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The Official Hentaiverse Chat, Post your random thoughts or theorycrafts about HV |
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Apr 4 2013, 06:00
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Falbala456
Group: Members
Posts: 1,176
Joined: 21-April 09

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The first rule of the Frithrage Club is that you don't talk about the Frithrage Club.
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Apr 4 2013, 16:23
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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False, as talking of it is direct collaboration to it's aims.
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Apr 4 2013, 18:09
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TheTornPrince
Group: Gold Star Club
Posts: 1,053
Joined: 26-June 11

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On the subject of rage, Sanya now gets more wins and kills than Eila. In the last 17 days they've got: Eila (PL 1455, fully Chaosed) Wins: 1120 Kills: 159 Sanya (PL 1085, fully Chaosed) Wins: 1172 Kills: 173 Erica Hartmann (PL 951, no Chaos upgrades) got 826 wins in the same period, so she get 74% of Eila's wins despite her crystal costs being only 5% of Eila's. High level monsters are weak, get no kills and bring back little material. Eila needs free wins/kills because it's ridiculous that she's getting fewer wins/kills than Sanya and Liselotte, and barely more than Hartmann and Lucchini. In the past the Monster Lab worked well, with monsters becoming progressively stronger as they levelled up and getting more wins/kills. Now it's utterly broken with monsters peaking around level 800 and then going into decline beyond that. I think Chaos upgrades have played a big part in breaking it since they've: -Reduced differentiation between monster classes, and now all that matters is how much a monster has been Chaosed up. -Rendered worthless crystal upgrades beyond level 1000. -Lead to situations were high level monsters can be very weak (see Hartmann and Lucchini who are both level 951 but die in one attack). It worked much better when monster strength was determined only by crystal upgrades. Removing Chaos upgrades completely would be a significant improvement on the current situation. While I'm whining, I demand to know who has registered "Miyafuji Yoshika 501st" and "Sakamoto Mio 501st". They must be level 25 because they never appear in battle, and I'm left with two unnamed level 501 monsters (IMG:[ invalid] style_emoticons/default/mad.gif) And "Nikka Edvardine Katajainen 502" needs to have an "nd" added to the end of her name. Her name comes [ sadpanda.us] nowhere near overflowing the box so fixing it wouldn't be a problem. Also, "Heinrike Prinzessin zu Sayn-Wittgenstein 506th" ended up being "Heinrike Wittgenstein 506th". Can't she at least be "Heinrike Sayn-Wittgenstein 506th" since that's only 32 characters and wouldn't overflow? Why was it reduced to 30 anyway? It was 40 initially and reducing it to 30 was strange because 35 would never overflow.
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Apr 4 2013, 18:34
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HTTP/308
Group: Catgirl Camarilla
Posts: 1,087
Joined: 8-April 10

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QUOTE(TheTornPrince @ Apr 5 2013, 00:09)  Why was it reduced to 30 anyway? It was 40 initially and reducing it to 30 was strange because 35 would never overflow.
Somewhat relevant, skill name's character constraint and length limit is overly stringent: longer names, and ascii marks like .-_/\ should be accepted.
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Apr 4 2013, 19:59
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(TheTornPrince @ Apr 4 2013, 18:09)  While I'm whining, I demand to know who has registered "Miyafuji Yoshika 501st" and "Sakamoto Mio 501st". They must be level 25 because they never appear in battle, and I'm left with two unnamed level 501 monsters (IMG:[ invalid] style_emoticons/default/mad.gif) Miyafuji sucks and i'm glad to not meet her.
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Apr 4 2013, 20:21
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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TheTornPrince: because digital maths. and 5%? Are you sure not less (IMG:[ invalid] style_emoticons/default/tongue.gif) ? Hard to imagine you spending that much crystals on not Eila.
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Apr 4 2013, 21:03
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Sad thing is Frith is right in some points.
It does not matter much if it is 800 or 1100. Just get your resist Chaos upgrade high and your Mob will be noticed and hated. This is actually the Problem of HV right now. In the beginning there was only a few high resist mobs but now everyone is done upgrading so you have a lot of high resist mobs in every round. Just like with MMI... it has become too much.
But I will only complain hard once Tenb has done the Mage change.
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Apr 4 2013, 21:32
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blue penguin
Group: Gold Star Club
Posts: 10,046
Joined: 24-March 12

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I think it was your idea Ichy: that in the monster lab you would not be able to chaos upgrade everything.
Instead you would be able to do, say, 100 chaos upgrades max to a mosnter, and in each upgrade you would need to select the kind of upgrade to be made. This way you might have a monster with swiftness 100; a monster with swiftness 50 and overpower 50; or a monster with swiftness 20, overpower 40 and anti-parry 40.
Really liked that idea.
EDIT: bad math...
This post has been edited by blue penguin: Apr 4 2013, 21:42
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Apr 4 2013, 21:43
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(blue penguin @ Apr 4 2013, 21:32)  I think it was your idea Ichy: that in the monster lab you would not be able to chaos upgrade everything.
Instead you would be able to do, say, 100 chaos upgrades max to a mosnter, and in each upgrade you would need to select the kind of upgrade to be made. This way you might have a monster with swiftness 100; a monster with swiftness 50 and overpower 50; or a monster with swiftness 20, overpower 40 and anti-parry 60.
Really liked that idea.
Yeah but every Jackass would pick HP, Damage and resist (and double gift) (IMG:[ invalid] style_emoticons/default/laugh.gif) If he makes it so you can have only mage troll upgraded OR melee troll upgrades it would already be better.
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Apr 4 2013, 21:47
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(blue penguin @ Apr 4 2013, 11:32)  Instead you would be able to do, say, 100 chaos upgrades max to a mosnter, and in each upgrade you would need to select the kind of upgrade to be made..
People will just min/max on whatever is most effective (as Ichy said: HP+Damage+Resist). We just have to wait for the counter-resist patch to get here... any day now... (IMG:[ invalid] style_emoticons/default/unsure.gif)
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Apr 4 2013, 21:52
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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well... the economical monster trainers, anyway (IMG:[ invalid] style_emoticons/default/tongue.gif) same can't be said for the ones that play so much that tokenizer isn't a hath sink and is actually a benefit. This post has been edited by Slobber: Apr 4 2013, 21:52
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Apr 4 2013, 21:54
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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If I had a time machine and the means to make tenb do what i want Monster lab would be different. First of all you would only be able to have one Monster of each type. Probably unlock a second slot after you have invested enough in your first Army. Then they would get a few upgrades for for everything and then have only certain upgrades depending on monster type. But even here you are limited so you can either bring out the monsters strength even more or work on their weaknesses. Further upgrades if you make it a Boss and above. This way mobs would be much different from each other and some day in the future Legendary Marathons would actually be fun (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Apr 5 2013, 00:09
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Hoheneim
Group: Members
Posts: 1,245
Joined: 4-January 09

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QUOTE(Ichy @ Apr 4 2013, 21:54)  First of all you would only be able to have one Monster of each type. Probably unlock a second slot after you have invested enough in your first Army.
That's my old warhorse, although when I first proposed that it didn't seem to stir up much attention...
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Apr 5 2013, 02:02
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(TheTornPrince @ Apr 4 2013, 16:09)  In the past the Monster Lab worked well, with monsters becoming progressively stronger as they levelled up and getting more wins/kills. Now it's utterly broken with monsters peaking around level 800 and then going into decline beyond that. I think Chaos upgrades have played a big part in breaking it since they've:
-Reduced differentiation between monster classes, and now all that matters is how much a monster has been Chaosed up. -Rendered worthless crystal upgrades beyond level 1000. -Lead to situations were high level monsters can be very weak (see Hartmann and Lucchini who are both level 951 but die in one attack).
QUOTE(Ichy @ Apr 4 2013, 19:03)  Sad thing is Frith is right in some points.
It does not matter much if it is 800 or 1100. Just get your resist Chaos upgrade high and your Mob will be noticed and hated. This is actually the Problem of HV right now. In the beginning there was only a few high resist mobs but now everyone is done upgrading so you have a lot of high resist mobs in every round. Just like with MMI... it has become too much.
This is why I don't like the current Chaos system, everything becomes homogeneous, same with how monsters stats are upgraded, everything gets closer to be the same as their PL's increase. One thing that needs to go that has not mentioned is the "Bonus" stats monsters get across the board based on what level they spawn at, these "Bonus" stats also decrease the difference between a 25 stat monster and a 20 stat monster from 25% in this case, to 20% at most levels, and making them even more homogeneous then they need to be.
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Apr 5 2013, 02:04
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blue penguin
Group: Gold Star Club
Posts: 10,046
Joined: 24-March 12

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QUOTE(Maximum_Joe @ Apr 4 2013, 20:47)  People will just min/max on whatever is most effective (as Ichy said: HP+Damage+Resist).
Oh yeah, you're completely right there. This way all monsters will have the same upgrades anyway, which again defeats the idea of diferentiating monster classes. Well, let's wait and see how things evolve. (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Apr 5 2013, 08:19
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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Wouldn't happen so much if chaos upgrades were created equal.
Unfortunately, something like maxed anti-evade adds ~11% damage in close to best case situation and 0% in worst.
Anyhow, I do know at least one PL900+ monster not noted in monster lab bestiary.
I've had thoughts of starting a thread for pact to not invest chaos in monsters other than for affection. Unfortunately, I do not imagine it mattering. And if this was done right at the creation of ML upgrades part 1 HP buff would have never been removed.
This post has been edited by Lement: Apr 5 2013, 08:20
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Apr 5 2013, 09:13
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HTTP/308
Group: Catgirl Camarilla
Posts: 1,087
Joined: 8-April 10

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QUOTE(skillchip @ Apr 5 2013, 08:02)  This is why I don't like the current Chaos system, everything becomes homogeneous, same with how monsters stats are upgraded, everything gets closer to be the same as their PL's increase.
Start different and grow similar is good, or it would mean something that class A monster is super weak to mage but a total nightmare to melee. Harassment to both player and monster breeder. The problem is that everything gets close too early. QUOTE(skillchip @ Apr 5 2013, 08:02)  One thing that needs to go that has not mentioned is the "Bonus" stats monsters get across the board based on what level they spawn at, these "Bonus" stats also decrease the difference between a 25 stat monster and a 20 stat monster from 25% in this case, to 20% at most levels, and making them even more homogeneous then they need to be.
It greatly enlarges the difference when "Bonus" stats is not yet maxed.
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Apr 5 2013, 11:07
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Tenboro

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In the far distant future, Chaos Upgrades Part 2 will likely be based on the new ability system. Which, basically, is slotable upgrades.
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Apr 5 2013, 13:17
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AyahuascaTheSage
Newcomer
  Group: Members
Posts: 70
Joined: 18-May 10

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Tenby, sorry if you've replied on this lately but I haven't really seen anything: are you still planning on switching astral weapons to a different element soon?
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Apr 5 2013, 13:49
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nobody_xxx
Group: Gold Star Club
Posts: 13,753
Joined: 7-December 10

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QUOTE(Tenboro @ Apr 5 2013, 16:07)  In the far distant future, Chaos Upgrades Part 2 will likely be based on the new ability system. Which, basically, is slotable upgrades.
HV 1.0 (IMG:[ invalid] style_emoticons/default/mellow.gif)
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