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> HV Suggestions 0.90, Let's keep using this thread for 0.90 as well - starting Aug 2022

 
post Nov 16 2021, 09:46
Post #281
Kinights



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Imo, the only real problem with the monster system is how high PL monsters appear too often in battle, while low PL ones barely get any time to shine. When I got to around lvl 200 in Isekai, I began meeting the usual names, which is nice because better drop rates, but is bad because there's barely any funny names to meet in endgame.

I have made a suggestion for this on the old thread iirc, so that lower level players would be restricted to meeting monsters of a certain lvl cap, like a lvl 300 player can only fight monsters up to PL 1500.

Another would be to restrict monster PL according to difficulty, so monsters with PL 2000+ can only be found when played on PFUDOR and etc, but there's problems with these as well.

Maybe the biggest issue is how chaos upgrades don't impact monster PL.

If players could get more benefits for taking down high chaosed mosnters, then that might help clear some of your issues, as it does seem you favor more player activity than a passive gift system.

I could go even further and propose a better drop system that has rare drops be related to Chaos Upgrades, so killing a high chaos level monster has better chances to drop rare armor like power/phase, elixirs, figurines/artifacts, scrolls of god/avatar, and etc, but Snowflake is very stingy when it comes to these things.
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post Nov 18 2021, 21:20
Post #282
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Ok, so I just realized that sometimes it would be really nice to be able to summon the riddle-master yourself.

You know, get your pony chart ready in advance and be prepared for it.

First of all it would be therapeutic in sense of helping soothe the random mid-battle panic attack syndrome (as in facing your fears).

And second, sometimes the riddle-master bonus is all you need to get through the battle.

I dunno, just a thought.
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post Nov 23 2021, 08:08
Post #283
Kinights



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Please add a confirmation prompt when using a Peerless Voucher on the shrine.

Just wasted mine on a 1H weapon when I intended on shrining the Noodle I had just got, and didn't notice I had gone over 10M in shrined trophies.
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post Nov 23 2021, 15:43
Post #284
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QUOTE(Kinights @ Nov 23 2021, 06:08) *

Please add a confirmation prompt when using a Peerless Voucher on the shrine.

Just wasted mine on a 1H weapon when I intended on shrining the Noodle I had just got, and didn't notice I had gone over 10M in shrined trophies.


You could achieve this with a userscript!
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post Nov 23 2021, 16:47
Post #285
Kinights



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QUOTE(Nezu @ Nov 23 2021, 10:43) *

You could achieve this with a userscript!

Wasn't there a similar request to add a prompt when trying to salvage Peerless equipment? I believe anything involving Peerless stuff is important enough to add to the core game.

At the very least change it's position so it's not right below Noodles, give it a fancy color, or anything to make it stand out from the trophy list.
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post Nov 23 2021, 23:11
Post #286
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Would it be possible to add the duration when casting already active buff? Right now when channeling shows up and I don't have anything left to cast then the spirit goes to waste because it will reset the existing spell duration instead of adding ontop of it.

Right now I really like that when active buff is about to expire then it starts to blink. That's all great and dandy but it would be even better, when it would start to blink faster on the last turn. So if it could stay the same as it is when there's 1 turn left and then start to blink twice as fast when 0 turns left.
Then again if duration would be added when casting already active buff then the need to wait for the 0 turn would also be solved.

I usually don't mind about animations but if expired buffs could ease out instead of just disappearing then I would be able to see which spells I have to recast. So it's not really about the eyecandy but about pure gameplay practicalities.

Dark theme for HV. Like this forum already has it.

P.S. Since I'm not a scripter I will probably be back with future suggestions. Thanks.
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post Nov 27 2021, 07:41
Post #287
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I think Monsterbation do that.

I cannot be totally sure cause i use innate arcana for Spark, Protection and Spirit Shield and nearly never get Regen and Heartseeker to go below 5 but i will be rally surprised if it won't do that.
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post Nov 27 2021, 15:27
Post #288
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Allow sending moogle mails when stuck in tower/fest.
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post Nov 27 2021, 18:19
Post #289
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I'll ask again, can we have a revamp of Random Encounters (RE)?

I really like to have an easyer way on doing them all all day, needing 12 hours minimum is too much.

I can think of 3 solution:

1) Decreasing the time between RE from 30 to 20-15 minutes (so from a minimum of 12 hours o 8-6 hours).

2) Adding a way to do, as the first RE of the day, all the RE missed the previuos day, one after another, with an increase of difficulty and prize.

3) Making a "Mode" to do all the RE of the day cosecutyvely with increaing difficulty and prizes.

-----------------------------------------------

I also like to change the minimum number of monsters in a RE.

My suggestion is "5 + (Player Level/100)", rounded down.

So from level 1-99 the minimum number of monster in RE is 5, from 100 to 199 6 and so on, becoming 10 at level 500.

In that way a 500 level player will always have 10 monsters in a RE making ti a bit more profitable.

This post has been edited by Maharid: Nov 30 2021, 02:12
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post Dec 11 2021, 12:49
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Is there any chance a link to the wiki will make it back into the hentaiverse interface?

This post has been edited by uareader: Dec 11 2021, 12:49
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post Dec 12 2021, 11:49
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After another Arena with RNG behaving in an incomprehensible way: I'd love a different RNG function. The current one is WAY too clumpy. Whenever you play, you realize very quickly, if the day is okay or not.

Sometimes it just behaves completely weirdly. Today's DWD was once again hit hard by it (yesterday as well). It started early with a school girl not getting counter stunned forever. That also quickly repeated. Vital Strikes also failed to apply bleed a bit too often. As of round 60 I like to poke all 3 girls to proc penetrate armor before using cannon. Getting a proc after 2 hits should be about 8/9. Today's rate was 2/3 or even a bit worse (which should be the single hit chance). Sure, it's "only" 90 checks from round 60 to 89, but the entire experience felt just wrong. I also got at least 4 quad fails, aka a 1/81 ish, let alone all of the 1/27 triple misses where I lost count.
Now this doesn't happen all the time. But it often feels like RNG just breaks once in a while, and for a good time chances seem to behave extremely weirdly.

I have another few great things happening over a long time:
DWD's legendary clear bonus rate might be off. I think it's supposed to be 20%? For me it's somewhere between 5% and 10%. Might be wrong on this data, I don't remember where I got that 20% from.
In general the legendary droprate seems off. Based on wiki data, magnificents should drop twice as many as legendaries. I do get as many (or actually even more) magnificent regular drops as I should be, based on math, droprates and so on. The legendaries just refuse to come. Provided the wiki data is right, this is probably just another clumpy rng problem. It's persisting for weeks.


I'm sure that if you play for years, it eventually evens out, but this RNG function is just WEIRD right now. Short term it feels super clumpy. I've been playing a lot of Rpgs, and have seen my fair share of RNG generation. Verse seems to have a particularly weird one.


An idea without changing the RNG function:
-Pseudo RNG: As long as dropchance is static (i.e. clear bonuses, trophy drops, equipment droprate when you get a drop and so on), one could use pseudo RNG. The chance starts lower and gradually increases, to basically remove very lucky and very unlucky cases. I.e. a 10% chance (trophy drop) would start at about 1.5% and with every fail increase by that amount. On success it would reset to 1.5%. On average you'd get 10%. Trophies aren't the problem (given that you have so many chances, a week or two generally takes care of the insane fluctuation that also happens with these), but it might be an idea for other places.

This does not work for fluctuating chances, and every different type of event has to be tracked individually. Games like dota 2 use this to reduce the problem that a lot of RNG functions simply have: Clumping similar numbers leading to common bursts of luck and bad luck, which has big effect on battle outcome, even if the overall result is as the chance implies.



RNG is a tough thing to talk about, because it can literally behave different for everyone, and some people just accept its erratic nature. After all it happens, that a 90% hitchance actually hits 60% of the time. Even over a significant amount of time that's possible. Things just start to be problematic, when that happens a bit too often, and gets interchanged with the 90% chance hitting 98% of the time. I can understand when some dismiss this for that reason. RNG is weird.
I still had to write about it though, as over the last months where I came back to play Verse, the weird RNG was standing out to me. The long term average seems to work out just fine, but for some more rare things this long term can be years.
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post Dec 13 2021, 01:37
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QUOTE(killi890 @ Dec 12 2021, 10:49) *

SNIP.

Yes, RNG is always wuaite bad as a mean to decide things in a game unless the system is relaly well toned over time.

I really like a revamp to the system to happen but i don't think it will be done fast, if it will ever be done, probably we will get some patch here and there over the time with the Isekai seasons.

-------------------------------------------------------------------------

Nearing the end of the season i'd like to summarize the suggestions made in the last six months by me or that i think really worthy.

- Remember to remove the 10 stat points reallocation limit on the character screen to let player test different ways of playing more effectively ( if i remember correctly 10B was ok with this but just forgot to do so).

- Revamp the Bulk Shrine ability by making it that it will use Trophy of the same quality in place of the same name (so if we have 8 of each Boos level Trophy we can still shrine them).

- Add some of Spirit Healing to riddlemaster.

- Revamp the Drain Ability Slot with something that can be used by meele with more effectiveness.

- Add juice to the Deprecating ability, possibily increasing the max turn duration from a factor of 4 to a factor 5 (from 40 to 50 turns max if we take Imperil in consideration as an example), and making it more easy to hit target.

- Increase the effectiveness of Elemental Strikes for weapons with the number of them taht are active (Example 2 Strike = +5% damage each, 3 Strikes = +10% damage each).

- Addo some sctra stat increase to some stats when we add points to them.

- Add an application for Sword Spell Damage that is fundamentally useless for melee.

- Increase Hit Chance over 200% to an easyer way to hit in higher tier Arena\Tower Round\Grindfest Round.

The suggestions above are for BOTH iseaki and Persistent, the one below aro only for Isekai.

- Display Isekai Level on forum.

- Please enable OFC without the figurines when we reach level 200 (or 200 in any weapon prof)

- Enable Enigma Energizer form the start (maybe even Yakety Sax).

- More Soul Fragments in Isekai, maybe doubling the amount got from the Tower or making them drop in some ways.

- Change the number of floor that we can fight each day so we don't lose too much time in the first day where we are leveling very fast.

- Give us some extra Perks every 50-100 levels to ease the Tower increased difficulty over time, expecially for palyer with low times or low spending possibilities.

-------------------------------------------------------------------------

Finally 2 only for Persistent:

- RE Revamp to make it more easy to do them all each day.

- A way to move monster around in Monster Lab or to order the in some way (like Power level, Type, Wins, exx).

Thanks for the consideration. (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by Maharid: Dec 13 2021, 01:38
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post Dec 13 2021, 10:49
Post #293
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While several MMOs have less-random RNGs that take recent history into account to "even out" luck over small sample sizes, I think this is stupid, as predictable RNGs always open up ways for exploiting it. Fully-random* RNGs like the one we use has even luck over large sample sizes anyway, so there's little reason to add the complexity.

* Computer RNGs aren't generally fully fully random since they are ultimately based on random seed data that goes through some algorithm, but since you cannot observe or manipulate the seed, it is effectively fully random for an outside observer.
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post Dec 13 2021, 17:48
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Any plan to change the Random Encounter? RE just take too much time in a day. Extend the expire time until next dawn for the RE and make a Battle——Random-Encounter page that allow to collect and play them in one time, or maybe just reduce the interval between RE, which short the total time.

Also about the Isekai, can the EXP bonus increase further in next season? A normal player who pass floor 50 will maybe reach lv.400 at the season end without "waste" the stamina in this season, so even double the bonus they would only reach lv.420. Or maybe at least allow to clear 2 floor per day at early bird period, as there is level require to unlock new arena, but the begining exp is quite low that need to waste time in GF to levelup to unlock new battle
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post Dec 13 2021, 18:28
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QUOTE(what_is_name @ Dec 13 2021, 12:48) *

Any plan to change the Random Encounter? RE just take too much time in a day. Extend the expire time until next dawn for the RE and make a Battle——Random-Encounter page that allow to collect and play them in one time, or maybe just reduce the interval between RE, which short the total time.

Also about the Isekai, can the EXP bonus increase further in next season? A normal player who pass floor 50 will maybe reach lv.400 at the season end without "waste" the stamina in this season, so even double the bonus they would only reach lv.420. Or maybe at least allow to clear 2 floor per day at early bird period, as there is level require to unlock new arena, but the begining exp is quite low that need to waste time in GF to levelup to unlock new battle


I agree that there should be an option to play all rounds of the REs in a single go. I completely stopped playing them because I have to access the news/galleries pages multiple times in a single day to play them all, which is annoying.

This post has been edited by 15112006: Dec 13 2021, 18:29
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post Dec 16 2021, 10:26
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QUOTE(Tenboro @ Dec 13 2021, 09:49) *

While several MMOs have less-random RNGs that take recent history into account to "even out" luck over small sample sizes, I think this is stupid, as predictable RNGs always open up ways for exploiting it. Fully-random* RNGs like the one we use has even luck over large sample sizes anyway, so there's little reason to add the complexity.

* Computer RNGs aren't generally fully fully random since they are ultimately based on random seed data that goes through some algorithm, but since you cannot observe or manipulate the seed, it is effectively fully random for an outside observer.


It can still add to frustration, as HVerse really feels like it's either all or nothing. Sure, positive things also happen, but with the slow grind, getting weeks with literally nothing isn't great.

Some really "good luck" examples from me: I once had 5 artifact drops within 13 RE.
Yesterday I had a RE with a peerless drop, and the following had a legendary. The former is so rare, it's the first in at least 3 months of doing essentially all pfudor RE (so... 2000+?), and legendaries aren't exactly super common either.

That said, in theory well implemented pseudo RNG doesn't allow abuse. HVerse has a lot of chances you can't manipulate at all. Take weapon procs. Within an arena/Fest/whatever, it's going to be relatively the same, outside of Heartseeker on/off. Pseudo RNG would just basically prevent you from you missing the proc a whole lot of times in a row. Or not hitting Vital Strike bleed. Or not critting. Likewise it'd also make it less likely for many "lucky" events in a row. Hitrate of spells and whatnot could in theory be manipulated, but again, the hit chances are so high, there's not much you can do. You also tend to hit multiple things at once, making it even harder. At most it would add a small amount of strategy.

The only ones where things could be weird is drops. But given that you can't choose or manip what you fight, it doesn't matter for the normal actual dropchance and its minor fluctuation based on PL. Outside of a necessary separation of RE/Final Arena and normal. One could also do so for legendaries+, artifacts, tokens and trophy drops, but would need to track the equip for each difficulty separately, and perhaps just not do it at all for whatever penalties exist for lower difficulties in GFest. (or reset on difficulty change, though that should be obviously warned about) Clear bonus / Trophy chances are probably the biggest problem, as one could see not bundling trophies as better. I feel like that is still something that you can think right now as well though. And as long as each tier is separate, there's no obvious abuse possible. (i.e. dumping a lot of tier 1 to get a good chance on tier 5 isn't possible)

I can see people not minding RNG like this, but to me HVerse is a bit.. extreme. Might just be my luck, but it's been like this for quite some time. In the end it's just an idea.

This post has been edited by killi890: Dec 16 2021, 10:29
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post Dec 18 2021, 02:17
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A last suggestion for the future, cause it probably need some number work... a rework on the shields at a whole.

Force Shield are strong, yes, but apart form the Block they quite lack compared to other "Rare" equipments (Phase, Shade and Power), cause they don't have any special prefix suffix, on shields this is exclusive of Buckler and Kites (and those are still weaker).

I'd like at least an extra Prefix and suffix for Force Shield and a little rebalancing or some changes to make other shields more viables.

Some example:

-For Force Shield add Savage as Prefix and Nimble as Suffix

- For Kite Shields add Counter-Parry stat and Draining Proc Suffix (those will be added to main weapon attack, maybe reduced)

- For Buklers add Casting Speed Stat and Counter-Resist stat
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post Dec 21 2021, 14:33
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There's probably going to be a new thread soon, but going to leave this here anyway.

Monster Upgrades

Scrap the current crystal types and add a universal crystal to upgrade all monster stats instead.

Trading crystals with other players can be a good concept for interaction on paper, but it's just annoying. Buying and selling is also needlessly complicated due to the limits of Mooglemail.

There's no meaning to 12 crystal types other than making it look fancy and adding more ramdomness to drops, so a simple system with a single currency would be much better.
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post Dec 21 2021, 14:50
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QUOTE(Kinights @ Dec 21 2021, 12:33) *

There's probably going to be a new thread soon, but going to leave this here anyway.

Monster Upgrades

Scrap the current crystal types and add a universal crystal to upgrade all monster stats instead.

Trading crystals with other players can be a good concept for interaction on paper, but it's just annoying. Buying and selling is also needlessly complicated due to the limits of Mooglemail.

There's no meaning to 12 crystal types other than making it look fancy and adding more ramdomness to drops, so a simple system with a single currency would be much better.


Naw, this one didn't get too bloated and the patch didn't really change anything major that invalidates most of the suggestions here, so I'll probably just update the title.

I think more generic upgrade materials for monsters is in the pipeline one day, but that most likely comes along with a more general monlab rework.
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post Dec 23 2021, 01:39
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I have another request on RE, an upgrade on the number of monsters we meet each round.

At the current moment we get 5 monsters upt to level 100, from level 101 we get from 5 to 10 monsters at random.

What i suggest is making it like this:

Until level 99 = 5 Monsters.

From level 100 = Minimum of 5 + (Player Level / 100 Rounded Down), Max 10.

The final count is:

Level 1-99 = 5 Monsters

Level 100-199 = 6-10 Monsters

Level 200-299 = 7-10 Monsters

Level 300-399 = 8-10 Monsters

Level 400-499 = 9-10 Monsters

Level 500 = 10 Monsters

This will make RE more worthy as you level up.

------------------------------------------------------------------

And please, do something to remake OFC more usable, now it is too easy to deplete all Overcharge when used, expecially in Spirit Stance.

This post has been edited by Maharid: Dec 23 2021, 02:37
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