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

 
post May 23 2013, 06:58
Post #8561
Teana Lanster



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QUOTE(pentiuminside @ May 23 2013, 01:41) *

Yes, I noticed the exact same thing. It's 4 attacks/sec for me too.
I'm quite sure the reason is because of some speed limit that was imposed with the patch.
The following goes for me playing HV at my CPU;

Before patch 0.76
In Chrome: maybe ~8 or ~12 attacks /sec (just a guess but it felt like at least 2 or 3 times faster than the 0.76 frequency)
In Firefox: maybe ~2 attacks /sec

After patch 0.76
In Chrome: 4 attacks /sec LIKE A FUCKING CLOCK
In Firefox: 4 attacks /sec LIKE A FUCKING CLOCK

This frequency nerf REALLY sucks. (IMG:[invalid] style_emoticons/default/sad.gif)
The only good thing about it is that I can now ditch chrome...


No hard feeling, always stay at 2-3 attacks / sec (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post May 23 2013, 19:25
Post #8562
Colman



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I think tenboro don't want to give us too much credit from HV as it may disturb the other part of the site. However, without sufficient trainning, HV players are doomed.

How about adding another form of credit, call it HV currency at the moment, which can be obtained in existing/new section in HV. However, it can only be used for training and cannot send through moogle mail. In case we have both credit and HV currency, trainning will always use HV currency first, then use credit when the HV currency is not sufficient.

Make the HV currency exclusive for trainning can prevent large amount of currency flow into the gallery/hath exchange/WTB/WTS sections, as well as the abuse of multiple accounts. The current credit gain can still stay the same, or be nerfed. As long as training become possible for most of the players, it should not have too many negative feedback.

Hope it help. (IMG:[invalid] style_emoticons/default/smile.gif)

edit: (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by Colman: May 26 2013, 06:28
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post May 23 2013, 20:11
Post #8563
Lement



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How would we pay for equips though if it can't be moogled?
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post May 23 2013, 20:27
Post #8564
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QUOTE(Lement @ May 23 2013, 18:11) *

How would we pay for equips though if it can't be moogled?


you would still get credits, he means on top of that you would get HV$.
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post May 23 2013, 20:34
Post #8565
HTTP/308



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QUOTE(Maximum_Joe @ May 22 2013, 22:57) *

This is also a partial bug list:

- The number of mastery points that can be acquired is kinda wonky; right now only donators of $500+ can unlock every slot. It's possible to lose out on either 2 Supportive Ability Slots or 1 Major Ability Slot (depending on the user's choice of distribution) otherwise.

I need 16-1 mastery points to unlock everything, but I can only have 4+9 mastery point.
So only Catgirl lv.3.

QUOTE(T_Starrk @ May 22 2013, 14:53) *

Yeah, but light really needed a buff, it was shit compared to heavy before, now it's a lot more even (heavy will still go farther in deep grindfest though). I'd like to compare a full power slaughter with my full fleet/SD but I don't have good enough slaughter for a comparison. Also I expect monster damage to be eventually corrected somewhat and at that point I'm probably gonna have to go back to dual wield or mace (or find some good leather of protection).

methink 1H/DW shade goes deeper than slaughter+estoc
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post May 24 2013, 00:09
Post #8566
Ichy



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Yup Shade got A LOT better. sadly my DW shit is rubbish so I cannot test how well a super fast DW build would work compared to good old Estoc.
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post May 24 2013, 12:20
Post #8567
elda88



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Add FASTER SILENCE ability
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post May 24 2013, 20:18
Post #8568
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We need a PBE.

I think the vast majority of tears and rage and grievances [because fuck you higher leveled people than think it's the same for us as it is for you] could've been avoided by having some testing environment. I guess it would be semi-complex, but it would need little more than some way to import a tester's current exp, stats, and inventory, access to the current list of monsters, and relatively similar functionality [i.e. RoB, Arenas, Grindfest, Item Worlds] that don't actually give rewards but in the case of RoB don't require tokens because this is a PBE.

I personally think discussing changes on the IRC is woefully inadequate because I'm quite sure you didn't offer the people there a chance to actually experience what you want to implement. I've seen rage threads on a ton of other F2P forums that are... 5 pages maximum. After... a week. It took 4 days for the 0.76 thread to reach 100+ pages. I don't know how many people play this game, but the one thing that all those F2Ps had in common was some testing environment to fine-tune changes and stuff.

So yeah.
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post May 24 2013, 22:50
Post #8569
Necromusume



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QUOTE(pentiuminside @ May 23 2013, 01:41) *

After patch 0.76
In Chrome: 4 attacks /sec LIKE A FUCKING CLOCK
In Firefox: 4 attacks /sec LIKE A FUCKING CLOCK

oh, did the curse which I uttered, in my bitterness, to the dark pony gods actually go through?

QUOTE(pentiuminside @ Jan 20 2013, 18:38) *

BWAHAHAHA!
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post May 25 2013, 00:42
Post #8570
Homicidalsage



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Critical hits should double proc weapon abilities like PA and bleeding wound so you gain 2 levels instead of 1 from critical hits

This post has been edited by Homicidalsage: May 25 2013, 00:42
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post May 25 2013, 07:11
Post #8571
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Maybe for casual players who are only looking for extra credits to pay for galleries there could be credit bonuses for hourlies if the system detects they haven't been in any other battle modes apart from hourlies in the last 24 hours something like

24 hours with no battles apart from hourlies gives you 1.5x credit bonus from hourlies
48 hours = 2x
72 hours = 2.5x
96 hours = 3x

And so on, capped at whatever seems reasonable and multiplier gets reset if the player decides to do any other battle mode apart from hourlies

Multipliers may be to high or low I just put them there as an example
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post May 25 2013, 07:16
Post #8572
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QUOTE(cavecricket48 @ May 24 2013, 13:18) *

I've seen rage threads on a ton of other F2P forums that are... 5 pages maximum. After... a week.

I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched c-beams glitter in the dark near the Tannhäuser Gate. All those moments will be lost in time, like tears in rain.
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post May 25 2013, 07:46
Post #8573
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So I know this was talked about on IRC, but here it is again.

Imperil should effect Holy/Dark, just like the rest of the elements. Why you ask? Holy/Dark already have an advantage over the elements when it comes to max resistances seen by monsters, but that advantage is so slight that denying Holy/Dark spells from benefiting fully from imperil, harms those mages greatly.

Currently, elemental mages can reduce a specific element by 100, and Holy/Dark mages by 50. Given that the average resistance ranges from 60.5 (dark) to 68 (elec) against max PL monsters, there is no huge innate benefit to going holy/dark over elemental, especially when abilities are able to bring elemental spells almost up to the same damage of holy/dark in the case of t1/2 and matching them in t3, but for some reason holy/dark spells cost more.

This post has been edited by skillchip: May 25 2013, 07:47
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post May 25 2013, 15:24
Post #8574
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It would be fun if there was another way to raise the morale of the monsters instead of having to feed them crystals. Everytime I go to purchase, someone already took those I wanted, again.

And also, the food for the monsters, would it be hard to make some being sold at the item shop? Or just a button in the Monster Lab that says ''Purchase Monster Food''?
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post May 25 2013, 15:50
Post #8575
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http://ehwiki.org/wiki/Item_Shop_Bot
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post May 25 2013, 15:59
Post #8576
Colman



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The current monster system make players need to play a lot, and play efficiently, to sustain their monster's moral. I guess its purpose is to control the total number of active monsters, and let monsters of inactive player die out automatically. Thus, the monsters trained by active players have increased chance to get into fights.

As a semi-active casual player, I find that it is hard to maintain the moral of my top 3 monsters. Some people have suggested increasing the drop rate of happy pill, but it may defeat the purpose of introducing the system.

I suggest give us a free happy pill feed everyday. If the free chance is not used, it is lost. So players can not stock up the free happy pill. This way the active players could at least maintain few of their monsters if they login to HV everyday.
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post May 25 2013, 19:54
Post #8577
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With the new changes, shatter strike doesn't feel on par with the other t3 skills

I mean really, only 5 targets, requires the PA on target to stun and barely does enough dmg by itself. Monsters usually just die from normal hits after the 3x PA is on them on not IWBTH, making shatter strike pretty useless. And if using a mace, it's just not useful at all with the mace's built in stun

Compared to frenzied blows, the damage is just about 1/3 of the total damage
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post May 26 2013, 05:10
Post #8578
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Health Gem Aura
You have a health gem in your possession. Smashing it will restore lost HP, but holding on to it to increase the chances of finding more uncommon items.

Mana Gem Aura
You have a mana gem in your possession. Smashing it will restore lost MP, but holding on to it to increase the chances of finding more crystals.

Spirit Gem Aura
You have a Spirit gem in your possession. Smashing it will restore lost SP, but holding on to it to increase the chances of finding more equipment.

Mystic Gem Aura
You have a Mystic gem in your possession. Smashing it will grant channeling, but holding on to it to double the chances of finding prefixed equipment.
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post May 26 2013, 05:38
Post #8579
cavecricket48



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QUOTE(Anomtai @ May 25 2013, 23:10) *

Health Gem Aura
You have a health gem in your possession. Smashing it will restore lost HP, but holding on to it to increase the chances of finding more uncommon items.

Mana Gem Aura
You have a mana gem in your possession. Smashing it will restore lost MP, but holding on to it to increase the chances of finding more crystals.

Spirit Gem Aura
You have a Spirit gem in your possession. Smashing it will restore lost SP, but holding on to it to increase the chances of finding more equipment.

Mystic Gem Aura
You have a Mystic gem in your possession. Smashing it will grant channeling, but holding on to it to double the chances of finding prefixed equipment.


I feel like this would fix the "use the gem you got now USEITUSEITUSEITUSEIT" mentality that I personally have, but I dunno if other people have it. I mean, it's completely logical to immediately use a gem because you immediately have the chance to get another one, but...
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post May 26 2013, 08:41
Post #8580
watisthis



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QUOTE(cavecricket48 @ May 25 2013, 23:38) *

I feel like this would fix the "use the gem you got now USEITUSEITUSEITUSEIT" mentality that I personally have, but I dunno if other people have it. I mean, it's completely logical to immediately use a gem because you immediately have the chance to get another one, but...


Only gem with "USEITUSEITUSEITUSEIT" should be spirit and hp, mana and mystic should be saved cause they're pretty damn good if you wait to use it for maximum effectiveness
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