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[Suggestion] A few requests, Can we has... |
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Dec 20 2012, 17:41
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Coma
Group: Members
Posts: 1,575
Joined: 16-September 08

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Make IA slots tied with Equipment Set, just like Quick Cast slots did.
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Dec 20 2012, 22:52
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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when switching gear, convert current HP/MP/SP from absolute numeric value to % of max and keep the same % after new max is calculated for new gear.
At the moment switching gear around causes loss of MP/HP/SP. I often need to swap sets and every such swap causes a hit
This post has been edited by mrttao: Dec 20 2012, 22:53
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Dec 20 2012, 23:03
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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QUOTE(eovcoo5 @ Dec 20 2012, 15:33)  17 win 3 kill got a LOW wood
How about when chance to get a gift surpasses 100% it start logarithmically increasing the chances to get better materials?
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Dec 21 2012, 05:48
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HTTP/308
Group: Catgirl Camarilla
Posts: 1,087
Joined: 8-April 10

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QUOTE(Lement @ Dec 21 2012, 05:03)  How about when chance to get a gift surpasses 100% it start logarithmically increasing the chances to get better materials?
Low-PL's gift benefits should be vastly reduced, not further boosted.
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Dec 21 2012, 09:07
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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People are leveling too fast and this is because of Powerlevel Bonus! So remove it! But at the same time add a new Aura which grants 20% Powerlevel EXP for each level. With Aura level 5 you are back to what it is now. Also spice up ALL Auras including the hath perk ones. Back then when I started it was a tough choice which Aura to pick... maybe grant a little ingame Bonus for the very high level donation Auras. Preferably something silly but fun (IMG:[ invalid] style_emoticons/default/tongue.gif) A change to Pots: Spice up Heath Pots even more. I suggest they grant a One time heal followed by a regeneration effect comparable to Regen 1. Also increase the sell price for Mana pots so people will think about selling the Mana pots and actually use the HP ones. Remove Great Stamina!Instead add rare EXP Pots. Great Stamina makes everything too easy. people should work for their first time clears on high settings not just nuke everything with great status. Exp Pots should obviously work for X rounds not turns. Maybe allow to go above 100 Stamina now. 10 for every Gold star sounds fair. Also add a Extra roll for Rare Loot. Starting from PL 1000 you get a 5% chance to get a extra rare material additional to the normal loot it brings. 5% more for every 100 Levels from now on. This will only work once each day.
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Dec 21 2012, 09:47
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changffx
Group: Members
Posts: 139
Joined: 29-May 10

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The mana potion's reply ratio is too low Can upgrade to double or triple? Recently spirit Monster's resist ability is too high Cause Magician's magical hit rate is reduced Make the consumption of mana potions to over
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Dec 21 2012, 10:05
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Zero Angel
Group: Gold Star Club
Posts: 11,314
Joined: 29-December 07

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QUOTE(Ichy @ Dec 21 2012, 15:07)  People are leveling too fast and this is because of Powerlevel Bonus! So remove it! But at the same time add a new Aura which grants 20% Powerlevel EXP for each level. With Aura level 5 you are back to what it is now.
It's pretty obvious that Tenboro wants people to level up faster. Look at all the changes increasing EXP. I guess it would be a reason to add Lvl 300+ skill trees, he said there was no sense making them before when there were only 3 people at that level.
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Dec 21 2012, 10:08
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Rei-Tenshi @ Dec 21 2012, 10:05)  It's pretty obvious that Tenboro wants people to level up faster. Look at all the changes increasing EXP.
I guess it would be a reason to add Lvl 300+ skill trees, he said there was no sense making them before when there were only 3 people at that level.
yeah but now it is too easy if you ask me. People reach endgame content without even playing that much.
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Dec 21 2012, 10:18
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Zero Angel
Group: Gold Star Club
Posts: 11,314
Joined: 29-December 07

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QUOTE(Ichy @ Dec 21 2012, 16:08)  yeah but now it is too easy if you ask me. People reach endgame content without even playing that much.
I guess now is a good time to add those Lvl 300, 350, 400, 450 Skill Trees/Arenas. (IMG:[ invalid] style_emoticons/default/smile.gif)
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Dec 21 2012, 10:33
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changffx
Group: Members
Posts: 139
Joined: 29-May 10

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In addition,I hope that the abilities of the page can add some area of effect's deprecating magic. For example,Slow,Weaken,Sleep,Confuse,Imperil,Silence and MagNet.
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Dec 21 2012, 10:40
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Rei-Tenshi @ Dec 21 2012, 10:18)  I guess now is a good time to add those Lvl 300, 350, 400, 450 Skill Trees/Arenas. (IMG:[ invalid] style_emoticons/default/smile.gif) My guess is this will happen when he revamps the Skilltree.
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Dec 21 2012, 11:06
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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HTTP: That's why I said logarithmically. Let's see, the value ratio is 1: 20: 250 for LG/MG/HG. Hm, it is a bit burdensome to create balanced one with that...So, how about root(gift chance over 100%)% increase in PL when calculating gifts? At it's best one would do it with level 249(no highs to highs) monster, but waiting twice as long as normal makes it give you 0.0239 high/0.5 mid/0.4761 low, which is a value of 16.4511 over 10.475. Variations, waiting 50% more one'd be looking at 14.88, which is better ratio, or 11 times as long(1100%) 18.3740713734, which is worse. Or if you're hypothetical bunko with level 249 monster getting mats twice a day, you'd come back to 73048% gift chance after 100 years, resulting in whopping 77.75223313 value. Basically, it encourages monsters to be checked less, thus saving http requests yet doesn't overly boost them in even the best scenario. A PL 499 would get 85.275 over 72.75 by waiting twice as long, nowhere near as big increase.
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Dec 21 2012, 12:27
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HTTP/308
Group: Catgirl Camarilla
Posts: 1,087
Joined: 8-April 10

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QUOTE(Lement @ Dec 21 2012, 17:06)  HTTP: That's why I said logarithmically. Let's see, the value ratio is 1: 20: 250 for LG/MG/HG. Hm, it is a bit burdensome to create balanced one with that...So, how about root(gift chance over 100%)% increase in PL when calculating gifts? At it's best one would do it with level 249(no highs to highs) monster, but waiting twice as long as normal makes it give you 0.0239 high/0.5 mid/0.4761 low, which is a value of 16.4511 over 10.475. Variations, waiting 50% more one'd be looking at 14.88, which is better ratio, or 11 times as long(1100%) 18.3740713734, which is worse. Or if you're hypothetical bunko with level 249 monster getting mats twice a day, you'd come back to 73048% gift chance after 100 years, resulting in whopping 77.75223313 value. Basically, it encourages monsters to be checked less, thus saving http requests yet doesn't overly boost them in even the best scenario. A PL 499 would get 85.275 over 72.75 by waiting twice as long, nowhere near as big increase.
The problem is that N lower PL will be definitely > 1 higher PL in all aspects
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Dec 21 2012, 12:51
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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That issue is already true - in fact, what I mentioned would boost higher PLs more due difference between mid-grade and high grade being greater than difference between low-grade and mid-grade.
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Dec 21 2012, 22:05
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Lets increase the minimum power level seen at higher difficulty, and have it scale with player level
And on IWBTH, get rid of the whole once every ten rounds rule!
This post has been edited by skillchip: Dec 21 2012, 22:10
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Dec 21 2012, 22:17
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Thot
Group: Gold Star Club
Posts: 1,637
Joined: 15-April 08

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QUOTE(skillchip @ Dec 21 2012, 21:05)  And on IWBTH, get rid of the whole once every ten rounds rule!
While we're at it, remove the once per round rule on IWBTH. inb4 ten Eilas per round.
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Dec 21 2012, 22:19
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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Thot: How long until we see: "Eila hit me 100 times this turn?"
This post has been edited by Lement: Dec 21 2012, 22:20
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Dec 21 2012, 22:32
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Actually there was nothing wrong with 'can meet everything at level 200' (IMG:[ invalid] style_emoticons/default/tongue.gif) Problem is the huge jump in difficultly because of them. Starting from level 180 or so onwards you should have a very small chance to meet one of them. From here on the chance to meet a high PL increases so people will get used to it.
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Dec 21 2012, 22:55
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Sushilicious
Group: Catgirl Camarilla
Posts: 10,384
Joined: 21-October 10

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HentaiVerse 0.72: The Better Version
Tenboro: Due to a large number of people complaining about the difficulty jump from 199 to 200, I decided to bridge the gap and make it easier for players to adapt...
199'ers: Yay.
Tenboro: ...There is now no correlation between player level and monster level. This basically means that you can encounter everything regardless of PL starting at character level 0.
501: Oh hell yes, time to have a field day. Teehee.
199'ers: Dafuq?
0's: .........
Seasoned 200+'ers: LOL
Tenboro: gg gl hf
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Dec 21 2012, 23:01
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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That would make creating high PLs definitely more attractive.
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