in is mostly reading the wiki and forum so you know what build to pick. Even in chess, you get complaints from champions (Bobby Fischer) that too much of the game depends on memorization of opening book strategies, with proposals to revamp the game to require more active thought during play and make memorization less useful. Hard limits mean that the player eventually hits the wall and stops playing. The idea with online RPGs is to keep people addicted playing forever, so that pretty much means that hard limits have to be rejected and different zones used instead so that terrain features from the quadruple black diamond run (See these rocks? They're intentional) don't come and quietly put themselves underneath people skiing the bunny hill. After all, you have to make it possible for people to start and progress, so that you get new addicts players. "We haven't really been confining ourselves to state lines or your 'zones', human."[edit] QUOTE(DarkDespair5 @ Jun 27 2012, 20:59)  upgrade based on how their character is like instead of what will fuck over players the most....
Don't do this. If there's one thing I know from playing RPGs for too many years, it's that going in with a "concept" won't work. You have to do what works within that game or else you'll never get anywhere. And really, so much fiction is written from peope's TRPG and CRPG experiences these days that the fictional characters people are using for inspiration are probably based on someone's munchkin build in the author's favorite game anyway. (MHO) This post has been edited by mechafujoshi: Jun 27 2012, 23:11
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Jun 28 2012, 04:47
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Homicidalsage
Group: Catgirl Camarilla
Posts: 1,370
Joined: 8-April 08

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Because of the ridiculous power of monsters at the moment what about making Item World easier, maybe less levels or monsters take more rounds to become progressively stronger making higher rounds less impossible, or are others not having trouble leveling equipment at the moment?
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Jun 28 2012, 08:29
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DarkDespair5
Group: Gold Star Club
Posts: 898
Joined: 20-December 10

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Mecha, Tenboro probably has a PhD in addictive game psychology. The way loot bonuses work, it's going to take decades for someone to get a best possible piece of equipment....and this is not counting materials upgrade hell or artifact grinding or the thousands upon thousands of hath you need for perks..you know what i mean. We don't need everything to be an endless grind. Let's make many different strategies work, so players don't all make monsters that are exactly the same. (IMG:[ invalid] style_emoticons/default/smile.gif)
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