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

 
post Jan 14 2021, 12:32
Post #41
StartEndZero



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I hope Soul Fragments can be traded.

Because low-level players usually need more Soul Fragments. (IMG:[invalid] style_emoticons/default/anime_cry.gif)

Thank you.
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post Jan 14 2021, 13:26
Post #42
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The materials problem is such that it is actually better to have an exq quality shield with good block that you can potentially upgrade over time to a decent lvl vs a legendary with better block that you can only upgrade a few lvls.

This is the problem I have now, I need 6 exq wood items for 1 upgrade, then I will need to start salvaging mag equips or hope that I can pick up enough from drops, oddly enough I have picked up 2 high grade woods from drops but 0 mid grade. Currently playing on IWBTH with a bit of PFUDOR.

Realisticly you have to chose the most important stat/s on a piece of equipment to upgrade as there is no way that you will be able to forge any more than 1 or 2 stats on an equip.

I also second the increased soulfragment suggestions, I am getting weaker with each lvl. I used to be able to easily get 100+ on IWBTH gfrindfest, now my shield is procing 20 rounds in..... I dont want to spend 125k to soulfuse a crappy exq.

Also why are the prices for soulfusing 125 for sup and exq and 250 for mag and leg, why not 25 for sup 50 for exq 100 for mag and 200 for legendary.
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post Jan 14 2021, 13:30
Post #43
怪盗2009



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I hope everyone can use OFC in ISK, one-hand melee without OFC in ISK takes more time than persistent HV
Thank you.

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post Jan 14 2021, 13:34
Post #44
Juggernaut Santa



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Even with the decreased amount of fragments to soulfuse, the source for those is too limited.

I suggest decreasing the price of them in the shop and/or activating the Soul Catcher perk for everyone and/or increasing drastically the amount given by the Tower.

^ all three is good.

edit: also to help a isekai world where everyone start from low levels and stays low level for a while, eliminating the additional fragments cost to soulfuse higher equipments, at least until level 250 (where you usually start to be able to get consistent exquisite drops) is a good idea

This post has been edited by Juggernaut Santa: Jan 14 2021, 14:07
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post Jan 14 2021, 13:43
Post #45
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After less than 24 hours of playing but two days worth of play, I am now ranked 159 in tower....I hope the top 10 will be just as easy....LMAO, nah.

Also since I feel I should at least ask a question while here, is it okay for me to just level up as fast as I can? I feel it's a pretty good way to play even if I'm not playing much since this is a short season.

This post has been edited by SPoison: Jan 14 2021, 13:46
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post Jan 14 2021, 13:50
Post #46
Juggernaut Santa



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QUOTE(SPoison @ Jan 14 2021, 12:43) *

Also since I feel I should at least ask a question while here, is it okay for me to just level up as fast as I can?

It has been always the best thing to do...until some patches ago.

But since this is a temporary server, just powerlevel, it won't hurt.
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post Jan 14 2021, 13:51
Post #47
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QUOTE(SPoison @ Jan 14 2021, 12:43) *

After less than 24 hours of playing but two days worth of play, I am now ranked 159 in tower....I hope the top 10 will be just as easy....LMAO, nah.

Also since I feel I should at least ask a question while here, is it okay for me to just level up as fast as I can? I feel it's a pretty good way to play even if I'm not playing much since this is a short season.

yes, leveling up seems wise, as the monsters in the tower will get higher level anyway even if you don't level up.
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post Jan 14 2021, 15:02
Post #48
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Thanks for that.

So I set up the auto salvage and auto sale, when I did ring of blood and got an average mace, it should have been auto sold and there was a traveling sales me message below it that an equip was sold. I end up salvaging a mace after.
These could be two different equips as I am not looking at 2h right now, so I have a few questions to make sure I am not doing anything wrong.

First, are clear bonus like ring of blood exempt from auto salvage/sale?
Second, when you auto s/s an equip do you ever see the equip name, such as in the battle log or is the only message that it was sold?

EDIT: Second was answered with more game play, lol


QUOTE(Nezu @ Jan 14 2021, 05:15) *

Use Ask the Experts, this thread is for patch & development feedback. (IMG:[invalid] style_emoticons/default/smile.gif)


Whoops, sorry about that!

This post has been edited by SPoison: Jan 14 2021, 16:08
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post Jan 14 2021, 15:15
Post #49
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QUOTE(SPoison @ Jan 14 2021, 13:02) *

Thanks for that.

So I set up the auto salvage and auto sale, when I did ring of blood and got an average mace, it should have been auto sold and there was a traveling sales me message below it that an equip was sold. I end up salvaging a mace after.
These could be two different equips as I am not looking at 2h right now, so I have a few questions to make sure I am not doing anything wrong.

First, are clear bonus like ring of blood exempt from auto salvage/sale?
Second, when you auto s/s an equip do you ever see the equip name, such as in the battle log or is the only message that it was sold?

EDIT: Second was answered with more game play, lol


Use Ask the Experts, this thread is for patch & development feedback. (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by Nezu: Jan 14 2021, 15:16
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post Jan 14 2021, 17:37
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can we have a way to upgrade low tier mats...

yes i know. sell low tier to buy high tier. but cmon now..
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post Jan 15 2021, 04:03
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Change IW so that it consumes zero stamina, and the equipment drop is changed to basic materials
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post Jan 15 2021, 07:49
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after about 1 month, tower will grow to 400 rounds, 3 x 400 rounds cost 24 stamina, then the only thing we can do in ISK is the tower because limited stamina
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post Jan 15 2021, 12:35
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QUOTE(怪盗2009 @ Jan 15 2021, 07:49) *

after about 1 month, tower will grow to 400 rounds, 3 x 400 rounds cost 24 stamina, then the only thing we can do in ISK is the tower because limited stamina

and the monster level will reach 800 while the difficulty will be "more than" 20x (it seems to be 200x ?)
I doubt if there will be a player who can pass this tower layer
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post Jan 15 2021, 22:33
Post #54
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I’ve seen some banter from players who don’t like the competitive aspect of Isekai (I personally like it, despite not being near dedicated enough to ever finish highly ranked). I’d propose a hybrid system of sorts for the tower that promotes both competitive and communal play.

-Beyond a certain level (would have to use data from this season to figure out how many players reach certain floors), but say, monster levels 350 and difficulty PFUDOR just as an example, it requires 35 people to clear the floor before the monster level 360 floor opens. Then that floor requires 36 players to clear it, and the progression scales then plateaus at a certain point. Players who are part of the “first to clear” requirements receive some Isekai-specific prize.

-At season end, all players who have reached the floor where everyone is stuck gets X reward (temporarily damage boost in persistent through the end of the next Isekai season?) and the reward is determined based on progression. People who didn’t make it to the highest floors receive some pro-rated version of the max reward.

-The general idea is that the top players would still basically sit at the top and be compensated via floor bonuses but now everyone is incentivized to help each other and a natural cascading effect of equipment and resources will still occur; everyone wants the pool to widen as much as possible and the community can measure its results from prior seasons and compare to current.
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post Jan 15 2021, 22:55
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QUOTE(ravenfrost123 @ Jan 15 2021, 21:33) *

I’ve seen some banter from players who don’t like the competitive aspect of Isekai (I personally like it, despite not being near dedicated enough to ever finish highly ranked). I’d propose a hybrid system of sorts for the tower that promotes both competitive and communal play.

-Beyond a certain level (would have to use data from this season to figure out how many players reach certain floors), but say, monster levels 350 and difficulty PFUDOR just as an example, it requires 35 people to clear the floor before the monster level 360 floor opens. Then that floor requires 36 players to clear it, and the progression scales then plateaus at a certain point. Players who are part of the “first to clear” requirements receive some Isekai-specific prize.

-At season end, all players who have reached the floor where everyone is stuck gets X reward (temporarily damage boost in persistent through the end of the next Isekai season?) and the reward is determined based on progression. People who didn’t make it to the highest floors receive some pro-rated version of the max reward.

-The general idea is that the top players would still basically sit at the top and be compensated via floor bonuses but now everyone is incentivized to help each other and a natural cascading effect of equipment and resources will still occur; everyone wants the pool to widen as much as possible and the community can measure its results from prior seasons and compare to current.


Hmm, looks like you and Nezu here go for the same idea: create a significant plateau at/near the top and give out bonuses to everyone on that plateau whether it's 20 or 200 players. Your system creates more people who effectively share "the 1st place", but frustrates the "champions" and possibly is less rewarding for those who don't get to the 1st place (also possibly encourages multiaccounting for no-lifers so they wouldn't get stuck because others are not as good, of course no one can make 35 accounts but I can possibly see 3 per person, especially if you ignore persistent account).

Also: damage bonus for half a year has already been tentatively promised to everyone, you can clear 10 floors and get 1% damage bonus (possibly more if people will fail to clear floor 100). There is no need to make that reward competitive.
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post Jan 16 2021, 01:24
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QUOTE(Arkoniusx @ Jan 11 2021, 19:41) *



Second, I already mentioned it before, the 2-handed fighting style can be rescued, putting a direct massive attack that only affects one monster at a time, as I already reminded you, the reason why in Castlevania you bring that type of weapons, it is exactly that, because you can make a massive attack with them to a certain enemy. And adding some special effect to that fighting style wouldn't be too bad either.


Great Cleave does this but it's really underwhelming and it's the reason I didn't consider using the style's skills for the longest time. It would be really nice if it got a buff of some sort or at least something that made it play well with the effects from the available weapons, something like Vital Strike but with Bleeding Wound instead of stunned so Longswords and Katanas were better because as it stands you get more mileage from using Spirit Stance against the same enemy, which also hits other enemies via Domino Strike, for the same amount of OC.

And while I won't ask for Overwhelming Strikes (big lie, that one would be great to have) some sort of buff to Overpower would be great, or maybe adding some native Overpower to the weapons that use those, because you realistically aren't parrying a Longsword coming at you that easily. And maybe at that point those users could move to using Fatality and make the critical style (for those that use light armor) truly critical.
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post Jan 17 2021, 01:53
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A stupid suggestion which is probably more trouble to code than it's worth.

Allow to reserve names for more monsters in Monster Lab than you have tokens to purchase. I know that pro gamers just faceroll the names but some (like me) may want a thematic set, and even if you check that all the names are available when you start it may change while you are unlocking more slots. If it is realistically possible to code I don't see any potential for abuse, so should be unlocked very early (3 monsters created in Monster Lab?)

Possible costs: 10 k non-refundable or 50 k refundable per slot reseved? If additional restrictions are desired then maybe making the monster unrenameable from the lvl1 would serve to further deter misuse, but probably unnecessary in any case.

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post Jan 17 2021, 15:05
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Let's rename the "Tower" mode into "Buried Pyramid" mode.
I really hoped that since it was a tower, it would have a limit on the number of monsters/rounds there can be in a floor, but since it's not the case, the name change above would make sense.
...
It's even missing something like "Labyrinth" to explain why we go through every single round before being able to reach the next floor (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jan 17 2021, 21:06
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This is valid also for persistent, btw.

The fact that superior and exquisite, and magnificent and legendary, both pairs have the same soulfuse cost.
It doesn't make any sense, and penalizes lower level soulfusing lower rarity gear.

As of now it is:

125 (250) Superior - 125 (250) Exquisite - 250 (500) Magnificent - 250 (500) Legendary - 500 (1000) Peerless

Suggested:

63 (125) Superior - 125 (250) Exquisite - 187 (375) Magnificent - 250 (500) Legendary - 500 (1000) Peerless
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post Jan 17 2021, 21:38
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I second and support this. (Not the hard numbers, that can be tweaked, but the concept).

QUOTE(Juggernaut Santa @ Jan 17 2021, 20:06) *

This is valid also for persistent, btw.

The fact that superior and exquisite, and magnificent and legendary, both pairs have the same soulfuse cost.
It doesn't make any sense, and penalizes lower level soulfusing lower rarity gear.

As of now it is:

125 (250) Superior - 125 (250) Exquisite - 250 (500) Magnificent - 250 (500) Legendary - 500 (1000) Peerless

Suggested:

63 (125) Superior - 125 (250) Exquisite - 187 (375) Magnificent - 250 (500) Legendary - 500 (1000) Peerless


This post has been edited by mundomuñeca: Jan 17 2021, 21:39
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