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

 
post May 28 2024, 06:51
Post #441
lhv520045



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QUOTE(Deadbeatvvv @ May 27 2024, 16:22) *

Add Monster Equipment System: (Even Waifus Need Epic Gear!)

Ever thought your monsters (waifus) looked a bit... undressed for battle? You know they need gear to protect themselves and enhance their abilities. They would look fantastic equipped with Legendary or Peerless gear. (IMG:[invalid] style_emoticons/default/tongue.gif)

Unlocking Equipment Slots:

1. Introduce a new Hath Perk that allows users to unlock equipment slots for their monsters.

2. Each monster can have up to three equipment slots.

3. The first slot can be unlocked using Hath, and subsequent slots require a combination of Hath and Chaos Tokens.

Sounds great, and even better if you can loot the gear from these monsters by defeating them (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post May 28 2024, 07:06
Post #442
Lady_Slayer



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QUOTE(mathl33t @ May 27 2024, 19:14) *

Allow Monsterbation to target monsters from either end. I think it would be great to have targetmonster(-1) be the last monster, -2 be second from the end, etc. It would be a nice quality of life buff tor imperiling 4- or 7- monster rounds where it's a bit awkward to hit that last monster with imperil.


I don't get the point of this one. I always manually cast imperil with my mouse cuz that's safer:P
but I think you could bind 9 different imperil keys from 1 to 9 so that every possible position could always be imperiled?


QUOTE(Noni @ May 28 2024, 01:52) *

extra level of imperil ability that targets all? Additional skill Full Imperil with 3 times the mana cost?

he said Monsterbation so I think that's not any game-mechanic thing. But increaseing the coverage would be a nice idea.
Also, allowing depr magic targeting last monster but affecting top one shouldn't cost a lot of lines in coding imho.

This post has been edited by Lady_Slayer: May 28 2024, 07:12
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post May 28 2024, 10:31
Post #443
KitsuneAbby



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QUOTE(Basara Nekki @ May 27 2024, 23:34) *

Here it is very simple: just increase the boost. (IMG:[invalid] style_emoticons/default/tongue.gif) Double the current one would be good. (IMG:[invalid] style_emoticons/default/rolleyes.gif) 5+4.

No. A more proper way to have tower XP to be meaningful would be it giving an exponential XP growth. Let's say that each cleared floor provided +10%XP, the overall multiplier would be 100%, 110%, 121%, 133%, 146%, 161%, 177%, and so on and so forth.

It would also be a very good incentive to clear floors past Floor 50.
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post May 28 2024, 11:45
Post #444
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QUOTE(Basara Nekki @ May 28 2024, 00:34) *

Here it is very simple: just increase the boost. (IMG:[invalid] style_emoticons/default/tongue.gif) Double the current one would be good. (IMG:[invalid] style_emoticons/default/rolleyes.gif)


That wouldn't solve the problem at all, it'd just move it to a slightly higher level - it's linear growth vs exponential requirements.

QUOTE(Basara Nekki @ May 28 2024, 00:34) *

I had already given a solution to this problem in another topic. Just make the minimum quality of the equipment, in PFUDOR, to be Exquisite. With this there would be a redistribution between equipment quality levels, and we would get more Magnificent and Legendary than today. Also, even if most of the equipment obtained is bad, at least we would have a larger amount of Mid and High-Grade materials. (IMG:[invalid] style_emoticons/default/happy.gif)


You are of course welcome to make your own suggestions! I didn't really give any ideas specifically about what I'd change there so I don't think what I said above would conflict with things you've posted before in a different thread?

QUOTE(Basara Nekki @ May 28 2024, 00:34) *

I didn't like this idea very much. This would make players spend even more time in ISEKAI than today.


Not really with the current scaling? Tower floors around level 50 aren't even as long as DWD and it's not like you'd have any more stamina to play with, so this would just shift isekai playtime away from the arenas, and give some level of choice over the rewards you're aiming for.

QUOTE(Basara Nekki @ May 28 2024, 00:34) *

And from what I understand your idea, players would be forced to play with different styles, and it is therefore necessary to set up different sets (it is difficult to set up a single good set, imagine setting up 4 (IMG:[invalid] style_emoticons/default/wacko.gif) ).
I think the simplest way would be to limit IW to just 2 potencies. This way we would only have equipment with 5+5 or 5+4.


Forced to play? No, if it was unclear, I just think those monster restrictions would give those styles a slight advantage for those floors. Even players who wanted the full 100 floors cleared would be able to do it with any style with the current scaling, but it'd be easier and faster to run up one of those battle types with lower gear, so my intention was that it'd complicate the choice of which reward to level up first.
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post Jun 28 2024, 09:35
Post #445
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To remove the tedium of spamming draughts in long battle modes, let the player use draughts without cooldown, and make their durations stack. This way, the player can use, say, 10 draughts at the start and not have to click on them again for 500 ticks. The duration-stacking effect would work the same way for elixirs.
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post Jul 15 2024, 04:44
Post #446
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ISK should gain 3x forge EXP or even higher.
I found it extremely hard and wasteful to farm forge exp since it only lasts for 1 season.
Same idea for the tower's EXP bonus
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post Aug 5 2024, 20:46
Post #447
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When I created a blank persona i had to click the attribute states more the a thousand times manually (I'm using a phone not a pc mouse (IMG:[invalid] style_emoticons/default/cry.gif) ) there should be a better way to distribute stats in bulk like x5 x10 x25
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post Aug 5 2024, 21:14
Post #448
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https://ehwiki.org/wiki/Stats#Experience_Point_Allocation
Shift-click and Control-click
Can you do that on a telephone?
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post Aug 6 2024, 16:40
Post #449
Aman thull



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i downloaded (hacker's keyborad ) it can work like a pc keyboard on phones (Alt, shift, ctrl) but i don't know whether it works or not 😐
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post Aug 18 2024, 15:52
Post #450
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A simple one, but being able to see PXP0 for equipment even after IW10 has been done would be really good
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post Aug 19 2024, 08:36
Post #451
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-Add an arena lvl 350 & 450 (It's way too grindy even with xp bonuses)
-Rework equipments to allow more playstyle
-Make monster's kill from Isekai register and give a gift
-Put back Energy Drink in the SS precursor's artifact gift or caffeinated candies or some kind of lucky roll (What am i gambling for? 5000 crystals?)



-Reduce returns when salvaging a forged equipment so low level crafted equipments get sold more on the forum (also make the mats more valuable)
-Provide use for cores, according to the wiki they still don't have one

-Built-in dark mode
-more events

This post has been edited by Lelfkgjicod: Aug 23 2024, 12:02
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post Oct 1 2024, 14:18
Post #452
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Add more counter-attacks for 1H so it can compete with mage better. Right now, it caps at 3 counters at 200 proficiency. It could go up to like 4 counters at 250 prof and 5 counters at 300 prof.
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post Oct 12 2024, 13:43
Post #453
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Allow us to sync up our monster hunger bars so they all get hungry at the same time and have the same hunger amount. Just got two new monsters and had no idea that their hunger tick times weren't reset based on their last feeding. This is going to annoy me to no end, lol.

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post Oct 13 2024, 17:06
Post #454
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I'd like to pitch the idea of a sandbox/testing instance. As we all know, progressing in HV is very slow and expensive - completing endgame gear takes a ludicrous amount of time and effort, and the ranges on equipment are randomized, which can make thorough and reproducible testing difficult, and theorycrafting based on that flawed. And since a fair bit of discussion involves min-maxing and research into the best combinations of gear/skills/etc. I think this might be a problem worth solving.

My proposed solution is that of a testing lab. The idea here is that each player would have a sandbox instance of HV available to them, completely separate from Isekai and Persistent (so no trading and so on), perhaps with disabled credit drops and other simplifications (negotiable), where they can freely adjust all of the parameters normally outside of control of the player, such as level, unlocked trainings, hath perks, abilities, stats, etc. and where they can also generate pieces of equipment with exact configuration of their choosing (perhaps limited to what's actually possible in-game, although maybe allowing "weird" configurations, like for example Cloth Armor with Attack Damage bonus could help shed light on how to make currently unpopular styles more viable?) I want to emphasize that this would be completely separate from Persistent and Isekai, so there should be no potential for abuse. Bonus points if players are able to import their current configuration from Isekai or Persistent, so that they can test different progression options available to them.

This would allow not only for advice to be easily verifiable by each player (is Mage really an endgame class? I don't need to take your word for it, I can just go to the lab and see it for myself), it would also allow for experiments conducted by other players in the past to be brought up to speed and updated in accordance with the changes introduced to HV over the years.

This is probably a lot of work to implement though, so before bringing this up in the release notes thread, I thought I would post here first for criticism. This is of course just a rough idea for now, so any feedback, especially from experienced players that dabbled with testing/min-maxing themselves is very welcome. It's quite possible that I might have missed something important, or I'm outright overestimating the importance of solving this problem, relative to the effort required. I'm interested in what you guys think.
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post Oct 14 2024, 16:40
Post #455
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Heard ideas of being able to send equipment from persistent to isekai floating about, but rather than that, it'd be cool if an isekai piece of equipment could be transferred from one season to the next, with it marked for permanent destruction after, 1 item transfer unlocking per 33 floors or something. It'd give some reason to carry on doing arenas for the shrine value, with luck giving a more comfortable start the following season, moreso the more you pushed tower.
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post Oct 16 2024, 00:52
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Allow us to see the major buyers/sellers of an item and/or block selling to certain buyers on the market. There really needs to be some ways to deal with resellers (Either what I mentioned or something else), cause this shit is getting old:

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post Oct 16 2024, 04:08
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I figure he'll die a miserable death once his parents kick him out, since he obviously has no skills or life apart from meatbotting the Market for the past several years.
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post Oct 17 2024, 00:06
Post #458
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I'd like the ability to select a default persona and equipment set for different types of fight (for example: you could set "persona 1 + set 1" for Rendom encounter, "persona 2 set 1" for arena, and "persona 2 set 3" for IW.)
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post Oct 23 2024, 17:09
Post #459
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Man, skimming through topics after months/years and read it all sure is fun


QUOTE(Shank @ Oct 14 2024, 16:40) *

Heard ideas of being able to send equipment from persistent to isekai floating about, but rather than that, it'd be cool if an isekai piece of equipment could be transferred from one season to the next, with it marked for permanent destruction after, 1 item transfer unlocking per 33 floors or something. It'd give some reason to carry on doing arenas for the shrine value, with luck giving a more comfortable start the following season, moreso the more you pushed tower.



QUOTE(Juggernaut Santa @ Jan 21 2021, 19:52) *

I have a nice idea for isekai.

What about if a player can choose, at the end of each season, one and only one piece of equipment they want to carry over to the next season instead of getting it transfered to persistent?

Just to stay in isekai style. The god of isekai allows the hero to take one personal object to the new world (IMG:[invalid] style_emoticons/default/laugh.gif)


Makes me wonder if someone ever read my posts, my guess is no (IMG:[invalid] style_emoticons/default/wink.gif)


That moment when...

QUOTE(Maharid @ Oct 28 2023, 20:26) *

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



QUOTE(Acetominaphene @ Oct 28 2023, 23:32) *

could this done by simply reduce the charge cost of OFC? (I would be happy to see it's reduced to half of it costs now)
and since we have a perk of extending riddlemaster's blessing from 20 turns to 50 turns, could we also have a perk that reduce OFC's cd from 50 turns to 20 turns XD.



QUOTE(KitsuneAbby @ Feb 17 2024, 10:07) *

Another suggestion, but this time regarding the Manehattan Project hath perk: instead of just multiplying its damage output by 2, have the damage output increased by only 50%, but require only 150% Overcharge (instead of 200%) and half its cooldown (25 turns instead of 50).
And now that would really be a justified cost for that hath perk.


October 2023
October 2023
February 2024

Meanwhile, this got pretty much ignored in December 2020

QUOTE(Juggernaut Santa @ Dec 9 2020, 21:15) *

The new pip system utterly sucks, especially because, even after the utilitarian interface showing numbers, the new value for Spirit Stance to turn off is now 25 old OC (1 pip/charge) instead of 10 OC like before.

Meaning that while before the safe zone to use OFC was 221-250 (30 points), now it's 246-250 (5 points), aka it's 6 times easier to get out of the stance by just using OFC compared to before.

(Using it at 245 with stance on brings OC down to 35, meaning the next attack will bring it down to 25 before applying OC gain from damage dealt, and that will turn off the stance since the threshold considers the OC BEFORE the gains are applied and not after).

I suggested, since he conceded us the old look that still shows all the numbers (meaning that we can still gain and lose portions of charges, regardless of the fact that now the system works on whole charges for skills) bringing the min value back to 10, but to no avail.

That would put the minimum threshold to a fraction of a pip, and I think that's why Tenboro doesn't want that. He wants everything to work around whole values.

Your suggestion is nice, though I don't think a change in the system is what 10b wants to do.

So I have a counter suggestion.

A new hath perk. I think the proper cost would be 2000 Hath for this. Or 5000, depends on how game breaking it would be considered...idk

That hath perk will make so all skills will require 1 less charge to be used.
So T1 spells will cost 0 charges (they still have 10t cooldown), etc.
In OFC's case, it would cost 7 charges instead of 8 (175 old OC), widening the safe window of OFC back to a satisfying value (211-250).


(IMG:[invalid] style_emoticons/default/laugh.gif) (IMG:[invalid] style_emoticons/default/laugh.gif) (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Oct 23 2024, 18:48
Post #460
Basara Nekki



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QUOTE(Juggernaut Santa @ Oct 23 2024, 12:09) *

Makes me wonder if someone ever read my posts, my guess is no (IMG:[invalid] style_emoticons/default/wink.gif)


Some people read, but most do not respond at the moment. And after 3 or 4 years (in many cases until less time) most do not remember what they read and end up posting the same suggestions as the past. (IMG:[invalid] style_emoticons/default/heh.gif)

The biggest and real problem is that Tenboro does not accept any of these suggestions (or do something in the same sense) over the years. (IMG:[invalid] style_emoticons/default/sad.gif)

And so, we continue to wait for the changes. (IMG:[invalid] style_emoticons/default/tongue.gif)
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