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

 
post Apr 16 2011, 10:32
Post #881
Ichy



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QUOTE(Tenboro @ Apr 16 2011, 09:56) *

CODE
if( in_array($loot_slottype, array('1handed', '2handed', 'staff')) && ($quality > 0.5) )


Heh.. I just noticed that Katana and Wakizashi are excluded from that, since they have a special slot type. Whops. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Please again for dumb people like me (IMG:[invalid] style_emoticons/default/wacko.gif)
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post Apr 16 2011, 10:44
Post #882
buktore



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I'm pretty sure he mean that Eth Katana and Waki was never be able to drop...
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post Apr 16 2011, 10:57
Post #883
Ichy



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Oh...
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post Apr 16 2011, 11:30
Post #884
eovcoo5



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Can we have this function (IMG:[invalid] style_emoticons/default/unsure.gif) ?

think it's useful for everyone


Attached Image
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post Apr 16 2011, 16:35
Post #885
buktore



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This is not a request, but just some of my stupid, random thought about 'what I'd do or change in HV if I'm able to' that might give some idea ... No, I'm not talking about boost melee and nerf mage; most are general stuff..

....
  • Mobs drop credits and less consumable... It's ridiculous that the main purpose of potions are for sale.
    .
  • Remove Spark from the game entirely; it make everything stupid.
    .
  • Likewise, remove or change the stupid monster skill that do 20k damage in one hit.
    .
  • Have, at most, 3 difficulty level... It can be done by using more brain and less herp-derp.
    .
  • Change AoE spells properties to suits their namesake. Example: Tier.1 spells hits a 'cluster' of enemy (IE: 5 max), Meteor hits random monster slot for x times, Chain Lightning bounce from one monster to the next with less damage for x times or until missed or resisted, etc. ... Current mage gameplay right now is so... uninspired. (IMG:[invalid] style_emoticons/default/sleep.gif)
    .
  • Boost RoB boss and challenge. Ban or Regulated the amount of 'Crystal Meth' like consumable people could carry in. And... (read below)
    .
  • Integrated RoB into Arena; EX: [End Game] > [Real Life/Something] > [Twisted Plots] ... You can't go further until you beat the Arena 'guardian' ...
    .
  • Give a small to moderate Parry to ALL non-staffs weapons that didn't have it yet. It's dumb that, given the same cloth to wear, a Katana-wielding Samurai have the same defensive capability as a stick carrying Mage...
    .
  • Put more emphasize into gears or change supportive spells to work in conjunction with players equipment; my Shield spell give more absorbs than my whole armor combined, and the AC/Heart give more Crit than most weapons... The game have too much reliance on magic and the amount of mana you have, not how you build your char and the thing you wear.


That's it for now....


PS. Yeah, I was bored. (IMG:[invalid] style_emoticons/default/heh.gif)
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post Apr 16 2011, 17:24
Post #886
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I have one idea.

When we click on trophy in shrine , we get multiple option for equipment. Like 1 handed , 2 handed , cloth , light , heavy & shield.


It is possible to do this type of option for Artifact.
Like

Option 1:- In this you can get basic reward like Ability point, Hath & primary stat.

Option 2:- In this you can get Crystals of any type.


Option 3:- In this you can get Rare Items but in double quantity as compare to now.

For above option you can give name which you want.

I am just giving Idea. Don't take it serious. If you want then accept else forget.

Cheers
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post Apr 16 2011, 17:34
Post #887
hgbdd



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QUOTE(brent1 @ Apr 16 2011, 16:24) *

Option 2:- In this you can get Crystals of any type.
I really like this option (IMG:[invalid] style_emoticons/default/smile.gif)

@buktore: But... but... I like potions, sparky, and idiotic powerful attacks (IMG:[invalid] style_emoticons/default/sad.gif)
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post Apr 17 2011, 11:55
Post #888
coredumperror



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QUOTE(buktore @ Apr 16 2011, 07:35) *
Remove Spark from the game entirely; it make everything stupid.

Likewise, remove or change the stupid monster skill that do 20k damage in one hit.

I agree with this to some degree. The fact that the ONLY way to survive certain attacks (Puff of Logic, for instance) requires Spark of Life is pretty annoying. I guess it's nice that it does make your Spirit bar meaningful, when it would otherwise be totally useless to almost everyone, but I'm sure there's a better way to improve on it's usefulness than Spark of Life.

QUOTE(buktore @ Apr 16 2011, 07:35) *
Have, at most, 3 difficulty level... It can be done by using more brain and less herp-derp.

I completely disagree here. I only recently discovered the real value of the tiered nature of the difficulty settings. As you gain more levels, get better equipment, and grind out higher base profs, you start becoming dramatically more and more powerful than the enemies you face. At my level, the game is boringly easy on Normal, and I've developed to the point where playing Arenas and IW on Nightmare is the perfect fit for me. Playing on Herioc works, but I get less EXP and credits and Nightmare isn't significantly harder. However, Hell is too hard for everyday play, so Nightmare is perfect.

If you could only choose from Normal, Hard, and Insane (IWBTH), there wouldn't be any gradual stepping up of the difficulty as you realize that you've getting more powerful, and capable of fighting stronger monsters. It would be too scary to try playing on Hard, even when you're getting bored of Normal, because there's no stepping stone difficulties to try out to see if you're powerful enough.

QUOTE(buktore @ Apr 16 2011, 07:35) *
Integrated RoB into Arena; EX: [End Game] > [Real Life/Something] > [Twisted Plots] ... You can't go further until you beat the Arena 'guardian'

This is a terrible idea. The Gods are just that... Gods. They aren't anywhere near the same difficulty class as Boss monsters, or even Legendaries. They have been specifically designed to be optional challenges, not huge cockblocks that stop players from participating in the fun challenges that characters of their level deserve.

QUOTE(buktore @ Apr 16 2011, 07:35) *
Give a small to moderate Parry to ALL non-staffs weapons that didn't have it yet. It's dumb that, given the same cloth to wear, a Katana-wielding Samurai have the same defensive capability as a stick carrying Mage...

Put more emphasize into gears or change supportive spells to work in conjunction with players equipment; my Shield spell give more absorbs than my whole armor combined, and the AC/Heart give more Crit than most weapons... The game have too much reliance on magic and the amount of mana you have, not how you build your char and the thing you wear.

Generally, I disagree about 2H weapons having parry. There has to be a significant defensive disadvantage to using a 2H weapon over a 1H; 2H's are sooo much more powerful, mostly due to of Domino Strikes. I think Tenboro has done an excellent job in balancing the power and defense of the wide variety of melee styles in HV.

However, I totally agree about equipment. The differences between heavy plate and silk, in terms of defensive bonuses, feel much too small. Especially at higher levels, where the Physical Absorption stat is essentially meaningless, Plate just totally loses compared to gear with high evasive stats.

As for magic, mages being able to proc Channeling almost on demand just gives them an extremely large advantage in terms of longevity. I have spent maybe 500 mana on each of Regen, Arcane Meditation, and Spark of Life in the last WEEK, while melee characters need to rely heavily on RNG to get Mystic Gems if they want to avoid the costs of these extremely expensive buff spells.

This is most obviously evidenced by the fact that Bunko was (rightfully) very proud to have gone over 1300 rounds in Grindfest as a melee build... yet Ichy, a mage, went 5000 rounds in one Grindfest without breaking a sweat, and then 8500 rounds in the next.


Anyway, that's my respose to Buktore. Here's why I came to this thread in the first place:

1) I'd like to suggest that the standard player auras be slightly improved. Mostly I'm worried about the Green and Blue auras, as their Physical and Magical defense bonuses are, in a word... worthless. Except for the fact that very low level players benefit greatly from Green aura's 2 points of physical absorption (though that's been nerfed by the "you always take 1 pt of dmg" change), it would make much more sense to have those auras provide a %-based defense. Perhaps to balance out the fact that %-based defenses are less powerful at low levels, the aura could provide both flat Absorption and % Mitigation. The flat absorption is meaningless at high levels but good at low, and visa verse.

If nothing else, please fix the typos in the Orange and Violet aura's hit bonuses. They've been missing the % symbol since as far back as I can remember.

2) I realize that this would require some significant editing to the UI, but there really isn't enough room in the Buff and Debuff bars for all the effects that can be active at once. When I've got all the supportive spells running on me, plus Regen II, and then Channeling procs, or I have an elemental gem active, I can't tell what all my buffs are. Thank goodness for Spark's color-change effect on the Health Bar, or it might be impossible to tell if the effect is active.

And for Debuffs, I find myself constantly applying more debuffs to Boss-level+ monsters than will fit on the Debuff bar. Slow + Weaken + Blind + Nerf + Poison + spell debuff (like Searing Skin) + Coalesced Mana/Ether Theft is too much to fit on the bar, which means that the one with the longest remaining duration can't be seen. And this will just get worse at level 250, when I learn 2 more useful Deprecating spells (Lifestream and MagNet).


Holy crap this turned into a wall of text. Sorry about that.

tl;dr verson:
Auras could be better, especially their defensive stats.
Please add more buff and debuff slots.
The difficulty system is awesome.
Plate gear doesn't seem strong enough compared to silk.
Spark being absolutely required against certain monsters is annoying.

This post has been edited by coredumperror: Apr 17 2011, 11:59
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post Apr 17 2011, 12:37
Post #889
buktore



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My thinking (which is applied to any game, not just HV) about the 1-Shot kill mobs attack (and this is after all the buff+dubuff) is that it necessitate to have a skill that make you not die, and that kind of skill is prone to be abused in a way that brake the gameplay in some way.

QUOTE
Have, at most, 3 difficulty level
.....
I completely disagree here.

My point is that the game need a HUGE re-balanced to fit these 3 difficult settings. Not the current game with some difficulty level removed. It require a lot of good thinking and efforts (brain) in order to make it happens and not balanced the game for 1 difficulty setting and then scaled it up (herp-derp difficulty scaling) ... It will never happen, and hence, it's not a request.

QUOTE
Integrated RoB into Arena
.....
This is a terrible idea.

People (me, at least..) need goals and challenge in game for it to be fun. The Gods used to be very difficult, yes, so it was appropriate to have them as optional challenge. But with recent change, theirs ... what should I say... 'Awe Inspiring' factors has been reduced significantly over the last few patchs...

Also, I'm not request for the current bosses to be in there (see 'Something'), it could be something entirely new.

QUOTE
Generally, I disagree about 2H weapons having parry. There has to be a significant defensive disadvantage to using a 2H weapon over a 1H

I used to say this once somewhere... 'Melee is fine on its own' ... So yes, it stupid to give it parry if compared to 1H.

But there's no advantage using 2H instead of staffs and cast AoE ... It's heavier, have huge interference, attacks sucks compared to what you do when using staffs (IE: Maging), and use it while maging gives no real-world advantage over using staffs, and no difference in defensive capability whatsoever.

So, what is their good point? ... enlarge user's penis, perhaps?

This post has been edited by buktore: Apr 17 2011, 12:42
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post Apr 18 2011, 19:18
Post #890
Uchiha Madara 5



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[1st Suggestion] :
Replace Old Montage to New Montage

Remove old montage it's useless add new montage it's like item world You can enter 10 item in one day & 5-10% more chance to gain proficiency
& when you win round it's gain random any proficiency

You are victorious!
You gain 0.06 points of staff proficiency
GO DEEPER INTO MONTAGE


i think it's perfect replacement Old useless Montage the basic concept of old montage is build proficiency & new Montage is also based on same concept & it's very useful then old one


[2ed Suggestion] :

Add More Ring of Blood Challenges

on level 150, 200, 250 ,300 Clear Bonus 250-400k* less or more but Difficulty is much harder & entry Cost also high in one Ring of Blood Challenges 2-3 Boss with 1-2 Legendary or Gods

OR

Just Reset the Clear Bonus of Ring of Blood Challenges on year end or new year



It's Just a Suggestion don't take it seriously


This post has been edited by ROHAN55555: Apr 18 2011, 19:20
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post Apr 19 2011, 00:24
Post #891
Ichy



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QUOTE(ROHAN55555 @ Apr 18 2011, 19:18) *


Add More Ring of Blood Challenges

I think there will be more RoB Challenges when we are able to create Legendary monsters.
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post Apr 19 2011, 03:22
Post #892
coredumperror



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Would it be possible to make HV do an auto-login when clicking on an Equipment link?

I play HV in Chrome but browse the forums in Firefox. Clicking on Equipment links in the forum almost always leads to a "You must be logged into the HentaiVerse to view this page" error. I have to go to hentaiverse.org to auto-login, and then press Back and Refresh... which is really annoying to have to do almost every time I click an equipment link.
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post Apr 19 2011, 04:48
Post #893
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i have the same problem as well, would like to see this feature implemented
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post Apr 19 2011, 10:26
Post #894
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QUOTE(coredumperror @ Apr 17 2011, 02:55) *

As for magic, mages being able to proc Channeling almost on demand just gives them an extremely large advantage in terms of longevity.

I've mentioned this before, but it is worth repeating.
Partial solutions: remove the ability to proc coalesced mana from magic missile.
Replace it with an effect that does the exact same thing in regards to mana cost reduction, but cannot be turned into Channeling.
It wouldn't have any effect in regards to grindfest survival and possibly little effect in regards to overall survivability, but it would prevent mages from just facerolling every arena/challenge.

This post has been edited by Boggyb: Apr 19 2011, 10:27
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post Apr 19 2011, 10:38
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Having the elemental spike shields trigger the elemental debuffs on mobs would be fun.

Also a way to control when Innate Arcana turns itself on/off would be nice.
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post Apr 19 2011, 10:55
Post #896
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More Suggestions about Monster Lab:
For every kill it will generate an ear (IMG:[invalid] style_emoticons/default/happy.gif) This is a trophy exchangeable at the shrine for a random number of random crystals.
Higher level people will drop higher level ears ---> more crystals.
Obviously you can`t drop a ear for yourself.

For every winning battle they are in there is a small chance (10%?) to find loot. This will be a potion or in rare chases a equipment drop.
Higher level people will have a higher chance to drop equipment and will also have a higher loot quality Bonus.
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post Apr 19 2011, 18:12
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QUOTE(Ballistic9 @ Apr 19 2011, 09:38) *

Having the elemental spike shields trigger the elemental debuffs on mobs would be fun.

They already do this...
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post Apr 19 2011, 19:22
Post #898
coredumperror



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QUOTE(Boggyb @ Apr 19 2011, 01:26) *

Partial solutions: remove the ability to proc coalesced mana.
It wouldn't have any effect in regards to grindfest survival and possibly little effect in regards to overall survivability, but it would prevent mages from just facerolling every arena/challenge.

Why would that nerf Mage Power in arena? I never proc Coa from MM except on the early single-monster rounds. I proc Channeling from MM all the time, but very rarely Coa.
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post Apr 19 2011, 19:24
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QUOTE(Sayo Aisaka @ Apr 20 2011, 00:12) *

QUOTE(Ballistic9 @ Apr 19 2011, 16:38) *

Having the elemental spike shields trigger the elemental debuffs on mobs would be fun.
Also a way to control when Innate Arcana turns itself on/off would be nice.

They already do this...


I mean trigger them to explode.

Like say a mob has Deep Burns (Elec), and it hits you when you have Flame Spikes up. Boom!

This post has been edited by Ballistic9: Apr 19 2011, 19:25
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post Apr 20 2011, 05:10
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QUOTE(coredumperror @ Apr 19 2011, 10:22) *

Why would that nerf Mage Power in arena?

On normal difficulty arenas through 190, it probably wouldn't.

QUOTE(coredumperror @ Apr 19 2011, 10:22) *

I never proc Coa from MM except on the early single-monster rounds. I proc Channeling from MM all the time, but very rarely Coa.

Which reminds me: Don't let MM proc channeling either.

This post has been edited by Boggyb: Apr 20 2011, 05:10
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