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> HentaiVerse Isekai 2021 Season 2, With Update 0.88

 
post Jul 13 2021, 18:14
Post #201
Nezu



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QUOTE(conatime @ Jul 13 2021, 10:46) *

Season 2 I wonder if there has been any change in iw recently. Is the drop rate of high grade fabric high grade leather high grade wood high grade iron added?
It seems to have a much higher drop rate than the high-quality fabric, leather, wood, and iron from iw of season 1.


The base drop rate for everything is doubled (from all sources) to compensate for the base stamina drain rate also being doubled.
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post Jul 14 2021, 22:33
Post #202
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BUG WITH DWD:

If I enter DWD at normal (put my difficulty at normal) then it seems the first turn hit the mobs take does half their life in damage. So I would enter, my first strike would get parried but my spike shield would hit them all and they would all be at half health. Not sure if it has anything to do with difficulty but there you go.
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post Jul 14 2021, 22:42
Post #203
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QUOTE(SPoison @ Jul 14 2021, 21:33) *

BUG WITH DWD:

If I enter DWD at normal (put my difficulty at normal) then it seems the first turn hit the mobs take does half their life in damage. So I would enter, my first strike would get parried but my spike shield would hit them all and they would all be at half health. Not sure if it has anything to do with difficulty but there you go.


I suspect the monsters are being initialized for normal, but then the forced-PFUDOR code kicks in and jacks up their HP scaling to PFUDOR levels after you take the first turn (or first interact - wherever the PFUDOR-force code exists). They're not taking half their health in damage; their max health is going up (but they're not getting healed or anything).

This post has been edited by Nezu: Jul 14 2021, 22:49
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post Jul 15 2021, 09:05
Post #204
Tenboro

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QUOTE(SPoison @ Jul 14 2021, 22:33) *

If I enter DWD at normal (put my difficulty at normal) then it seems the first turn hit the mobs take does half their life in damage. So I would enter, my first strike would get parried but my spike shield would hit them all and they would all be at half health. Not sure if it has anything to do with difficulty but there you go.


Hmm, good catch, because it doesn't reinitialize the challenge level stuff for the first action of the first round when the battle is created and the monsters are spawned. Should be fixed now, let me know if it's not. Thanks.
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post Jul 15 2021, 09:43
Post #205
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Well, I got tired of being the peanut gallery commenting on the arena changes without testing them, so I played Isekai for a couple of days.

I can see why the arenas would be shortened there. We are playing melee, with inferior gear, so make it less too long.

But that does not apply in Persistent. I find what is important to me, is not the total time it would take to clear all arenas. Rather, it's having bite-size amounts of gameplay. 8 minutes or less is ideal. I can currently do Trio & Tree in about 8 minutes, and that will only get faster as my build continues to improve. Shortening or eliminating T&T and down would reduce the content that I actually play.

And the problem with End of Days through DWD is not too many rounds, it's that we don't have a North American server. If I could get 3 turns per second instead of 1.7, with a little more investment in gear, they'd be fast enough.

And I still see no reason for removing the low arenas. I use them for testing scripts, I use them for testing builds, I use them for bringing up low profs. Removing them only makes the game worse.
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post Jul 15 2021, 23:13
Post #206
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Reading the first post, I had the idea that the monsters from the first arenas would be moved over to Eternal Darkness, as the biggest criticism players had to it was the uneven number of monsters on the initial rounds compared to End of Days and DwD, leading it to be one of the worst arenas EXP wise, but that doesn't seem to be the case.

Why was this even a thing in the first place?

The high level arenas should be the ones which give the best EXP and loot, but seeing the experience charts on page 9 of this thread, we can easily see the discrepancy in numbers, where The Trio and Tree is shadowed in EXP by To Kill a God, and End of Days only takes 4th place.

As for Eternal Darkness, it ends at a whopping 8th~9th place, which definitely will become a big annoyance in Isekai due to limited stamina, as we'll eventually have to choose which arenas we need to give up on at level 500, having to choose between EXP or SG trophy drops.

One of the main points of the change was about some players feeling forced to complete all arenas daily, but I'd say the biggest annoyance of clearing all arenas was the stamina required for the 1.264 rounds, which was slightly above the daily 24, and would force players to use an Energy Drink every now and then.

With the update, we'll have to go through 945 rounds to clear all available arenas, so 19 stamina on persistent, leaving 5 extra to do whatever, which is nice, but now we are faced with the same annoyance on Isekai, as it's just plain impossible to clear all available arenas due to the limited stamina.

Having the double stamina cost per round for x2 loot drop honestly feels pointless, as I'm just getting twice as much sup/exq junk, while being bottlenecked on EXP.

I'm sure some players enjoy this change though, so rather than force people into a setting they dislike, can we have the option to choose if we want x2 or x1 loot drop %/stamina consumption, so one player can go exclusively for more drops, while another goes for EXP, while a third one keeps switching back and forth according to their needs.

Having some extra stamina on Isekai to be able to IW my equipment while not giving up on clearing arenas would definitely be welcome, and I wouldn't mind giving up on the x2 drop chance.

But now that we are on this topic, what was actually the change to monster drop rates?

The wiki page mentions the base chance being 10%, so as we should have maxed scavenger training, it's up to 15%, so do we have 30% base loot drop chance now?

Is the monster PL bonus % also doubled, so max 60% loot drop chance? Is it only the monster PL drop % that's doubled and the base drop chance remains unchanged?

Some clarification on that would be great.

As a side note, having the option to select a Solo/Self-found playstyle on Isekai like in Path of Exile leagues would be pretty neat. No bonuses required. Just a little option to legitimize and stimulate some people to try it out.

Thanks for reading.
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post Jul 15 2021, 23:56
Post #207
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QUOTE(Necromusume @ Jul 15 2021, 08:43) *

But that does not apply in Persistent. I find what is important to me, is not the total time it would take to clear all arenas. Rather, it's having bite-size amounts of gameplay. 8 minutes or less is ideal. I can currently do Trio & Tree in about 8 minutes, and that will only get faster as my build continues to improve. Shortening or eliminating T&T and down would reduce the content that I actually play.


Well, the game can't exactly be balanced around you and you alone; there's always someone who's going to be unhappy about any change. In this case, the arena changes are oriented towards... well, people who only play arenas - for whom time is a serious constraint - not to mention all the people who were going on about the time requirements for last season of isekai, since everyone seems to want to play it in addition to persistent just to get the extra Free Money™.

QUOTE(Necromusume @ Jul 15 2021, 08:43) *

And the problem with End of Days through DWD is not too many rounds, it's that we don't have a North American server. If I could get 3 turns per second instead of 1.7, with a little more investment in gear, they'd be fast enough.


Unfortunately this is not likely to ever happen (the current HV server isn't even dedicated as it is).

However, the long term intent for HV is to slow the gameplay down (actions per second - the real time per battle should remain similar) but that requires a looooot of work rebalancing all sorts of things, so who knows if we'll ever get to it. There are a lot of other important changes that have to happen first.

QUOTE(Kinights @ Jul 15 2021, 22:13) *

Reading the first post, I had the idea that the monsters from the first arenas would be moved over to Eternal Darkness, as the biggest criticism players had to it was the uneven number of monsters on the initial rounds compared to End of Days and DwD, leading it to be one of the worst arenas EXP wise, but that doesn't seem to be the case.

Why was this even a thing in the first place?

The high level arenas should be the ones which give the best EXP and loot, but seeing the experience charts on page 9 of this thread, we can easily see the discrepancy in numbers, where The Trio and Tree is shadowed in EXP by To Kill a God, and End of Days only takes 4th place.


Arena monster loadouts are derived from a formula as far as I can tell, not individually allocated, so there are some slight oddities with the way monsters are loaded and it's not easy to mess around with any arena in particular without affecting others.

The exp in Eternal Darkness is the result of a mixture of that formula, and that SGs (like other system monsters) don't have power levels (which affects the exp formula). It wasn't ever really considered before because level is kind of arbitrary beyond a certain point, but Tenboro is aware of this and considering it.

QUOTE(Kinights @ Jul 15 2021, 22:13) *

As for Eternal Darkness, it ends at a whopping 8th~9th place, which definitely will become a big annoyance in Isekai due to limited stamina, as we'll eventually have to choose which arenas we need to give up on at level 500, having to choose between EXP or SG trophy drops.


Well, it's fine if it's a choice...

QUOTE(Kinights @ Jul 15 2021, 22:13) *

But now that we are on this topic, what was actually the change to monster drop rates?

The wiki page mentions the base chance being 10%, so as we should have maxed scavenger training, it's up to 15%, so do we have 30% base loot drop chance now?

Is the monster PL bonus % also doubled, so max 60% loot drop chance? Is it only the monster PL drop % that's doubled and the base drop chance remains unchanged?

Some clarification on that would be great.


The base rate was doubled, but other multipliers are... well, multipliers, so you shouldn't consider them to be adjusted as well (otherwise you'd be exponentially increasing the drop rate).
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post Jul 16 2021, 00:31
Post #208
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QUOTE(Nezu @ Jul 15 2021, 18:56) *

The base rate was doubled, but other multipliers are... well, multipliers, so you shouldn't consider them to be adjusted as well (otherwise you'd be exponentially increasing the drop rate).

So we just got 20% base drop rate now? Does this also apply to SG trophy drops, or are those still fixed at 10% drop?

To keep it simple, what's the max drop rate players have in Isekai playing on PFUDOR?
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post Jul 16 2021, 02:32
Post #209
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QUOTE(Kinights @ Jul 15 2021, 23:31) *

So we just got 20% base drop rate now? Does this also apply to SG trophy drops, or are those still fixed at 10% drop?

To keep it simple, what's the max drop rate players have in Isekai playing on PFUDOR?


Trophy drops are separate, so the base drop rate bonus doesn't apply to those.

As for the exact normal drop rates: Tenboro might have to answer that himself, since it's not clear whether all bonuses are multiplicative.
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post Jul 16 2021, 12:16
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QUOTE(Nezu @ Jul 15 2021, 21:56) *
Well, the game can't exactly be balanced around you and you alone
I didn't expect my gameplay experiences were unique. Maybe there are other people who don't like 20m+ time commitments to a browser game, or worse, 1 hour plus? Not everybody speaks up. It looks like Grindfest is the answer for people who just want to ignore Isekai and play Persistent, and Grindfest is the worst possible answer. There is value to having natural stopping points. Otherwise why not just have only Grindfest and tell people "Take breaks."

QUOTE(Nezu @ Jul 15 2021, 21:56) *
Unfortunately this is not likely to ever happen (the current HV server isn't even dedicated as it is).
Don't we have something called virtual private servers where you can rent a partition of a server if you don't need to rent a whole dedicated server?

Rent a VPS in NA and there will be proportionately less load on the main cluster server that runs HV, so it can do other things and it won't have to be upgraded again as soon.

This post has been edited by Necromusume: Jul 16 2021, 12:22
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post Jul 16 2021, 15:43
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QUOTE(Necromusume @ Jul 16 2021, 11:16) *

Don't we have something called virtual private servers where you can rent a partition of a server if you don't need to rent a whole dedicated server?

Rent a VPS in NA and there will be proportionately less load on the main cluster server that runs HV, so it can do other things and it won't have to be upgraded again as soon.


I can't find a quote but I remember that the current arrangement allows HV to be run essentially for free on the main cluster (don't remember specifics, but the idea was that abolishing HV would still mean that Tenboro needs to pay the same for the main cluster if he wants to maintain every other aspect of e-hentai). So it will be an extra cost even if that cost is small.
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post Jul 16 2021, 21:24
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Naw, any additional cost would be negligible and essentially a non-issue, it's just not as easy as "throw it up on a server close to me". You'd be looking at weeks to possibly months of devtime to make that possible, which isn't happening.
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post Jul 18 2021, 03:38
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You know, it would be convenient if the forge had an "repair all" feature.
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post Jul 18 2021, 03:52
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QUOTE(RabidTanker @ Jul 18 2021, 02:38) *

You know, it would be convenient if the forge had an "repair all" feature.


Well, it's a good thing it has "repair all" feature already then.

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post Jul 18 2021, 14:43
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QUOTE(RabidTanker @ Jul 18 2021, 09:38) *

You know, it would be convenient if the forge had an "repair all" feature.

Not sure if this is what you are looking for

(IMG:[i.imgur.com] https://i.imgur.com/EcuqTTB.png)

But it looks like a repair all feature found in the repair option under the forge.

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post Jul 19 2021, 04:40
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Yeah, it doesn't scroll down that far on mobile, unfortunately.
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post Jul 19 2021, 18:24
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QUOTE(Tenboro @ Jun 21 2021, 17:25) *


- A Dance With Dragons now forces PFUDOR difficulty, and the granted Dovahkiin title now has the same bonuses as Godslayer in addition to the skill. (You don't have to reobtain the skill.)

Too hard

I spend over 30-40 min to clean PFUDOR difficulty.

I hope it only forces Hell difficulty only.

And, I hope it will show the difficulty in the A Dance With Dragons like the tower.
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post Jul 21 2021, 00:29
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I know that when transferring equipment to Persistent the upgrades performed are not transferred together.

What I would like to know is whether these materials used in the upgrade are counted as credits (on the transfer) or if they are lost.

If the value of the materials are lost, it would be more profitable to salvage the equipment shortly before the end of the season, and buy back only the equipment you really want to use in Persistent (depending on the amount of upgrades performed).
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post Jul 21 2021, 04:36
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Just a few questions:

1.-
QUOTE
- A Dance With Dragons now forces PFUDOR difficulty, and the granted Dovahkiin title now has the same bonuses as Godslayer in addition to the skill. (You don't have to reobtain the skill.)


Does this is already working? (in persistent, right?, because we dont have titles on isekai).

2.-

QUOTE
- Added two new arenas:
-- Level 400 locked to PFUDUR +50% with a 2x T7 equipment clear bonus
-- Level 500 locked to PFUDOR +100% with a 3x T7 equipment clear bonus and a new title


Where/How do we access those 2? or are they Isekai only?

Thanks.


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post Jul 21 2021, 05:36
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QUOTE(piyin @ Jul 21 2021, 02:36) *

Just a few questions:

1.-
Does this is already working? (in persistent, right?, because we dont have titles on isekai).

2.-
Where/How do we access those 2? or are they Isekai only?

Thanks.

The answer is at the bottom of the first post.
QUOTE(Tenboro @ Jun 21 2021, 09:25) *

(Again, note that stuff hasn't been added to Persistent yet.)
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