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HentaiVerse 0.4.7, No Time Like The Present |
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Jul 8 2010, 00:02
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Madokq
Newcomer
 Group: Recruits
Posts: 15
Joined: 8-May 08

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With all due respect, I do not understand the purpose of that link? I have consulted the mentioned resources before and I am not aware of anything I should have used the search box for?
Not to mention that I didn't simply suggest this out of the blue, when I ran a 70 round grindfest, I checked regularly and it did not seem to have consumed as much traffic now. Though I will say that I was also using the browser for other pages (video streaming), so the accuracy can be called into question.
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Jul 8 2010, 00:54
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(Madokq @ Jul 7 2010, 23:02)  With all due respect, I do not understand the purpose of that link? I have consulted the mentioned resources before and I am not aware of anything I should have used the search box for?
QUOTE(Madokq @ Jul 7 2010, 18:39)  Suppose I should just have been direct.
QUOTE If the HentaiVerse seems to be broken, the chances are that it's a site-wide problem, everyone is affected and someone has already reported it. Look for recent posts in this subforum, and if there's nothing here, check the Help Desk. If you can't find anything, then report the problem. (refers to HentaiVerse System Discussion subforum) QUOTE [*]The HV Questions Thread. If you've read the wiki, and still have questions about how things work, this is the place to ask them. Your question fits here
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Jul 8 2010, 04:21
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Sayo Aisaka
Group: Members
Posts: 4,556
Joined: 27-September 08

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QUOTE(Madokq @ Jul 7 2010, 18:39)  Is that just my impression or does the battle page NOT reload completely with each combat round now?
Are you talking about this? QUOTE(Tenboro @ Oct 6 2009, 18:48)  - The battle log will now only show the last 100 entries. This should improve pageload speed and reduce server-side process and browser memory usage during long battles.
Or this? QUOTE(Tenboro @ Dec 5 2009, 13:14)  Shaved off precious microseconds by dumping a ton of previously inline CSS to an external stylesheet on certain shared and oft-accessed pages. This will especially have an effect on text-heavy pages when using the default HentaiVerse font engine.
(The equipment page I was testing it on was shaved from 820562 bytes of html to 514975, although the effect on actually transferred bytes is much smaller since it's compressed. The battle page footprint was roughly cut down by half.)
If something seems to have changed more recently than that, it's probably your imagination.
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Jul 8 2010, 09:53
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Madokq
Newcomer
 Group: Recruits
Posts: 15
Joined: 8-May 08

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No, I meant it more recently, I was under the impression that for the most part, only the monster side was reloading with each combat round now, though maybe updating my browser changed this? In any case, it does not matter.
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Jul 13 2010, 06:48
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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Suggestion (Posted here because I doubt Tenboro reads suggestion threads): Personal trainer montage- Pay to train one proficiency much faster than usual (I'm thinking a preset number). Cost: 500 for 1 point, 1500 for 2 points, 3000 for 3 points, etc. Cooldown: 1 week for the proficiency type.
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Jul 13 2010, 10:39
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Ebil☆Panda
Group: Gold Star Club
Posts: 18,015
Joined: 26-December 05

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or training to speed up montage itself, that way we don't have to wait 8hrs (training could also reduce the cooldown and increase the gain rate)
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Jul 13 2010, 11:48
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Ebil☆Panda @ Jul 13 2010, 10:39)  or training to speed up montage itself, that way we don't have to wait 8hrs (training could also reduce the cooldown and increase the gain rate)
Would also need to remove the cap or it is worthless.
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Jul 13 2010, 17:36
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Ebil☆Panda
Group: Gold Star Club
Posts: 18,015
Joined: 26-December 05

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maybe at least increasing the montage cap to be equal to the prof cap (character lvl) that could also be added into the training
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Jul 31 2010, 10:27
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fenhong
Lurker
Group: Lurkers
Posts: 1
Joined: 31-July 10

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Aug 1 2010, 20:44
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Exploding GodHand
Group: Members
Posts: 362
Joined: 24-July 10

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I like Boggyb suggestion would be useful to play catchup on proficiencies that are low level just don't like one week cooldown how about 4 days. Ebil☆Panda suggestion for increase montage cap would be good as well.
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Aug 2 2010, 05:03
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EvolutionKing
Group: Gold Star Club
Posts: 9,454
Joined: 2-May 07

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Maybe ways to unlock higher proficiency gains could help this proficiency problem. Maybe with additional possible values (Possible values: 0.01, 0.02, 0.03 ,0.04...) or a additive value, such as +0.01, or more, boost to regular proficiency (Possible values: 0.02, 0.03, 0.04) I think this is feasible.
Something else somewhat worth mentioning: I noticed that the Healer displays negative credits to "heal" if you already have maximum HP, MP, and/or SP, and then switch to an equipment set that has a lower maximum HP, MP, and/or SP. This is caused by the delay in updating the HP, MP, and SP values. Of course, the heal button is greyed out, so there's no credit exploitation there.
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Aug 2 2010, 05:20
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(EvolutionKing @ Aug 1 2010, 20:03)  Maybe ways to unlock higher proficiency gains could help this proficiency problem. Maybe with additional possible values (Possible values: 0.01, 0.02, 0.03 ,0.04...) or a additive value, such as +0.01, or more, boost to regular proficiency (Possible values: 0.02, 0.03, 0.04) I think this is feasible.
I thought about this but rejected the idea. The reason? I'm near to the absolute proficiency cap and thus wouldn't have any value to me. It would unfairly reward newer persons. If they want their proficiencies at max, they should have to go through the same hellish proficiency raising spell spamming that I did.
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Aug 2 2010, 05:33
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EvolutionKing
Group: Gold Star Club
Posts: 9,454
Joined: 2-May 07

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QUOTE(Boggyb @ Aug 1 2010, 23:20)  I thought about this but rejected the idea. The reason? I'm near to the absolute proficiency cap and thus wouldn't have any value to me. It would unfairly reward newer persons. If they want their proficiencies at max, they should have to go through the same hellish proficiency raising spell spamming that I did.
Make it expensive. Or have it apply only to armour proficiencies, where it is less possible to spam. I have 8 proficiency values (Staff, Cloth, and the 6 Magic) that I care about, but my Cloth proficiency is the hardest to increase because I can't spam it and it is already above the Montage limit. This post has been edited by EvolutionKing: Aug 2 2010, 05:35
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Aug 2 2010, 06:25
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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Speaking of the Battletoads difficulty... -Wait, we weren't talking about Battletoads? Well, speaking of it, something needs to be done to prevent "double death" (dying twice in one turn due to being hit and killed again after spark triggers). I have two solutions to this: 1) Have spark regenerate our health to max. (This wouldn't necessarily fix it in that you could still die, but I mention it because I think it would be more popular with non-Battletoaders) 2) Have spark triggering end the turn/proc an immortality effect on you. If an immortality proc is the eventual solution, there is some value with having it last till the next turn because, after it procs, you have two choices: heal and risk dying, or cast spark of life and risk dying again. Having it last till the next turn removes that risk.
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Aug 2 2010, 16:33
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Tenboro

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Yeah, for everyone who don't get the montage proficiency training.. it's not gonna happen. It's there to enable you to get proficiencies you might have neglected up to a decent level before you start using them, for the sole reason that you can't really go somewhere and beat up low-level mobs. It will never let you max them, because then what would the point be? QUOTE(Boggyb @ Aug 2 2010, 06:25)  Well, speaking of it, something needs to be done to prevent "double death" (dying twice in one turn due to being hit and killed again after spark triggers).
You know you can put more points into it to make it restore you to somewhat above half health, right?
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Aug 2 2010, 16:37
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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Melee skills, plz :3
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Aug 2 2010, 18:00
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(Tenboro @ Aug 2 2010, 07:33)  QUOTE(Boggyb @ Aug 1 2010, 21:25)  Well, speaking of it, something needs to be done to prevent "double death" (dying twice in one turn due to being hit and killed again after spark triggers).
You know you can put more points into it to make it restore you to somewhat above half health, right? I have it maxed and it makes no difference at times on battletoads.
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Aug 3 2010, 04:53
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Sayo Aisaka
Group: Members
Posts: 4,556
Joined: 27-September 08

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QUOTE(Tenboro @ Aug 2 2010, 15:33)  You know you can put more points into it to make it restore you to somewhat above half health, right?
That's what you put in the release notes, but the maximum's actually 28%.
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Aug 3 2010, 14:56
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kjs306
Lurker
Group: Recruits
Posts: 8
Joined: 27-March 10

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very very nice! gooooooooood!
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Aug 8 2010, 03:37
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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Since were talking about spark of life QUOTE Spirit Points: (1 + POWER / 7 + (STR + DEX + AGI + END + INT + WIS) / 10) * SP Tank Modifier Spirit Regen: 0.1 + (STR + DEX + AGI + END + INT + WIS) / 600 The current formulas, benefits the players with less power, when you depend on spark of life, since more power = +base SP points, but still having the same SP regen. Tenboro, can you change the spirit regen formula, so power is included as well, or if it's easier, what about spark of life when triggers, spend (1/2 base SP points - POWER/7) instead?
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