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> HentaiVerse 0.5.0, Everything You Know Is Wrong

 
post Jan 31 2011, 17:50
Post #321
hyl



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QUOTE(Tenboro @ Jan 31 2011, 16:47) *

What exactly is wrong with CM now? I thought I fixed that yesterday.

channeling doesn't trigger unless the targetted monster survives
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post Jan 31 2011, 17:53
Post #322
Death Grunty



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When will we be able to delete our monsters? Or rename them.
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post Jan 31 2011, 18:01
Post #323
Conquest101



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QUOTE(hyl @ Jan 31 2011, 07:50) *

channeling doesn't trigger unless the targetted monster survives


That and apparently ET returns less mana on higher end monsters. Legendary girls at the very least according to Bob. People were wondering if this was an intentional balance change or a bug.

QUOTE(DemonEyesBob @ Jan 30 2011, 20:28) *

Still happening to me. HUGE pain in the ass. That + halving the mana drained by ET from Legendaries has made EoD unplayable.



This post has been edited by Conquest101: Jan 31 2011, 18:02
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post Jan 31 2011, 18:04
Post #324
Zero Angel



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CM only proccing one at a time, instead of multiple targets.
Channeling not proccing unless the target survives, similar to the old Domino Strike bug.
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post Jan 31 2011, 18:11
Post #325
Tenboro

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QUOTE(hyl @ Jan 31 2011, 16:50) *

channeling doesn't trigger unless the targetted monster survives


Oh, I see your problem. That's because all effects are cleared from monsters when they die, so when you get that far, they no longer actually *have* Ether Theft. Fixed. (IMG:[invalid] style_emoticons/default/smile.gif)

QUOTE(Death Grunty @ Jan 31 2011, 16:53) *

When will we be able to delete our monsters? Or rename them.


Never, and when I finish that screen. But renaming won't be free, since that would totally mess up any attempt to create a bestiary from it.

QUOTE(Conquest101 @ Jan 31 2011, 17:01) *

That and apparently ET returns less mana on higher end monsters. Legendary girls at the very least according to Bob. People were wondering if this was an intentional balance change or a bug.


ET used to cap off the tank-modified player MP value, and that was fixed. It's all in the patch notes.
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post Jan 31 2011, 18:12
Post #326
Sushilicious



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I'm sure many people have mentioned this before, but can you reduce the EXP multiplier of IWBTH?

It is pretty ridiculous to have a 25x multiplier when the next closest one is 10x. It simply makes leveling too easy and there are already people abusing this. I think a 15x multiplier would be fair, or maybe even less.
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post Jan 31 2011, 18:14
Post #327
hyl



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QUOTE(sushi0 @ Jan 31 2011, 17:12) *

I'm sure many people have mentioned this before, but can you reduce the EXP multiplier of IWBTH?

It is pretty ridiculous to have a 25x multiplier when the next closest one is 10x. It simply makes leveling too easy and there are already people abusing this. I think a 15x multiplier would be fair, or maybe even less.

i am sure that the higher level players can abuse it, but the lower leveled can't though

I can't survive 70 rounds of that in a flimsy at that difficulty, so i guess you need to be lvl 200 or 250+ to fully abuse it

edit:


QUOTE(cmdct @ Jan 30 2011, 16:07) *

Can you change the amount of spirit consumed to 25% instead of 50% just for the scrolls?

(IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by hyl: Jan 31 2011, 18:18
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post Jan 31 2011, 18:18
Post #328
Tenboro

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QUOTE(sushi0 @ Jan 31 2011, 17:12) *

It is pretty ridiculous to have a 25x multiplier when the next closest one is 10x. It simply makes leveling too easy and there are already people abusing this. I think a 15x multiplier would be fair, or maybe even less.


It's funny that people are asking for less EXP, but I'd rather make it harder. I've been tweaking it a bit since release, but difficulty-wise it should be fair compared to Battletoads.
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post Jan 31 2011, 18:23
Post #329
Sushilicious



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QUOTE(Tenboro @ Jan 31 2011, 10:18) *

It's funny that people are asking for less EXP, but I'd rather make it harder. I've been tweaking it a bit since release, but difficulty-wise it should be fair compared to Battletoads.

Some people actually want to earn their exp, not get ludicrous amounts from a minor increase in difficulty. Like me for example. (IMG:[invalid] style_emoticons/default/smile.gif)

Tweaking the difficulty is a good idea, maybe with a boost to quality bonus. What's ideal, to me at least, is decrease the exp multiplier, increase difficulty, and increase loot quality, like how all the previous difficulties have been.
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post Jan 31 2011, 18:31
Post #330
buttseckz



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QUOTE(Tenboro @ Jan 31 2011, 17:11) *

But renaming won't be free, since that would totally mess up any attempt to create a bestiary from it.



may i guess, just like the "reset abilities" fees, it will increase with each rename (or maybe with each letter changed?) since it would be quite fair if the first rename wouldn't be expensive to allow typo corrections. (IMG:[invalid] style_emoticons/default/wink.gif)
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post Jan 31 2011, 18:37
Post #331
Zero Angel



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QUOTE(Rei-Tenshi @ Feb 1 2011, 00:04) *

CM only proccing one at a time, instead of multiple targets.


Anything on this?
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post Jan 31 2011, 18:41
Post #332
Tenboro

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After wading through the stupid created since last I checked, I added some monster creation guidelines to the first post. Please check it before creating any more monsters.

QUOTE(Rei-Tenshi @ Jan 31 2011, 17:37) *

Anything on this?


Uhm, working as intended I think?
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post Jan 31 2011, 18:47
Post #333
hyl



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Like cmdct pointed out:

Can the spark of life effect from the scrolls be slightly boosted by for example draining 25% of your sp. Otherwise it's pointless to use the scrolls instead of the spell version unless you are low on mp or if you don't have acces to the spell yet
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post Jan 31 2011, 18:50
Post #334
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QUOTE(Tenboro @ Feb 1 2011, 00:41) *

Uhm, working as intended I think?


Before this update, if you cast an AoE spell, Coalesced Mana had a chance to proc on all monsters in 1 cast.
Now it's only 1 monster in the entire group per cast.
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post Jan 31 2011, 18:58
Post #335
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QUOTE
It's funny that people are asking for less EXP, but I'd rather make it harder. I've been tweaking it a bit since release, but difficulty-wise it should be fair compared to Battletoads


Not everyone has golden star or other things boosting exp, so x25 EXP is a nice thing to level up a bit faster.
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post Jan 31 2011, 19:06
Post #336
Sushilicious



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Are there plans to change how artifacts work or is it set in stone?

I don't really mind the crystals, but can you remove the rare consumables? It's hard enough to max the stat points without getting too many AP, but with the addition of these new items to the artifact turn-ins, it's going to take an absurd amount of artifacts.

Prior to 5.0, I've kept track of the last ~100 artifacts I turned in and I got nothing but AP and Hath, not even a single stat point, but I'm not complaining since they are both useful. With all these new items added in to the artifact roll, I'm not sure if I can even get my final 3 stat points. It's probably going to take a few hundred artifacts now just to get 1 point.

This post has been edited by sushi0: Jan 31 2011, 19:13
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post Jan 31 2011, 19:42
Post #337
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I'm just hoping, praying the monsters we create will allow us to earn even a little more credits somehow. It seems with every new patch my balance sheet is taking a huge hit.

How about a hath perk that allows you to select what you receive from Snowflake for artifacts much like we can choose the types of equipment we get? Personally, I'd enable the shit out of that!
My stats are already maxed and the ability tree is nearing completion too, all I want is some hath or crystals. (IMG:[invalid] style_emoticons/default/anime_cry.gif)
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post Jan 31 2011, 20:00
Post #338
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QUOTE(Eutopia @ Jan 31 2011, 12:03) *

You will probably never have the credits to reach 100 ability boost training and even assuming you could you wont need it since you will most likely have a surplus of AP when you have those credits.


I have 60 levels in ability boost and it use to cost 30-35k for the next level, that's dropped to ~22k. If artifacts drop less now (because of all the other stuff that can drop) and give AP less often from the shrine, then training maybe the better option now. Even if the cost is more then trading for artifacts.

EDIT:

maybe a conformation screen for new monsters could be added. Something that would show its name, stats, class or something. I know when I first made a monster I couldn't tell if capital letters worked until after it was made. I don't know if that was because of the default font or the one I was using.

This post has been edited by 4EverLost: Jan 31 2011, 20:15
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post Jan 31 2011, 20:01
Post #339
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QUOTE(Red_Piotrus @ Jan 31 2011, 03:52) *

Uh, I thought the new changes were supposed to make the pre-nerf wakis no longer necessary. It seems that the old wakis which "sucked" because they didn't get a proc are still going to be in demand... (IMG:[invalid] style_emoticons/default/sad.gif)
I disagree because:
QUOTE(buktore @ Jan 31 2011, 03:17) *

But I choose to use this waki instead when Niten, it boosted mainhand proc chance by a huge amount. I like 37% - 177dMG more than 17% - 206dMG, it's more practical in everyday use.


QUOTE(sushi0 @ Jan 31 2011, 16:23) *

Some people actually want to earn their exp, not get ludicrous amounts from a minor increase in difficulty. Like me for example. (IMG:[invalid] style_emoticons/default/smile.gif)

Tweaking the difficulty is a good idea, maybe with a boost to quality bonus. What's ideal, to me at least, is decrease the exp multiplier, increase difficulty, and increase loot quality, like how all the previous difficulties have been.
By what you say, the only time when people actually earned their exp, it was before IW, and when BT only gave 4X exp multiplier (IMG:[invalid] style_emoticons/default/rolleyes.gif)
C'mon guys, this sounds pure jealousy.

If some people actually want to have the new exp multiplier reduced, because "it's too easy", well I prefer instead a decrease in loot quality perhaps even inferior to the "normal" loot quality.
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post Jan 31 2011, 20:26
Post #340
ravage_mk2



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Well, for my first monster I was thinking

Haro

Either the regular version (1st Gundam, Zeta Gundam, Gundam SEED, 00 Gundam, recruitable pilot in some games)

or the Mobile Armor version I ran into in SD Gundam G Generation Wars for PS2. There it was a 2x2 sized haro where as every normal gundam is only 1x1 tall, with 4 weapons/attacks and an I-field.

If so desired, Tenboro can later expand either entry to make an entire brood of the things if he wants (IMG:[invalid] style_emoticons/default/biggrin.gif)

I mean, Lacus Clyne + 7 Haro's should make a nasty fight. (and yes, there are enough Haro colors to make that many (IMG:[invalid] style_emoticons/default/heh.gif))


For the regular version, I'd just stick to the name Haro.

For the Mobile Armor version, I was thinking either:
Mobile Armor Class Haro
Mobile Armor Haro
MAC Haro
MA Haro

Of course, all this planning is for naught if someone else already spawned a Haro.
Could I humbly petition our local deity Tendoro to disclose whether or not the Haro is already included?

If it is not yet included, consider the spot reserved (IMG:[invalid] style_emoticons/default/biggrin.gif)
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