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> HentaiVerse 0.5.2, Gone with the Winded

 
post Apr 28 2011, 09:43
Post #421
hk762



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QUOTE(KTZ @ Apr 28 2011, 06:31) *

Were spirit potions reduced in sale value? They now sell for the same price as health potions in the Bazaar. I remember that they had the same value as mana potions. o_O


The price for spirit pots are now the same as health pots.

Also, I just noticed that proficiency gain rate has been dramatically decreased as well. Guess that's why we have Assimilator training... expensive to train too, I might add.

::ADDED::

Don't know if this is just me or not, but I find item drop rates are drastically decreased too.

Can someone confirm this?

This post has been edited by hk762: Apr 28 2011, 09:56
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post Apr 28 2011, 12:46
Post #422
flint



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Incidentially, this always happens after an update. At the same time, the monsters get tougher and big T-Bro silently steals our mothers and rapes our fridges.

Jesus, lrn2RNG.

This post has been edited by flint: Apr 28 2011, 12:46
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post Apr 28 2011, 12:53
Post #423
craigerz



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When doing the riddlemaster question. If you answer incorrectly, is the message supposed to come up with
"You failed to correctly answer the RiddleMaster within the time limit. You lose 20 Stamina"
Because i still had at least 80 seconds on the timer left
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post Apr 28 2011, 13:23
Post #424
Tenboro

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QUOTE(craigerz @ Apr 28 2011, 12:53) *

When doing the riddlemaster question. If you answer incorrectly, is the message supposed to come up with
"You failed to correctly answer the RiddleMaster within the time limit. You lose 20 Stamina"
Because i still had at least 80 seconds on the timer left


It gives you the same response regardless of how you failed it.
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post Apr 28 2011, 13:35
Post #425
Bunko



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Quote from: Cloak of the Fallen
...making you immune to damage for a brief time.

7 12 The effect Cloak of the Fallen has expired.
7 7 Tentacle Monster hits you for 1443 piercing damage.
7 5 Vivit crits you for 4117 piercing damage.
3 3 Eila Ilmatar Juutilainen crits you for 1888 piercing damage.

2 23 You gain the effect Cloak of the Fallen.

So I'm guessing those 7448 damage I took while I was immune to damage, was too insignificant to be called damage taken.
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post Apr 28 2011, 13:40
Post #426
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QUOTE(hk762 @ Apr 28 2011, 08:43) *

The price for spirit pots are now the same as health pots.

Also, I just noticed that proficiency gain rate has been dramatically decreased as well. Guess that's why we have Assimilator training... expensive to train too, I might add.

::ADDED::

Don't know if this is just me or not, but I find item drop rates are drastically decreased too.

Can someone confirm this?


Some times I have the same impression as you, but in the next round I gain experience like five in a row, and in a mob of 7 I get 5 drops, but this happens more in arena batle in later rounds...
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post Apr 28 2011, 13:52
Post #427
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QUOTE(Bunko @ Apr 28 2011, 19:35) *

Quote from: Cloak of the Fallen
...making you immune to damage for a brief time.

7 12 The effect Cloak of the Fallen has expired.
7 7 Tentacle Monster hits you for 1443 piercing damage.
7 5 Vivit crits you for 4117 piercing damage.
3 3 Eila Ilmatar Juutilainen crits you for 1888 piercing damage.

2 23 You gain the effect Cloak of the Fallen.

So I'm guessing those 7448 damage I took while I was immune to damage, was too insignificant to be called damage taken.


Well, 'a brief time' can be defined as short as 1 turn, so theoretically it's correct....
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post Apr 28 2011, 15:15
Post #428
Ichy



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QUOTE(Bunko @ Apr 28 2011, 13:35) *

Quote from: Cloak of the Fallen
...making you immune to damage for a brief time.

7 12 The effect Cloak of the Fallen has expired.
7 7 Tentacle Monster hits you for 1443 piercing damage.
7 5 Vivit crits you for 4117 piercing damage.
3 3 Eila Ilmatar Juutilainen crits you for 1888 piercing damage.

2 23 You gain the effect Cloak of the Fallen.

So I'm guessing those 7448 damage I took while I was immune to damage, was too insignificant to be called damage taken.


Wow. My Vivit > that other monster (IMG:[invalid] style_emoticons/default/happy.gif)
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post Apr 28 2011, 15:37
Post #429
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Should the stamina system work per-turn rather than per-round?

Enemies have 50 times the amount of health on IWBTH as they do on Cake, so it takes about 50 times the number of attacks to kill them. This means that for a given amount of stamina you get about 50 times the number of turns playing on IWBTH as you do playing on Cake. To put it another way, if you play the game for a given amount of time you'll burn through about 50 times as much stamina on Cake as you would on IWBTH.

This therefore means that >80 stamina lasts a lot more turns when playing on a higher difficulty, and stamina in general lasts a lot longer on higher difficulty levels. As a result Cakefests are no longer viable because the stamina burn per turn is much greater than on higher difficulty levels. If you're after Exp this isn't really a problem (just play on a higher difficulty), but if you're trying to cover as many rounds as possible in order to get more crystals then the stamina burn on lower difficulty levels is a big issue.

It therefore seems to make greater sense, both logically and from a gameplay perspective, for stamina to decrease on a per-turn basis rather than per-round.

This post has been edited by Frith: Apr 28 2011, 16:09
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post Apr 28 2011, 16:11
Post #430
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QUOTE(Frith @ Apr 28 2011, 07:37) *

Should the stamina system work per-turn rather than per-round?

Enemies have 50 times the amount of health on IWBTH as they do on Cake, so it takes about 50 times the number of attacks to kill them. This means that for a given amount of stamina you get about 50 times the number of turns playing on IWBTH as you do playing on Cake. To put it another way, if you play the game for a given amount of time you'll burn through about 50 times as much stamina on Cake as you would on IWBTH.

This therefore means that >80 stamina lasts a lot more turns when playing on a higher difficulty, and stamina in general lasts a lot longer on higher difficulty levels. As a result Cakefests are no longer viable because the stamina burn per turn is much greater than on higher difficulty levels. If you're after Exp this isn't really a problem (just play on a higher difficulty), but if you're trying to cover as many rounds as possible in order to get more crystals then the stamina burn on lower difficulty levels is a big issue.

It therefore seems to make greater sense, both logically and from a gameplay perspective, for stamina to decrease on a per-turn basis rather than per-round.

Yeah, right. That would totally screw melee.
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post Apr 28 2011, 16:14
Post #431
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QUOTE(Frith @ Apr 28 2011, 10:37) *

Should the stamina system work per-turn rather than per-round?

Enemies have 50 times the amount of health on IWBTH as they do on Cake, so it takes about 50 times the number of attacks to kill them. This means that for a given amount of stamina you get about 50 times the number of turns playing on IWBTH as you do playing on Cake. To put it another way, if you play the game for a given amount of time you'll burn through about 50 times as much stamina on Cake as you would on IWBTH.

This therefore means that >80 stamina lasts a lot more turns when playing on a higher difficulty, and stamina in general lasts a lot longer on higher difficulty levels. As a result Cakefests are no longer viable because the stamina burn per turn is much greater than on higher difficulty levels. If you're after Exp this isn't really a problem (just play on a higher difficulty), but if you're trying to cover as many rounds as possible in order to get more crystals then the stamina burn on lower difficulty levels is a big issue.

It therefore seems to make greater sense, both logically and from a gameplay perspective, for stamina to decrease on a per-turn basis rather than per-round.


Logically it's better now because you're able to have unlimited grindfests as long as you have stamina. Before you had a limit which you couldn't remove.
And as Death Grunty said it'd would screw to all the melee players.
Also it'd make fighting against gods terribly horrible. Imagine having to take Energy drinks just to fight with a bonus damage against FSM (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by AglowGolem: Apr 28 2011, 16:15
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post Apr 28 2011, 16:26
Post #432
Frith



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QUOTE(Death Grunty @ Apr 28 2011, 15:11) *

Yeah, right. That would totally screw melee.


Fair point. Then how about adjusting the stamina burn by difficulty level so regardless of what difficulty you play on you get them same same amount of time on >80 stamina and get the same total play time?
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post Apr 28 2011, 16:47
Post #433
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I dunno, I'm more or less settled with the new stamina system. The only thing I really wish we had was a differentiation between Arena, IW and grindfest. Especially IW, as you cant farm credits there and you're already capped by number of dives.
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post Apr 28 2011, 17:09
Post #434
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Also can someone fix the last elixirs so they can show up on the item slot? I really need them at the Ring of Blood.
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post Apr 28 2011, 17:11
Post #435
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since last update i don't get Atifact anymore
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post Apr 28 2011, 17:13
Post #436
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QUOTE(muaika @ Apr 28 2011, 07:11) *

since last update i don't get Atifact anymore


I've gotten more. Guess yours go to me now! (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Apr 28 2011, 17:13
Post #437
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They still drop. RNG D:
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post Apr 28 2011, 17:32
Post #438
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QUOTE(muaika @ Apr 28 2011, 12:11) *

since last update i don't get Atifact anymore

I got 10 so far today (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Apr 28 2011, 18:39
Post #439
Tenboro

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QUOTE(Frith @ Apr 28 2011, 15:37) *

It therefore seems to make greater sense, both logically and from a gameplay perspective, for stamina to decrease on a per-turn basis rather than per-round.


The original stamina implementation did have a stamina drain on each action as well as on each turn, but I discarded it as a bad idea, for several reasons.
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post Apr 28 2011, 19:01
Post #440
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QUOTE(Tenboro @ Apr 28 2011, 11:39) *

The original stamina implementation did have a stamina drain on each action as well as on each turn, but I discarded it as a bad idea, for several reasons.


That's why I love ya, daddy!
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