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

 
post Sep 9 2012, 16:32
Post #5801
Colman



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QUOTE(ChosenUno @ Sep 9 2012, 22:14) *

Anti-parry / Anti-resist hath perks.

100 haths per level on the first level, +100 for each level after the first level, total 7-10 levels. Each level gives a reduction of 10% of the monster's parry/resist.
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post Sep 9 2012, 16:49
Post #5802
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no complete anti-parry/anti-resist plz

partially because it's practically the only defense monsters have against players now. enchants that reduce it by 30-50% are okay though
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post Sep 9 2012, 17:35
Post #5803
Ichy



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QUOTE(ChosenUno @ Sep 9 2012, 16:14) *

Anti-parry / Anti-resist hath perks.

100 haths per level, total 7-10 levels. Each level gives a reduction of 10% of the monster's parry/resist.

Should be an extra feature of the Damage Perk (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Sep 9 2012, 19:41
Post #5804
Lement



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Allow monsters to cast deprecating spells(Weaken, Slow, Silence, Sleep, Confuse(lol), Imperil, Blind, Nerf, Magnet, Lifestream, Stun, Bleed, Penetrated armor) with their skills.

Because of above and for rule of cool and great justice.

This post has been edited by Lement: Sep 9 2012, 19:43
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post Sep 9 2012, 20:47
Post #5805
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QUOTE(Lement @ Sep 10 2012, 01:41) *

Allow monsters to cast deprecating spells(Weaken, Slow, Silence, Sleep, Confuse(lol), Imperil, Blind, Nerf, Magnet, Lifestream, Stun, Bleed, Penetrated armor) with their skills.

Because of above and for rule of cool and great justice.

I think heal is good enough
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post Sep 9 2012, 20:49
Post #5806
Lement



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Even a full heal every time a skill is used may not be enough.
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post Sep 9 2012, 22:12
Post #5807
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Display potencies and upgrades in the floating popup when browsing through the Item World and Forge pages
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post Sep 9 2012, 22:30
Post #5808
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The battle scan information for your monster displayed in the monster lab would be nice (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Sep 9 2012, 23:38
Post #5809
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QUOTE(Lement @ Sep 9 2012, 11:52) *

mechafujoshi:
A good drop that removes curses would be interesting. You can hit monsters, but you cannot curse them.
A crap drop that does that- wtf shadowflake?

Which did you mean?


I meant the usual RPG mechanic where if you equip an unidentified item, it may turn out to be cursed, with negatives to damage/PABs/etc instead of pluses. In D&D, the player was considered to be psychologically compelled to use the item until someone else cast dispel curse on them; in computer games, it usually just sticks to you.

If the player only switches equipment out of combat, standard cursed items wouldn't add much to the game, since one could presumably always get them ID'd/removed.
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post Sep 9 2012, 23:52
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QUOTE(Tiap @ Sep 9 2012, 15:12) *

Display potencies and upgrades in the floating popup when browsing through the Item World and Forge pages

+1

Or just everywhere there is a mouseover equipment window. Having to open everything with C just to see upgrades is pretty annoying. Especially time remaining for shard effects.
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post Sep 10 2012, 10:10
Post #5811
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QUOTE(mechafujoshi @ Sep 10 2012, 04:38) *

I meant the usual RPG mechanic where if you equip an unidentified item, it may turn out to be cursed, with negatives to damage/PABs/etc instead of pluses. In D&D, the player was considered to be psychologically compelled to use the item until someone else cast dispel curse on them; in computer games, it usually just sticks to you.

If the player only switches equipment out of combat, standard cursed items wouldn't add much to the game, since one could presumably always get them ID'd/removed.

all equips dropped unidentified and their appraise cost is random between 1/100 to 1000 times of their (quality) bazaar value and has a good chance to be a cursed equips instead.
cursed equips makes plus regen into minus and already minus regen becomes doubled, also selling those equips is minus in credits instead.
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post Sep 10 2012, 12:21
Post #5812
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QUOTE(teeeen @ Sep 7 2012, 18:57) *

how about let the "Spelunker" do something with gain potential EXP

give additional EXP when player clear itemworld challenge >_<


This would be nice, I would train spelunker for a decent bonus to PXP on IW clears.
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post Sep 10 2012, 13:55
Post #5813
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Can we have some gambling in HV? Just as another credit sink, ya know. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Sep 10 2012, 18:32
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QUOTE(Evil Scorpio @ Sep 10 2012, 13:55) *

Can we have some gambling in HV? Just as another credit sink, ya know. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

daily pony race betting
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post Sep 10 2012, 18:46
Post #5815
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We already have gambling in HentaiVerse, it's called "Luck of the Draw" training (IMG:[invalid] style_emoticons/default/laugh.gif)

Spend your credits and hope the training pays off (IMG:[invalid] style_emoticons/default/ohmy.gif)
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post Sep 10 2012, 19:41
Post #5816
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I wouldn't call 'throwing money in a wishing well' a form of gambling... (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Sep 10 2012, 21:33
Post #5817
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An option to see equipments' base stats when you aren't logged in the HV and look at equipment popup instead of having to log in would be nice.

Gambling: We already have monster lab.
Anyhow, if you really want it there is always the old coin toss of removal of proficiency for extra chance to level.
Imagine how many times you'd have to grind equip to level 10 to get your, say, butcher from 9 to 10 if the 50% isn't in your favor.

This post has been edited by Lement: Sep 10 2012, 21:33
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post Sep 11 2012, 01:49
Post #5818
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Make monster lab bindings also roll on a table (similar to the grade materials tables) in order of utility:

Resist: <=500
PAB/prof/acc/defense/rare crit/rare edb: >500, <=750
crit/edb/rare damage: >750, <=1250
damage only: >1250


In addition to this:

Also, tokens spent on stuff other than Affection should influence binding chance. More tokens spent on monster stats = more binding chance. Halve the effect of PL-to-get-trolled-by-resist-binding on monsters to compensate.

Alternatively, cap binding drop chance at 50% and have players spend chaos tokens to "bias" monster material gathering towards grade materials or bindings, with a higher bias being more expensive (ie. same as current Chaos Token cost). Can be reversed by the same level of chaos tokens spent the other way ("undoing" a bias would take 20 tokens if there's 20 bias, 19 if 19, etc)

So people can end up choosing between 70/30 grademat/bindings or vice versa with a nominal amount of chaos tokens! For people who have "prize" monsters it's the perfect chaos token sinkhole let me tell you

This post has been edited by Bunker Buster: Sep 11 2012, 02:08
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post Sep 11 2012, 02:09
Post #5819
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QUOTE(Bunker Buster @ Sep 10 2012, 23:49) *
More tokens spent on monster stats = more binding chance

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post Sep 11 2012, 02:12
Post #5820
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QUOTE(Tiap @ Sep 11 2012, 02:09) *

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it's also the sound of frith being trolled

plus, consider the fucking BINDING ROLL TABLE man. you get to say goodbye to those resist binding losers at PL 500! and if you're a butt you could flood the market with slaughter/destro and drive down the price of damage bindings!!!

This post has been edited by Bunker Buster: Sep 11 2012, 02:15
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