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

 
post Jul 14 2012, 08:49
Post #4761
RajaNagaSoz



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QUOTE(MisterLemon @ Jul 13 2012, 19:06) *

Equipment slots for accessories. Magic rings, talismans, and the like.

Accessories would lack any of the defensive bonuses of armor, direct offensive capabilities of weapons, or stat and proficiency bonuses. Instead, they only have indirect and unusual effects. Examples include:

Choker of Protection: +10% to armor physical mitigation bonuses.
Bangle of Fire: +15% fire damage bonus to your main-hand weapon.
Anklet of Haste: +3 turns to all Haste buffs cast on yourself.
Ring of Greed: +10% Credits from each round.

You start out with two accessory slots, but can increase the amount through Training.

Accessories have no burden or interference penalties.

Accessories have no level, and cannot be improved through Item World. They cannot be Upgraded or Enchanted in the Forge either. What you see is what you get.



To address some other problems people are having, give them prefixes like "slippery" which negates monster's anti-evade, or "Magically Piercing" which has a 1-in-20 chance of negating monster resists. (you know, to give enough leeway so 501st can still resist 8 times in a row and still blame the RNG.)

Could make them more abstract, and trolling to people who keep super detailed information and research with words like "sometimes <whatever>". and make accessories drop at only the rate of magnifishits to farther drive everyone into the loony bin.

I'm sure snowflake would approve of such insanity.
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post Jul 14 2012, 08:50
Post #4762
ExTe



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Staff Prof per 100 = mana conserve 5% (IMG:[invalid] style_emoticons/default/mellow.gif)
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post Jul 14 2012, 08:54
Post #4763
Ichy



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QUOTE(Panuru @ Jul 13 2012, 07:59) *

How about adding a bonus for using a particular weapon style for some number of consecutive rounds? It could be trivial for the first few hundred then get massive once you've played ten thousand consecutive rounds on the same style. Increased block for shield, decreased MP consumption for staff, increased damage for 2H. Something like that.

Problem with this is it will pretty much lock you to a certain style.

if I am a 2hand user and got a nice Phase dropped I want to try it out but I can't because I would lose the 2hand Bonus I have built up for weeks.
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post Jul 14 2012, 09:00
Post #4764
Panuru



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QUOTE(Ichy @ Jul 14 2012, 01:54) *

Problem with this is it will pretty much lock you to a certain style.

if I am a 2hand user and got a nice Phase dropped I want to try it out but I can't because I would lose the 2hand Bonus I have built up for weeks.

The idea is that it is a specialization bonus. If you switch styles, then you are not a specialist.
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post Jul 14 2012, 12:21
Post #4765
pureyang



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QUOTE(LoneUnknown @ Jul 9 2012, 11:44) *
Personally, I am constantly broke in this game, and credits build up abysmally slow. Ever since the halving of equipment sales I am hovering near zero credits just about every day.

Training
Hath
Crystals for monster upgrades
relatively speaking, compared to credit gain, these things are CRAZY expensive


Training - Training is limited by money not time, stop dumping cash you cannot afford into it.
Crystals - Stop spending money on this until you are very very endgame.
Hath - Good investment, worth the money.
Equipment - Very good investment, rather cheap for what you get... hasn't been mentioned as a spending option.

QUOTE(RajaNagaSoz @ Jul 9 2012, 13:08) *

I'd at least run H@H if my isp actually gave me enough upload to even do so, that'd get me -something-.

It's understandable, not everyone has good ISP.
Alternatives are bounty hunting (if you learn Japanese you can make a metric fuckton as a translator)
And also uploading a popular gallery gives good returns.

QUOTE(RajaNagaSoz @ Jul 9 2012, 13:08) *
oh well, back to selling these awesome drops for 40-200 credits a pop, yowza! (IMG:[invalid] style_emoticons/default/faint.gif)


Recall that your early game drops sold for under 10 credits.
Credit drops do not scale up with level, but item power does, and as a result the sale value of items scales up with level. Eventually being worth more then the credits you gain from combat...
And then if you are really at the top you can items you can sell on forum for a lot of money.
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post Jul 14 2012, 12:21
Post #4766
ChosenUno



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A simple request:

Let us download all the graphics for Hentaiverse and then configure it so that the graphics be loaded from a local directory instead of using the servers to do it.

Currently, I have HV's image server mapped to localhost, and while I can't see any HV images, there is a big "responsiveness" difference.
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post Jul 14 2012, 12:24
Post #4767
Ichy



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QUOTE(ChosenUno @ Jul 14 2012, 12:21) *

A simple request:

Let us download all the graphics for Hentaiverse and then configure it so that the graphics be loaded from a local directory instead of using the servers to do it.

Currently, I have HV's image server mapped to localhost, and while I can't see any HV images, there is a big "responsiveness" difference.

Good one.
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post Jul 14 2012, 12:35
Post #4768
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QUOTE(Ichy @ Jul 14 2012, 17:24) *

Good one.


I think melee players will appreciate the speed up more so than mages (IMG:[invalid] style_emoticons/default/biggrin.gif)

And it's awesome that I can still solve the mazes, since those are from a different server (IMG:[invalid] style_emoticons/default/biggrin.gif)

This post has been edited by ChosenUno: Jul 14 2012, 12:36
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post Jul 14 2012, 12:57
Post #4769
pureyang



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1. In the use item interface in combat, stack identical items.
2. Currently clicking a spell in the quickbar once selects it, and a second time deselects it. Please have an option where clicking once selects it, clicking a second time switches to the single target version if AoE or the AoE version if it is the single target. Third click can deselect (but hopefully not, see below)
3. Currently clicking a spell in the quickbar (or using alt+#) a second time deselects it (effectively the same as click the attack button). Remove that deselect behavior. On the rare blue moon when you actually selected a spell and decide to use melee instead you can just click on the big always visible "attack" button. Deselecting it is just a trap for when you accidentally click twice (or there is a keyboard/mouse issue).

QUOTE(ChosenUno @ Jul 14 2012, 05:21) *

A simple request:

Let us download all the graphics for Hentaiverse and then configure it so that the graphics be loaded from a local directory instead of using the servers to do it.

Currently, I have HV's image server mapped to localhost, and while I can't see any HV images, there is a big "responsiveness" difference.


It will really help yes.
Its a win-win because it lowers the bandwidth costs for HV as well.

QUOTE
I think melee players will appreciate the speed up more so than mages

Melee, ranged, it will help most for those on a shitty connection.
I hate it when I am stuck with a horribad connection and I can't even play HV due to how slow it is.

This post has been edited by mrttao: Jul 14 2012, 13:04
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post Jul 14 2012, 17:25
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MisterLemon



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Right now, Overcharge only fills up when attacking with your weapon. I think this favors melee classes too much. So, let's steal an idea from Final Fantasy X and give the player something new to change in Settings - Overcharge modes.

Through this new option, players can choose their preferred method of filling their Overcharge meters. Some examples.

Warrior (Default) - Damage an enemy with a Melee attack (5-10% per enemy hit)
Caster - Damage an enemy with a Magic attack (1-2% per enemy hit)
Physician - Heal thyself (1% for every 5% HP you heal)
Slayer - Complete a round (20% per round)
Tactician - Add a status effect to an enemy; renewing one before it expires doesn't count (5-10% per effect)
Stoic - Automatically fills with each turn (1% per turn)
Daredevil - Begin a turn with your HP below 50% (10% per turn)
Dancer - Evade or Resist an enemy attack (10% per successful evade/resist)
Rook - Parry or Block an enemy attack (10% per successful parry/block)
Savior - By being saved by Spark of Life (100% when revived)

The exact figures will need adjusting, of course.
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post Jul 14 2012, 17:59
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Death Grunty



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QUOTE(MisterLemon @ Jul 14 2012, 09:25) *

Right now, Overcharge only fills up when attacking with your weapon. I think this favors melee classes too much. So, let's steal an idea from Final Fantasy X and give the player something new to change in Settings - Overcharge modes.

Through this new option, players can choose their preferred method of filling their Overcharge meters. Some examples.

Warrior (Default) - Damage an enemy with a Melee attack (5-10% per enemy hit)
Caster - Damage an enemy with a Magic attack (1-2% per enemy hit)
Physician - Heal thyself (1% for every 5% HP you heal)
Slayer - Complete a round (20% per round)
Tactician - Add a status effect to an enemy; renewing one before it expires doesn't count (5-10% per effect)
Stoic - Automatically fills with each turn (1% per turn)
Daredevil - Begin a turn with your HP below 50% (10% per turn)
Dancer - Evade or Resist an enemy attack (10% per successful evade/resist)
Rook - Parry or Block an enemy attack (10% per successful parry/block)
Savior - By being saved by Spark of Life (100% when revived)

The exact figures will need adjusting, of course.

Surprisingly, I like this. (Although.. savior is useless, dancer too OP and stoic makes caster moot.)
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post Jul 14 2012, 18:05
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MisterLemon



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QUOTE(Death Grunty @ Jul 14 2012, 10:59) *

And stoic makes caster moot.)


You're forgetting that mages have AoE spells. That 1-2% bonus is given for each enemy damaged by a given spell. So against a group of five enemies, the amount would be anywhere between 0 and 10%, with central values being far more likely. For groups of ten enemies, 0 to 20%, with the chance of a 20% boost being exceedingly rare (all enemies would have to be hit, and all would have to give 2%).
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post Jul 14 2012, 20:20
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skillchip



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I like it, though it would definately need to be rebalanced.

My suggestion, make it so monsters can no resist/evade deprecating spells. We already have to deal with accuracy and curse-weaving.

Double the effect of focus/defend while in spirit mode.

This post has been edited by skillchip: Jul 14 2012, 20:21
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post Jul 14 2012, 21:53
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Ichy



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Can I has something to spend my 9 Aura points on? (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jul 14 2012, 22:24
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QUOTE(Ichy @ Jul 14 2012, 11:53) *

Can I has something to spend my 9 Aura points on? (IMG:[invalid] style_emoticons/default/tongue.gif)

Monster Auras?
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post Jul 14 2012, 22:35
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Ichy



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QUOTE(Maximum_Joe @ Jul 14 2012, 22:24) *

Monster Auras?

[s7.directupload.net] (IMG:[s7.directupload.net] http://s7.directupload.net/images/120714/temp/i4udxlkx.jpg)

Maybe Aura Points could be used to turn your Loli into a Boss and for more Points into a Legendary.

Frith would love this!" (IMG:[invalid] style_emoticons/default/happy.gif)

This post has been edited by Ichy: Jul 14 2012, 22:38
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post Jul 14 2012, 22:41
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QUOTE(Ichy @ Jul 14 2012, 14:53) *

Can I has something to spend my 9 Aura points on? (IMG:[invalid] style_emoticons/default/tongue.gif)


Wait...

There are 7 auras to spend Aura Points on.
Each Aura can receive 5 points.
You can spend 35 Aura Points in total.
You get your 35th Aura Point at Level 340.
350, 360, 370, 380, 390... 5 extra Aura points.

...

I'm stumped.
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post Jul 14 2012, 22:45
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Ichy



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QUOTE(MisterLemon @ Jul 14 2012, 22:41) *

Wait...

There are 7 auras to spend Aura Points on.
Each Aura can receive 5 points.
You can spend 35 Aura Points in total.
You get your 35th Aura Point at Level 340.
350, 360, 370, 380, 390... 5 extra Aura points.

...

I'm stumped.

... 5 Stars, 7 Stars and Catgirl Aura grants a Aura Point.

This post has been edited by Ichy: Jul 14 2012, 22:46
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post Jul 14 2012, 23:42
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New Bazaar Section: Adoption Center

I think it really sucks that in order to free up your monster lab slots from your unwanted creations, you have to drop 5 whole chaos tokens to do it. Of course, it prevents powerful custom monsters from being cut out from the bestiary by the bushel. But what if there were a way to free up slots AND keep the bestiary populated?

Enter the Adoption Center. If you want to get rid of a monster, but don't feel like using 5 Chaos Tokens to do it, you can instead set it to be put up for adoption. When you do this, the monster you put up shows up in the Adoption Center, but it doesn't leave your roster until it is actually adopted by another player.

In the Adoption Center, you can browse through all the monsters that have been put up for adoption. If you have an empty slot to fill, and you see one that you'd like to own, all you have to do is click on it and confirm your adoption. Just like that, ownership is transferred to you. The monster retains all of its stats and upgrades, and you also earn one free rename.

Obviously, adopting your own monsters is not allowed.

EDIT: Okay, maybe it should cost 1 Chaos Token to put your monster up for adoption. As long as it's significantly cheaper than deleting it.

This post has been edited by MisterLemon: Jul 14 2012, 23:55
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post Jul 15 2012, 00:19
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Just do away with no delete and raise the cap for it to somewher higher
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