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

 
post Feb 22 2011, 23:16
Post #3021
hgbdd



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QUOTE(hitokiri84 @ Feb 22 2011, 20:41) *

Sure, why not? I spent way more than that training LotD after it was over.
Speaking of which, how's your LotD, do you have 24 levels now lol?

This post has been edited by cmdct: Feb 22 2011, 23:17
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post Feb 23 2011, 01:05
Post #3022
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No, I need a few more million for LotD 24. It hasn't made any difference in equipment quality.
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post Feb 23 2011, 01:29
Post #3023
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mangalda is a bit of a douche, so I'm up for some carpet bombing.
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post Feb 23 2011, 02:04
Post #3024
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You guys already know my stance on this.

QUOTE(sushi0 @ Feb 21 2011, 16:55) *

Since I'm nice, I've been thinking of donating him some free karma, won't be green though.

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post Feb 23 2011, 02:54
Post #3025
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A week of fsm = +70 decap proficiency... holy cow.
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post Feb 23 2011, 04:31
Post #3026
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Y'know, being able to raise our Lab creations' class up through the ranks poses a dilemma. We want them to be strong, but eventually they'll become Uncommon or higher. Which means they'll appear less than they already do (there's probably about 2500 Lab monsters now and the most you'll ever run into are 4 in a round), more so if they become Rare+. So do we buff them to the limits of the class and annoy people that way, or jack them up so that in the off chance someone does run into it, they're pretty screwed? Or this is a moot point because the Lab system won't work like the hard-coded mobs.
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post Feb 23 2011, 04:39
Post #3027
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^yeah same
But tenb did say stats are capped at 25. That means we can raise ours to fsm level, so on the off chance someone encounters it... they're screwed. Imagine FSM but without your curse-weaver or spirit-ward gear.
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post Feb 23 2011, 05:22
Post #3028
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Encountering FSM without curse-weaver or spirit-ward gear is nothing to fret about if you're playing on normal. On higher difficulties, that's another story.

This also shouldn't be an issue considering the fact that if such a monster exists, it's most likely the creation from a high level player, which means that lower leveled people wouldn't even have a chance of encountering it.
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post Feb 23 2011, 05:25
Post #3029
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QUOTE
This also shouldn't be an issue considering the fact that if such a monster exists, it's most likely the creation from a high level player, which means that lower leveled people wouldn't even have a chance of encountering it.

Monster stats/level determine which players encounter it, not the owner's level.
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post Feb 23 2011, 05:34
Post #3030
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And what do you expect the level of a monster that has FSM's stats to be? Level 5?
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post Feb 23 2011, 05:54
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QUOTE
And what do you expect the level of a monster that has FSM's stats to be? Level 5?

I didn't say that lower level players will encounter them. I just corrected something you said (read my post again).
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post Feb 23 2011, 05:57
Post #3032
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QUOTE(Golden Sun @ Feb 22 2011, 21:54) *

I didn't say that lower level players will encounter them. I just corrected something you said (read my post again).

Tenboro hasn't stated how monster level is calculated, so you basically "corrected" an assumption with another assumption.
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post Feb 23 2011, 06:05
Post #3033
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QUOTE(Tenboro @ Jan 30 2011, 15:28) *

Seriously though, you might have noticed that monsters have a "level". They don't actually level up by fighting, but the level will be an indicator of how powerful they are - and monsters will be limited to spawning for players at or above their level.

It was much clearer in another post. I think Cmal asked that question (whether encounter is based on owner's level or monster level) and tenb clarified it. Again, this is stupid and I don't have time to search all over the forums.
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post Feb 23 2011, 06:45
Post #3034
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All I hope for is that the level-scaling is "reasonable".

There's no point in creating a beefed up monster if only 20 people total can even encounter it because it's level 250.

That and I would prefer that player created monsters spawn without the normal limitations on uncommon and higher monsters. So player created Rare equivalent monsters shouldn't spawn as infrequently as the normal Rare monsters.

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post Feb 23 2011, 06:48
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But then once your monster reaches legendary level, it can only be encountered by high level arena players.

Anyone know where razorflame is? Did he get shitcanned?
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post Feb 23 2011, 06:55
Post #3036
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QUOTE(Golden Sun @ Feb 22 2011, 20:48) *

But then once your monster reaches legendary level, it can only be encountered by high level arena players.

Anyone know where razorflame is? Did he get shitcanned?


Like I said. Outside the normal limitations.

Basically, assuming I'm able to created a Legendary equivalent monster, I want it to be spawnable in IW's and Grindfests and fricking First Blood too. (IMG:[invalid] style_emoticons/default/tongue.gif)

As far as Razorflame goes, his account is still alive. His sig says:

"I am going to be here less often now due to obligations elsewhere. Therefore, responses to PMs, auction bids, MoogleMails, and anything else may be delayed by up to 48 hours. Please be patient and I'll get to you as soon as I get on"

This post has been edited by Conquest101: Feb 23 2011, 06:56
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post Feb 23 2011, 07:10
Post #3037
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QUOTE(Conquest101 @ Feb 22 2011, 23:45) *

All I hope for is that the level-scaling is "reasonable".

There's no point in creating a beefed up monster if only 20 people total can even encounter it because it's level 250.

That and I would prefer that player created monsters spawn without the normal limitations on uncommon and higher monsters. So player created Rare equivalent monsters shouldn't spawn as infrequently as the normal Rare monsters.

This is basically the concern I was bringing up. If you raise a monster to be on par with a Rare, then you'll hardly ever see it if they follow the same encounter rules as the hard-coded mobs. Which we won't know until Tenboro sets the system up.
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post Feb 23 2011, 07:34
Post #3038
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I think a fair leveling-scaling would be to use the existing one based on RoB.

Monsters start at level 0, and their class can follow a format along these lines:

Uncommon: 0 <= level < 50
Boss: 50 <= level < 75
Legendary: 75 <= level <100
God: 100 < level

This basically follows the RoB which means that players under 50 can only encounter uncommons, players at or above 50 and under 75 can encounter uncommons + bosses only, players at or above 75 and below 100 can encounter everything except gods, and players 100+ can encounter every custom mob.

It wouldn't justify spending millions of crystals to beef up a monster only to find out that five people can actually fight it. I'm not sure how many players are level 100 or above but they will have spark at that point, so beating a god wouldn't be impossible but just extremely difficult.

Those are pretty rough level range estimates since I don't know the exact distribution of players and their levels, but of course Tenboro can adjust and tweak them since he has all that information. See, this is why having a ranking list would be helpful, where we can actually see the number of players that are at a certain level. Unfortunately people don't like good things and like to threadcrap suggestions so I guess that will never happen.
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post Feb 23 2011, 07:46
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^those are ridiculous. Not everyone have access to good equips and fighting a god (rather than a boss) every 200 rounds means that you'll spend more time on the god round rather than on the 199 other 'normal' rounds. FSM can and should only be encountered in RoB, and only once a day.
Brings up another question: can name our trophies?
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post Feb 23 2011, 07:47
Post #3040
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QUOTE(sushi0 @ Feb 22 2011, 23:34) *

Those are pretty rough level range estimates since I don't know the exact distribution of players and their levels, but of course Tenboro can adjust and tweak them since he has all that information.

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