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> The Official Hentaiverse Chat, Post your random thoughts or theorycrafts about HV

 
post May 29 2012, 20:55
Post #14981
hehsy5sy5



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QUOTE(Evil Scorpio @ May 29 2012, 07:31) *


Well to be fair this thread is on on random thoughts for hentaiverse (IMG:[invalid] style_emoticons/default/tongue.gif)

And I do get trolled by the riddlemaster daily...there must be something wrong with me because I always get ponies that I can't make out at all rofl...I once went down from full stamina to about 20 from the riddlemaster...now I only miss it like once a day or so. Funny thing is I spend far more effort on the riddlemaster than I had spent on any other part of hentai verse (IMG:[invalid] style_emoticons/default/laugh.gif)
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post May 29 2012, 20:56
Post #14982
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QUOTE(4EverLost @ May 29 2012, 11:54) *
but since the last change all my +PL400's have been bringing me LG shit way to much, and i only check them once a day

I think the addition of a lot more PL400+ monsters are part of it, and a more even spawn distribution is another. Disabling Flee after a certain point would definitely increase kills.

Or at least have player flees count as monster wins. It wouldn't be any more exploitable than say, hiring someone to repeatedly start battles with 0 HP to farm monster wins. Which would be ridiculous and caught immediately BTW.

This post has been edited by hitokiri84: May 29 2012, 20:58
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post May 29 2012, 22:45
Post #14983
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ha ha ha ha @ people whining about how their monsters are no longer benefitting from an exponentially scaling spawn system that's been replaced by a linearly scaling spawn system

if you wanted your monster to legitimately have more kills you shouldn't have made a humanoid LMAO

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post May 29 2012, 23:00
Post #14984
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QUOTE(hitokiri84 @ May 29 2012, 18:56) *

I think the addition of a lot more PL400+ monsters are part of it, and a more even spawn distribution is another. Disabling Flee after a certain point would definitely increase kills.

Or at least have player flees count as monster wins. It wouldn't be any more exploitable than say, hiring someone to repeatedly start battles with 0 HP to farm monster wins. Which would be ridiculous and caught immediately BTW.


Ya I think the part about more higher level monsters and just more monsters in general have dropped the number of battles any monsters is in. But still I often see 2-3 of mine in a round and sometimes 4 of them.

I don't think flee should be disabled but, there are times when you just want to stop. But if you do flee I don't have a problem with it counting as a win for the monsters. But then you may get into the problem of someone just fleeing 100's or 1000's of times to get wins.


QUOTE(Bunker Buster @ May 29 2012, 20:45) *

ha ha ha ha @ people whining about how their monsters are no longer benefitting from an exponentially scaling spawn system that's been replaced by a linearly scaling spawn system

if you wanted your monster to legitimately have more kills you shouldn't have made a humanoid LMAO


I have 11 monsters that are +400 and 3 more that are close to that, I have at least one of each and the strongest with the most wins/kills often bring me LG.
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post May 29 2012, 23:20
Post #14985
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don't think we'd really need any "flee farmers" since almost everyone will either die/flee in grindfest. that means there'll be quite the abundance of "wins". just not kills. anyone that even so much as *enters* a grindfest would become a guaranteed win for at least 1 monster (unless the double KO won't give the monster a win)

oddly enough, i think my human gives me the most loot out of my 400 PL monsters. and seriously, whether it was melee or mage, the high PL humans were my biggest threats. everything else was just fodder.
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post May 29 2012, 23:43
Post #14986
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QUOTE(dcherry @ May 30 2012, 01:20) *

don't think we'd really need any "flee farmers" since almost everyone will either die/flee in grindfest. that means there'll be quite the abundance of "wins". just not kills. anyone that even so much as *enters* a grindfest would become a guaranteed win for at least 1 monster (unless the double KO won't give the monster a win)

oddly enough, i think my human gives me the most loot out of my 400 PL monsters. and seriously, whether it was melee or mage, the high PL humans were my biggest threats. everything else was just fodder.

Humanoids have no major weaknesses. Nuff said.

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post May 29 2012, 23:45
Post #14987
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which brings me to question why bunker buster is so convinced humanoids are bad at killing. they're by far my biggest threats. frith girl 1, frith girl 2, tiap's girl, and ichy's girl. the rest might as well be namely because frankly, they don't matter. maybe wretched mattered a little back when i needed an OC farm... but yeah.

edit: namely = nameless*

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post May 29 2012, 23:46
Post #14988
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QUOTE(dcherry @ May 30 2012, 01:45) *

which brings me to question why bunker buster is so convinced humanoids are bad at killing. they're by far my biggest threats. frith girl 1, frith girl 2, tiap's girl, and ichy's girl. the rest might as well be namely because frankly, they don't matter. maybe wretched mattered a little back when i needed an OC farm... but yeah.

edit: namely = nameless*

I dunno. Only problem I see with humanoids - they're a pain in the ass to train. That's all.
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post May 29 2012, 23:55
Post #14989
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QUOTE(4EverLost @ May 29 2012, 23:00) *

But then you may get into the problem of someone just fleeing 100's or 1000's of times to get wins.

You have to start a battle to flee in the first place. There really is no way to "flee" a battle other than round 1 repeatedly.

Much like early round riddle rules for Grind/Crysfest, wins by kills shouldn't count for the first 2-3 rounds. "Flee" farmers pretty much have to put in the same effort as people who die really early at that point.

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post May 30 2012, 01:26
Post #14990
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Who the hell would care about wins or kills if they can't bring you materials?

Fleeing or dying on the first round is exactly the same, so there is no harm in making flees count as monster wins. All other forms of competition or gaming on the planet award a victory to your opponent when you forfeit.

And for those that can't figure it out, people have and still do try to farm kills and then quit when they learn it won't get them materials. Or they're discreetly banned by Tenboro. That's why occasionally people will report their monster gained 1000 wins in a day, or similar nonsense.
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post May 30 2012, 01:44
Post #14991
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QUOTE(4EverLost @ May 29 2012, 23:54) *

there are also a ton more monsters ...


It seem to me that the sudden lack of complains about 'Crysfest sucks!' seem to be coincided with the onset of this phenomena... (IMG:[invalid] style_emoticons/default/tongue.gif)

QUOTE(hitokiri84 @ May 30 2012, 01:56) *

Disabling Flee after a certain point would definitely increase kills.


That ain't such a bad idea actually... (IMG:[invalid] style_emoticons/default/ohmy.gif)

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post May 30 2012, 03:33
Post #14992
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QUOTE(hitokiri84 @ May 29 2012, 20:56) *

Or at least have player flees count as monster wins.

How about a chance failing to flee because monster caught up on you?

*Player* tried to flee...
But failed
Eila hits for over 9000 damage
E1la hits for over 9000 damage
*Player* fainted
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post May 30 2012, 03:40
Post #14993
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QUOTE(Coma @ May 30 2012, 01:33) *

How about a chance failing to flee because monster caught up on you?

*Player* tried to flee...
But failed
Eila hits for over 9000 damage
E1la hits for over 9000 damage
*Player* fainted


ah, when you flee they can hit and kill you
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post May 30 2012, 03:51
Post #14994
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Flee is one of those peculiar features in HV that, although seem like it's has always been there since the dawn of time, doesn't seem to have any real purpose or reason why it's there. It may have some real use in a distant past, perhaps, but since the day I began playing HV, there's no point whatsoever why one would need to use it except to save yourself 1 health potion...

So yeah, your idea sound fair enough and I think it's fine to implement it; it effects nobody. (IMG:[invalid] style_emoticons/default/duck.gif)
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post May 30 2012, 04:14
Post #14995
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and if for some reason someone's honestly bothered by the concept of people fleeing for ~their killing blowz count~, replace Flee command with "Suicide" which just sets your evade/block/parry/resist to 0 and automatically sequences all remaining turns until all enemies wear down your health.

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post May 30 2012, 04:21
Post #14996
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Repeat use of Focus archived similar results. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Who know, there might even be some kind of script (called it 'suicide script' if you like) already out there for those 'farmer' to automate the whole process.

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post May 30 2012, 04:25
Post #14997
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Or, as I've said like 5 times already, just make flee and dead monsters get wins.

As it is right now, I always kill the strongest monsters first so that means they get even less wins (IMG:[invalid] style_emoticons/default/laugh.gif)
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post May 30 2012, 05:07
Post #14998
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If fleeing gives them wins, I'd get banned whenever I did testing.
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post May 30 2012, 05:09
Post #14999
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It should be fine as long as you still can't give your own monsters wins.
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post May 30 2012, 05:17
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no because skillchip would be banned for "farming" for other people's monster wins
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