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

 
post Dec 31 2022, 13:25
Post #381
whateverthefuckworks



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Anyone have a GUI mod for HentaiVerse? I specifically don't play corruptions of champions or microsoft word for this reason. I'd much rather see curves and lines on xy dimension on my screen when one-handed. Hell, i'd even accept Dwarf Fortress's Excel UI.
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post Dec 31 2022, 14:46
Post #382
sssss2



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QUOTE(Tenboro @ Jul 23 2021, 17:57) *

- When crystal or chaos upgrading monsters in the monster lab, you can now do +5 levels by holding shift and +10 levels by holding control. If you do not have sufficient crystals/tokens for all level upgrades, it will abort it. If there are fewer than 5/10 levels until the cap, it will increase it to the cap.


QUOTE(sssss2 @ Jul 8 2022, 21:29) *

I noticed this now (I've read it before but I just missed) and I hope this applies to the forge as well.
'upgrade_count=%' for upgrade and 'enchant_count=%' for enchant.

I know the equipment mechanics will be completely changed, but I think this won't be too difficult.


QUOTE(what_is_name @ Jul 8 2022, 22:14) *

I've also do some test, currently the monster lab accept any number below 10 as the 'count' argument, but it doesn't accept the number above 10 (forgot if it will fail or just consider anything above 10 as 10). It would be better if the server accept larger number until cap limit as the argument, then the script will able to upgrade any stats to any level in one request as long as you have enough items. Well but anyway it work OK now if this not going to change


request bump
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post Dec 31 2022, 16:22
Post #383
Necromusume



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Does Tenboro still read this thread, or do we need to sneak suggestions into the patch thread?

As I'm updating the HV Hide Monster Names script, one thing I find that would be handy, and should be easy to implement, is if the Spawned lines contained the trainer's user ID as well as the monster ID. IE, "Spawned Monster A: UID=1234567 MID=123456 (Monster name goes here) LV=xxx HP=xxxxx"

That would make it much more convenient to mute entire trainers, as opposed to having to add up to 200 of their creations to your list.

And it would be nice to finally get an official round counter. With separate element IDs for current round and total rounds so it's super-simple to check them.

This post has been edited by Necromusume: Dec 31 2022, 17:13
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post Dec 31 2022, 17:30
Post #384
what_is_name



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I think tenboro does read sometimes.
For in-battle trainer id, I think it not really help, it doesn't really provide information for normal user, a normal user may care more about their other stats, which can get either by scan or use a third-part database and a user script, the trainer can be get by these way too.
Instead of provide trainer in battle, provide the monster's id in the monster lab may helps more as it can make everyone submit all monsters info to the third-part database without need to encounter them in battle, and as far as I know that's in plan.
And for the round counter I think that's not really needed too, currently the native battle use the XHR in the round and refresh the page when new round, the ajax next round function which provide by the Hentaiverse Monsterbation is easy to identify. Instead of a simple official round counter, an official ajax next round which no need the third-part script would be more useful, and as far as I know a totally rebuild battle implement is in plan too, not sure how long will it come although.

I do also have a request BTW, is there any plan to rebalance the monster plvl vs. player level?
As I have saw in this season the player can encounter the plvl 2250 monsters in lv.16x, the low plvl monsters can only encountered in very low level and low difficulty, but most of the player and in high level and high difficulty so the players are mostly only play with few of the most strongest monsters now
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post Dec 31 2022, 18:07
Post #385
Necromusume



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The trainer ID isn't for providing information to the user. It's for when you're tired of some trainer and you want to put them on ignore by blanking the name of ALL of their monsters at once, while leaving the rest visible.

Requiring the database to be installed is a much heavier-weight solution.

Also I have things I want to do on specific rounds, like treating the boss-only rounds differently. If I don't want to make the script dependent on Monsterbation and the user's specific settings for the formatting of its round counter, I have to do my own redundant regex match against the text log at the start of every round, and I'd rather not be slowing down the user by doing something unnecessary.

This post has been edited by Necromusume: Dec 31 2022, 18:17
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post Jan 4 2023, 11:56
Post #386
SPoison



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How about an easier riddlemaster for noobs/low levels? Since I've been playing for so long riddlemaster barely registers but for a new player it must be a daunting task even with the extra time given to them and they probably easily end up with red stamina and once you're there it is even more difficult to get out because you can't play as much.

There are already some features that make it easy early on but the early levels go by pretty quickly...i remember in isekai I levelef up so fast before seeing a riddle.

Anyways, here are some suggestions that might help newbies out when under level 150:
1. Add some text to the riddlemaster that gives directions like "min 1 answer, max 3" or highlight the pony chart in red or some other strong color or maybe even arrows.
2. Temporarily increase the frequency of the riddlemaster so they get more practice in and there are more opportunities to get our of red stamina.
3. Start out with either 1 pony and gradually add more, either in terms of number of actual image or the number of different ponies.
3a. Or maybe early on allow 1 correct answer as being fully correct and increase the number needed as they level up( I don't like this because it teaches them wrong in the beginning and it's harder to unlearn things)
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post Jan 7 2023, 10:58
Post #387
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Suggestion: add graphics to monsters. Animated. In 3D.
And epic music during battles.
And cutscenes when we clear arenas, RoB, IW...
(IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jan 21 2023, 06:35
Post #388
skillchip



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Is casting a spell and wiping the entire floor getting stale and boring?

Being a mage can be boring when it comes to variety of gear, all you have is a staff and some soft velvety robes, gloves, boots, pantaloons, hat, and patsu!

Skillchip has the cure for what ales you. Variety is the spice of death and you need more options!

New Categories of Weapons:
1H
Wand:
Bonuses: casting speed, casting efficiency, accuracy
Weakness: EDB, MDB, Prof (all lower than staffs)
Special: Can not be duel wielded without a scepter in the main hand
Style: When used with One-Hand or with shield/focus uses and gains 1H prof, all physical bonuses from the prof become a weaker version of magic bonuses

Scepter:
Bonuses: Depreciating and Supportive Prof, Crit Chance, Crit Bonus
Weakness: EDB, MDB, Prof (all lower than staffs but higher than wand)
Special: Can be dual wielded with a Wand, Shield, or Focus
Style: When used with One-Hand or with shield/focus uses and gains 1H prof, all physical bonuses from the prof become a weaker version of magic bonuses.
When used with a wand in the off-hand you become a spell slinger using and gaining dual-weild prof, all physical bonuses from the prof become a weaker version of magic bonuses.

Focus:
Bonuses: EDB, MDB, Prof
Weakness: defensive stats lower than a buckler
Special: Can be used in the off-hand

Secret:
The Gandalf
Use a sword in your offhand with your staff (preferably battle-caster)
Bonus: Look Cool
Weakness: Fly you fools
Style: Niten, but with all physical bonuses from the prof become a weaker version of magic bonuses

Each of these needs to have 2-3 Tiers like all other weapons and offhand with a low tier and a high tier with different specialties

Reasoning: people need to stop polishing their staffs and branch out into other phallic objects like bulbous scepters and wands with questionable curves.
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post Feb 7 2023, 10:58
Post #389
Timothy_L



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QUOTE(skillchip @ Jan 21 2023, 12:35) *

Secret:
The Gandalf
Use a sword in your offhand with your staff (preferably battle-caster)
Bonus: Look Cool
Weakness: Fly you fools
Style: Niten, but with all physical bonuses from the prof become a weaker version of magic bonuses


But Gandalf himself melees a lot more in battle than magic. That should be a physical style.


Maybe it's not for a newbie like me to say it, but that might end up with most people scrambling to a new go-to choice, like 1H heavy in lower level and staff mage in higher level for now, after a probably not too long chaos of reshuffle. the only change could be people just get to polish something else. or just a new style change players should do in most cases. Those end-game players get bored of polishing staffs are, as I see, already trying other styles like 1H mage or even Melee styles in high level and high difficulties.

But I think maybe the so-called "The Gandalf" style could be designed as a midway choice between melee and mage, to earn staff prof while using melee more, without requireing more equip than one should get for melee and mage.

P.S. If I made anything looks offensive, apologize in advance and please let me know. I may be totally unawared since I really don't know English that well.

This post has been edited by Timothy_L: Feb 7 2023, 11:00
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post May 7 2023, 01:21
Post #390
Henlor



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I am surprised nobody asked this thus far, but how about adding a "recent drops" tab?

Sometimes I clear RE and accidentally end fight before seeing my drops.
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post May 7 2023, 09:38
Post #391
Noni



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QUOTE(Henlor @ May 7 2023, 01:21) *

I am surprised nobody asked this thus far, but how about adding a "recent drops" tab?

Sometimes I clear RE and accidentally end fight before seeing my drops.

several script do that for you. HV Utils does that for instance. And there is a dedicated drop tracking script.
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post May 7 2023, 11:21
Post #392
Waitugreat



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In the lottery, a confirm box for the golden ticket would be nice.
I accidentally spent a golden ticket instead of clicking on "do not want".
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post Jun 12 2023, 14:41
Post #393
peter723pan



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This is for Network Latency too high.
When Network Latency high, action took so long to react.
I use keyboard to play . Target type spell : first select spell , then target.
When lagging , new turn react after the first select spell press , then target press become a normal melee attack .

Whan lagging happened , HV target icon keeps there.
So if see it keeps still , don't press spell select , it won't work .

Original HV target icon so small , I want it large.

So I made this MOD.
To make the target icon more clear to see ,
Hope the default icon will enlarge someday, that's the Suggestion.

Edge or other chrome brower , use Gooreplacer AddOn
change HV url to forum uploaded url
https://hentaiverse.org/y/battle/taright.png
https://hentaiverse.org/y/battle/taleft.png
Attached Image
Attached Image

https://hentaiverse.org/y/battle/taright.png
redirect to
https://forums.e-hentai.org/uploads/post-64...-1686572101.png

https://hentaiverse.org/y/battle/taleft.png
redirect to
https://forums.e-hentai.org/uploads/post-64...-1686572115.png



but the icon position will wrong , use JS modify.
add to Hentaiverse Monsterbation

add globle var and new function , add function call to function Enhance()

CODE
var last1l,last1t,last2t;
var taM1 =document.getElementById("ta_monster_1");
var taM2 =document.getElementById("ta_monster_2");
var observerT1 = new MutationObserver(function(mutations) {
    mutations.forEach(function(mutation) {
        if (mutation.type == "attributes") {
            if (last1l != parseInt(taM1.style.left) ){last1l = parseInt(taM1.style.left)-8;taM1.style.left = last1l + "px";}
            if (last1t != parseInt(taM1.style.top) ){last1t = parseInt(taM1.style.top)-20;taM1.style.top = last1t + "px";}
        }
    });
});
var observerT2 = new MutationObserver(function(mutations) {
    mutations.forEach(function(mutation) {
        if (mutation.type == "attributes") {
            if (last2t != parseInt(taM2.style.top) ){last2t = parseInt(taM2.style.top)-20;taM2.style.top = last2t + "px";}
        }
    });
});
observerT1.observe(taM1, {attributes:true, attributeFilter:['style']} );
observerT2.observe(taM2, {attributes:true, attributeFilter:['style']} );


add function call to function Enhance()

CODE
// main function triggered on page load
function Enhance() {
    if ( document.getElementById('gay_sex') ) return;

add modTargetIcon();
CODE
// main function triggered on page load
function Enhance() {
    modTargetIcon();
    if ( document.getElementById('gay_sex') ) return;


This post has been edited by peter723pan: Jun 13 2023, 02:32
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post Oct 23 2023, 16:29
Post #394
Nezu



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bump
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post Oct 23 2023, 20:12
Post #395
BlueWaterSplash



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How about we have a hath perk that allows us to blacklist monsters whose names we don't like? This could be a perk with many levels, going up to ridiculously expensive to allow someone to blacklist so many powerful monsters that they themselves become a little "stronger."

Also we could have events like Celestial Invasion week, where every monster we fight is a Celestial, etc.

And maybe to allow us to see more monster names of lower power levels, during such events we could be allowed to fight some weaker monsters. Maybe the power level of monsters during such events could increase with the arena round, etc. Or the power level of all decently leveled Celestials would be increased to 2000 or something temporarily.
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post Oct 23 2023, 22:33
Post #396
Necromusume



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Blacklisting monster names can be done by userscript. Just blank them or change them to something else like 'Anonymous Reptilian' or 'MaxPL Reptilian'.

I already wrote a script that efficiently blanks all monster names except for bosses. If you keep the blacklist of monster names or IDs sorted, it's possible to search it very efficiently via binary search, and each monster name/ID only needs to be looked up against the list once at the beginning of the round. I was going to upgrade it to only blanking blacklisted monsters, I had the CSS figured out, but I never bothered, because just blacklisting them all cut the noise just as well.

Latest version

This post has been edited by Necromusume: Oct 23 2023, 22:34
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post Oct 23 2023, 22:37
Post #397
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I'd suggest to add more blood token drop rate.
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post Oct 25 2023, 02:58
Post #398
Maharid



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Suggestion 1: Double the Soul Fragments drop on Isekai... this can be linked to have the Soul Catcher Hath Perk so it will actually be more useful.
So without Soul Catcher you get 10 Soul Fragment for each cleared tower floor, with Soul Catcher you get 20.

Suggestion 2: Activate Orbital Frienship Cannon on Isekai, at least upon clearing A Dance With Dragons.
You can also create an Extra hath Perk for it (cost 1000-2000 hath).

Suggestion 3: Add Regen and heartseeker to Innate Arcana Slot, if this broke the balance just add 2 special slot, 1 for Regen and 1 for Heartseeker\Arcane Focus, with special effect (like no upkeep discount, etc), obviously ony 5 slot can be used at any time.
Those two slots can also be another Hath Perk level, (cost 1000 and 2500).

This post has been edited by Maharid: Oct 28 2023, 19:58
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post Oct 28 2023, 20:26
Post #399
Maharid



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I updated the post above.

Another hath Perk

Eternal Warrior: Increase the Overcharge Bar by an extra fixed 50% (up to 300%)
One-Handed oriented, to make OFC don't force you on losing Spirit Stance. Cost: 1000-2500 Hath

Berserker Monk: Change al the magic option of equipment to phisical ones.
Change Intelligence bonuses on equip to Strenght and Agitity.
Change Wisdom bonuses on equipment to Dexterity and Endurance.
If no equimpment is present in Main and Off Hand: Add fixed Hit Chance 200%, Crit Chance 50%, Crit Damage +100%, Attack Speed +25%.
Bare Handed\All Rounder Phisical oriented. Cost: 1000-2500 Hath.

I'd like to see Hath Perks for Two-Handed, Dual Wielding and Niten Ichiryu but i don't know those styles, make them youself.
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post Oct 28 2023, 20:56
Post #400
Nezu



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QUOTE(Maharid @ Oct 28 2023, 19:26) *

Eternal Warrior: Increase the Overcharge Bar by an extra fixed 50% (up to 300%)
One-Handed oriented, to make OFC don't force you on losing Spirit Stance. Cost: 1000-2500 Hath


A whole bunch of extra levels of this would be really nice and not too mandatory for newbies.
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