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> HentaiVerse 0.5.2, Gone with the Winded

 
post Apr 29 2011, 23:31
Post #521
hitokiri84



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QUOTE(flint @ Apr 29 2011, 16:12) *

20k original price for a Chainsaw Fuel? Really?

That would be fine, if they also gave the same rewards they gave originally.
QUOTE(Death Grunty @ Apr 29 2011, 16:20) *

For some reason, arenas with MORE mini bosses are waay easier than arenas with normal mobs.
I think you should fix it asap. Maybe make mini bosses 200% damage so that they're on par with custom mobs. (IMG:[invalid] style_emoticons/default/laugh.gif)

More mini-boss = less "common" monsters, which includes customs.

I still love trio the most since I don't have to see a single one of those custom fuckers the whole arena.
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post Apr 29 2011, 23:38
Post #522
Death Grunty



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QUOTE(hitokiri84 @ Apr 29 2011, 15:31) *

That would be fine, if they also gave the same rewards they gave originally.
More mini-boss = less "common" monsters, which includes customs.

I know. (IMG:[invalid] style_emoticons/default/wink.gif)
That is my point... Liselotte hits me TWICE as hard as mini bosses do.. and survives longer too. Has less hp, but takes more hits.
So from now on I only do the higher arenas with lots and lots of pushover mini bosses. (IMG:[invalid] style_emoticons/default/wacko.gif)
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post Apr 29 2011, 23:39
Post #523
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When Stamina reads 99, is it actually 99.000 or is it 99.999?
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post Apr 29 2011, 23:44
Post #524
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Sweet jiblybits.

Vorpal Blade -> shrine

Snowflake has blessed you with some of her power!
Received 7 Hath
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post Apr 29 2011, 23:47
Post #525
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So after all the little tweaks that TB managed to ninja in here and there, I guess I can summarize this patch with the following:

1) IW's = useless now
2) Monsters hit like a truck
3) Massive inflation across the board
4) Profits from selling potions have become nonexistent

Did I miss anything? And no, mazes do not count, I actually like them.


I guess the only redeeming factor with this patch would be the removal of the credit cap, but even that seems to be going through apparent nerfs. With the limited availability of energy drinks, this redeeming factor seems to be not so redeeming in the long run.
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post Apr 30 2011, 00:12
Post #526
Ratio



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QUOTE(Eutopia @ Apr 29 2011, 21:55) *

Yes they can I could do it when i was still a melee around lvl 150 or so.

QUOTE(kingwolf @ Apr 29 2011, 22:21) *

I can't believe people are having this much trouble. I can still kill entire mobs with two or three swings of my sword.



With some custom monsters around, that's hardly the case anymore. Say hello to bunko, conquest, vivit and arbelest while going melee.

This post has been edited by Ratio: Apr 30 2011, 00:15
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post Apr 30 2011, 00:19
Post #527
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I think all of you guys should stop being selfish, I mean balancing the game is one thing, but all I'm hearing is, I want more credits, and easier.

1- IW's aren't useless, they give more exp than GF.
2- When monsters hit harder when they had low HP, they also hit softer with high HP, which was excellent for 1HS, and 2W, but everyone only thought, booo they hit too hard.
3- Stronger monsters means more difficulty, and imo the game is more interesting, not the old plain 1-shot, or hit 1,2,3..,9 without even looking to the screen.
4- We can make more credits griding, but less selling items, excelent, the main use for items shouldn't be to "convert" them to credits.
5- 10B is still playing with prices, so quit winning, and wait until he officially says what are the final prices.
6- Energy drinks are supposed to be rare, I'll say this again: For playing long, and wanting the EXP/credits bonuses at same time, in return we mush pay a price.
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post Apr 30 2011, 00:23
Post #528
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QUOTE(cmdct @ Apr 29 2011, 15:19) *


2- When monsters hit harder when they had low HP, they also hit softer with high HP, which was excellent for 1HS, and 2W, but everyone only thought, booo they hit too hard.



Wasn't the reason they were hitting so hard not because of agitation but the bug thing? I'm confused. I feel monsters are a bit easier now, as compared to when agitation was just introduced and damage was bugged (?), or did I misunderstood it, and the bug was only introduced after Tenboro tweaked agitation later?
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post Apr 30 2011, 00:26
Post #529
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QUOTE(cmdct @ Apr 29 2011, 14:19) *

4- We can make more credits griding, but less selling items, excelent, the main use for items shouldn't be to "convert" them to credits.


Yea, if items are not meant to be profitable then credit drops should be raised a wee bit to make up for it. People invested in item drop training since it seemed like it would pay itself back over time, not necessarily for more items.
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post Apr 30 2011, 00:30
Post #530
Ratio



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QUOTE(cmdct @ Apr 30 2011, 00:19) *

2- When monsters hit harder when they had low HP, they also hit softer with high HP, which was excellent for 1HS, and 2W, but everyone only thought, booo they hit too hard.


An update just made them more buff...

QUOTE(Tenboro @ Apr 29 2011, 10:05) *

Fair enough. But in the coming back to bite you in the ass effect of unintended consequences, that does mean that monsters revert to doing full damage when undamaged.

- Monsters will now become Agitated when they are below 20% health. Agitated monsters do 50% more damage than normal.
-- While mostly to make long battles less about settling into a routine, this is also a buff to classes that focus on one monster at a time.
-- Visually, Agitated monsters are displayed with red text. A log entry is also created whenever a monster enters the Agitated state.
-- The agitation mechanism is only enabled when you reach level 100.
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post Apr 30 2011, 00:33
Post #531
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QUOTE(sushi0 @ Apr 29 2011, 23:47) *

So after all the little tweaks that TB managed to ninja in here and there, I guess I can summarize this patch with the following:

1) IW's = useless now
2) Monsters hit like a truck
3) Massive inflation across the board
4) Profits from selling potions have become nonexistent

Did I miss anything? And no, mazes do not count, I actually like them.
I guess the only redeeming factor with this patch would be the removal of the credit cap, but even that seems to be going through apparent nerfs. With the limited availability of energy drinks, this redeeming factor seems to be not so redeeming in the long run.

Wow just been a day since i last grindfested and he have already changed that much?

Need to see it for myself now (IMG:[invalid] style_emoticons/default/smile.gif)
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post Apr 30 2011, 00:35
Post #532
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QUOTE(Eutopia @ Apr 29 2011, 17:33) *

Wow just been a day since i last grindfested and he have already changed that much?

Need to see it for myself now (IMG:[invalid] style_emoticons/default/smile.gif)

Not really sure about the credit nerf part though. It's based on hitokiri's observations and I took his word for it.
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post Apr 30 2011, 00:45
Post #533
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QUOTE(Ratio @ Apr 30 2011, 00:12) *

With some custom monsters around, that's hardly the case anymore. Say hello to bunko, conquest, vivit and arbelest while going melee.

Why do ppl only mention the bad stuff, what about the incredible increase in ADM and several new power boost armor?

Im sure if i could do it back then i can do it now maybe even better, TB is buffing melee and nerfing mages for a reason.
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post Apr 30 2011, 00:49
Post #534
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QUOTE(dkplee @ Apr 29 2011, 23:23) *

Wasn't the reason they were hitting so hard not because of agitation but the bug thing? I'm confused. I feel monsters are a bit easier now, as compared to when agitation was just introduced and damage was bugged (?), or did I misunderstood it, and the bug was only introduced after Tenboro tweaked agitation later?
QUOTE(Ratio @ Apr 29 2011, 23:30) *

An update just made them more buff...
The original change which people bitched about:
QUOTE
- Monsters now do more damage the more agitated they get. At 100% health they now do 50% less damage compared to before, while at near death, they do 50% more.



QUOTE(Maximum_Joe @ Apr 29 2011, 23:26) *

Yea, if items are not meant to be profitable then credit drops should be raised a wee bit to make up for it. People invested in item drop training since it seemed like it would pay itself back over time, not necessarily for more items.
You're aware previously, you could only made 3,000C credits per day in GF, now it's 80,000C (more or less depending on several things) per 20 stamina points?



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post Apr 30 2011, 02:48
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God Damn I liked agitation the way it was, I was focusing on one monster a time with Duel wield and mostly would never get hit by agitated monsters because
1. I killed them too fast, 1/2 hit kills
2.Parry, dodge etc

I come back and instantly lose some arenas
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post Apr 30 2011, 03:12
Post #536
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Since nobody seems to agree on the agitation bit, why don't we just have an option to turn it on or off? Revert back to the initial damage method used (less damage at full HP and more damage at less HP) but link it to difficulty levels. Only on Hard level and above will there be agitated monsters, but at least the players will rightfully get more EXP and credits to compensate.
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post Apr 30 2011, 03:20
Post #537
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QUOTE(KTZ @ Apr 29 2011, 18:12) *

Since nobody seems to agree on the agitation bit, why don't we just have an option to turn it on or off?

Everyone wants an option to turn off every new annoying feature, and you know what? IT IS NEVER GOING TO HAPPEN.
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post Apr 30 2011, 03:28
Post #538
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QUOTE(Eutopia @ Apr 30 2011, 00:45) *

Why do ppl only mention the bad stuff, what about the incredible increase in ADM and several new power boost armor?
Im sure if i could do it back then i can do it now maybe even better, TB is buffing melee and nerfing mages for a reason.


I love the stamina system and I pretty much don't care about credits since the stamina system boosts the amount of credits earned although I'm pretty sure other people have there reasons for bitching (hardcore hverse players )

QUOTE(cmdct @ Apr 30 2011, 00:49) *

The original change which people bitched about:


I was aware of that update. I thought you were just referring to the later update. Most people didn't like the previous agitation type since some people were getting spiked by monsters with it (it wasn't restricted to players above level 100); also, it made 2H wielding almost unusable.
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post Apr 30 2011, 03:35
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Tenboro giveth, and Tenboro taketh away.

The change in hath rewards from artifacts is really sweet, so thanks for that. (IMG:[invalid] style_emoticons/default/wub.gif)
Now only if I could decide what perk to get.
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post Apr 30 2011, 04:04
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QUOTE(cmdct @ Apr 29 2011, 17:19) *

2- When monsters hit harder when they had low HP, they also hit softer with high HP, which was excellent for 1HS, and 2W, but everyone only thought, booo they hit too hard.


I was fine with agitation the way it was, but under this new system I'm getting raped. I died in two arenas that I used to never even need to use items for.

The loss of second winds was hard, but manageable with the first iteration of the agitation system, but this version of it combined with all the different types of gems that can drop just seem to combine into the perfect shitstorm for me.
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