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

 
post Sep 7 2012, 16:23
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Ichy



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QUOTE(Colman @ Sep 7 2012, 16:19) *

How about removing the credits gain from battle beside the bonus from clearing arenas. To balance thing out, increase the price for selling gears to bazaar.
I think this could reduce a lot of junk gear in WTS, and it is easier for Tenboro to get the correct amount of credits generated by HV per day.

And then Grindfest was...
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post Sep 7 2012, 16:25
Post #5742
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Colman: That would mean no credit multiplier for higher difficulties though.
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post Sep 7 2012, 16:45
Post #5743
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QUOTE(Lement @ Sep 7 2012, 22:25) *

Colman: That would mean no credit multiplier for higher difficulties though.

Higher quality item sell for higher price. So play in higher difficulty still have better return per round.
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post Sep 7 2012, 16:57
Post #5744
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QUOTE(Colman @ Sep 7 2012, 16:45) *

Higher quality item sell for higher price. So play in higher difficulty still have better return per round.

And how will new players do this? Thy can only play low difficulty settings and get only shit because they have no trainings.
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post Sep 7 2012, 17:07
Post #5745
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QUOTE(Ichy @ Sep 7 2012, 22:57) *

And how will new players do this? Thy can only play low difficulty settings and get only shit because they have no trainings.

HV never give enough credits for low level players. (IMG:[invalid] style_emoticons/default/tongue.gif) This could somehow encourage (by force) new player to power leveling (and addict to HV).

This post has been edited by Colman: Sep 7 2012, 17:08
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post Sep 7 2012, 17:24
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You hope making lower levels more difficult attracts more new players?
Well, consider this: Before I found forums, the best body slot I found was crude. Plate. For a mage. From Bazaar. My long-term goal was full fine.

It is still the best crude I've seen (IMG:[invalid] style_emoticons/default/biggrin.gif). But I think you underestimate and stuff. IWBTH already gives some unknown value of quality boost. But because it is unknown and will be, it won't be any more attractive/forced to play on that, especially given the drain on pots with fine/crude gear.

As for power leveling? Well...Monster stats only start giving drop bonus(by old info) when powerlevel is 500 or above. Meaning player has to be 200+. Now try imagine facing Eila and bros, at 200, with full set of mismatch of fine and average pieces.

Money-wise, powerleveling makes player relatively weaker.
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post Sep 7 2012, 17:25
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QUOTE(Colman @ Sep 7 2012, 10:19) *

I think this could reduce a lot of junk gear in WTS, and it is easier for Tenboro to get the correct amount of credits generated by HV per day.



Is there a quota or something?
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post Sep 7 2012, 18:02
Post #5748
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QUOTE(amped @ Sep 7 2012, 23:25) *

Is there a quota or something?

no, I guess.

QUOTE(Lement @ Sep 7 2012, 23:24) *

You hope making lower levels more difficult attracts more new players?
Well, consider this: Before I found forums, the best body slot I found was crude. Plate. For a mage. From Bazaar. My long-term goal was full fine.

You think it make lower levels more difficult. I believe you start HV very recent. In the old days (not too long ago indeed, since I have just started it last November), the equipment could sell a much higher price to bazaar. In compare to 3-6 credits per monster in normal, credits from selling gear is not that bad, even for crude gears. In case credits gain from battle is removed. The bazaar value should be increased (unless tenboro want to greatly reduce the credit generation), so low level should not be affected (too much) if the rate of gear pricing is adjusted right.

This post has been edited by Colman: Sep 7 2012, 18:11
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post Sep 7 2012, 18:16
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QUOTE(Colman @ Sep 7 2012, 16:19) *

How about removing the credits gain from battle beside the bonus from clearing arenas. To balance thing out, increase the price for selling gears to bazaar.
I think this could reduce a lot of junk gear in WTS, and it is easier for Tenboro to get the correct amount of credits generated by HV per day.

no
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post Sep 7 2012, 18:18
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QUOTE(Colman @ Sep 7 2012, 18:19) *

How about removing the credits gain from battle beside the bonus from clearing arenas. To balance thing out, increase the price for selling gears to bazaar.
I think this could reduce a lot of junk gear in WTS, and it is easier for Tenboro to get the correct amount of credits generated by HV per day.

(IMG:https://forums.e-hentai.org/uploads/post-329682-1342736489.png)
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post Sep 7 2012, 18:21
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QUOTE(Colman @ Sep 7 2012, 23:02) *

no, I guess.
You think it make lower levels more difficult. I believe you start HV very recent. In the old days (not too long ago indeed, since I have just started it last November), the equipment could sell a much higher price to bazaar. In compare to 3-6 credits per monster in normal, credits from selling gear is not that bad, even for crude gears. In case credits gain from battle is removed. The bazaar value should be increased (unless tenboro want to greatly reduce the credit generation), so low level should not be affected (too much) if the rate of gear pricing is adjusted right.


Let's go with an analogy:

How about we remove your wage, and instead let you depend solely on your new bonus, with an unknown increase in amount?

Does that work?
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post Sep 7 2012, 18:22
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i mean, there's stuff like item world for that you know
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post Sep 7 2012, 18:23
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Or, you know, we could go back to the old drop rate and equipment values, since they were perfectly fine.
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post Sep 7 2012, 18:37
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QUOTE(Tiap @ Sep 7 2012, 18:23) *

Or, you know, we could go back to the old drop rate and equipment values, since they were perfectly fine.

oh man 5 credits per fight and 3000 credits per day and training still cost hundreds of millions
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post Sep 7 2012, 18:42
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QUOTE(Tiap @ Sep 7 2012, 11:23) *

Or, you know, we could go back to the old drop rate and equipment values, since they were perfectly fine.

The old values were dependent on the equipment's level. Since they auto-scale to player level now, that would be easily exploited.
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post Sep 7 2012, 18:47
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QUOTE(hitokiri84 @ Sep 7 2012, 18:42) *

The old values were dependent on the equipment's level. Since they auto-scale to player level now, that would be easily exploited.

if they gain a hidden equipment level when dropped?
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post Sep 7 2012, 18:49
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QUOTE(Ichy @ Sep 7 2012, 18:47) *

if they gain a hidden equipment level when dropped?


I thought that would work too but there is a problem with equipment coming from the shrine.
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post Sep 7 2012, 18:57
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QUOTE(danixxx @ Sep 7 2012, 18:49) *

I thought that would work too but there is a problem with equipment coming from the shrine.

Hidden levels for Trophies?
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post Sep 7 2012, 19:15
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QUOTE(Ichy @ Sep 7 2012, 11:57) *

Hidden levels for Trophies?

You sure you want that? Just a guess, but I'm thinking they would be marked as levels 50 and 75 respectively, if this were to actually happen (match RoB.) You'd probably end up with worse overall value than you have now.

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post Sep 7 2012, 19:34
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QUOTE(hitokiri84 @ Sep 7 2012, 19:15) *

You sure you want that? Just a guess, but I'm thinking they would be marked as levels 50 and 75 respectively, if this were to actually happen (match RoB.) You'd probably end up with worse overall value than you have now.

Nah Im meant it that way: if a level 400 guy gets a trophy dropped it will have level 400 and will generate a piece of Equipment with hidden level 400.
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