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HentaiVerse 0.5.2, Gone with the Winded |
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Apr 30 2011, 04:06
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Sayo Aisaka
Group: Members
Posts: 4,556
Joined: 27-September 08

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It could be my imagination, but monsters seem to be hitting harder now than they were before 0.5.2. This observation is based only on a few hourly battles and the early Arena challenges, all played on IWBTH, so not a very big sample size... And it could have something to do with the fact that I only meet the more powerful custom monsters now. Still, in my last hourly I nearly died with the first hit I took, with a crit from Eila for nearly my full HP - and that's with a lot of Health Tanks. I'll have to remember to Weaken her first in future. I've also realised that I miss the turn indicator, unfinished though it might have been. It was actually somewhat helpful being able to judge whether or not I could cast something like Weaken before my enemies could take an action. Finally, a rather trivial display issue with agitated monsters: they stay red when they die. Take it from me, it's hard to remain agitated when you're dead. (IMG:[ invalid] style_emoticons/default/wink.gif)
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Apr 30 2011, 04:12
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Ratio
Group: Members
Posts: 2,695
Joined: 16-June 08

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QUOTE(Sayo Aisaka @ Apr 30 2011, 04:06)  It could be my imagination, but monsters seem to be hitting harder now than they were before 0.5.2. This observation is based only on a few hourly battles and the early Arena challenges, all played on IWBTH, so not a very big sample size... And it could have something to do with the fact that I only meet the more powerful custom monsters now. Still, in my last hourly I nearly died with the first hit I took, with a crit from Eila for nearly my full HP - and that's with a lot of Health Tanks. I'll have to remember to Weaken her first in future.
It's the custom monsters. The giants can easily hit twice as hard than what normal monster can due to their status of being 1.5x your current level. QUOTE(Sayo Aisaka @ Apr 30 2011, 04:06)  Finally, a rather trivial display issue with agitated monsters: they stay red when they die. Take it from me, it's hard to remain agitated when you're dead. (IMG:[ invalid] style_emoticons/default/wink.gif) They were so angry and agitated that their blood boiled (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Apr 30 2011, 04:42
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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QUOTE(cmdct @ Apr 30 2011, 06:49)  The original change which people bitched about: - 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. People were bitching about crazy high damage, some of which was caused by a bug. I still think Agitation is unnecessary, I'm playing on hard and there's still 6 difficulty levels to go for a challenge boost. With the removal of second wind, the game is that much harder and the gem buff doesn't make up for it (too dependant on not getting RNG elemental gems). Also I liked being able to watch TV while playing, now that gets me killed not to mention it's harder to stay awake. This post has been edited by Ballistic9: Apr 30 2011, 04:42
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Apr 30 2011, 05:30
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ask1123
Group: Catgirl Camarilla
Posts: 9,219
Joined: 27-February 08

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QUOTE(Grahf @ Apr 30 2011, 04:04)  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.
feels the same, before the small patch the arenas is harder than before, but I dont have to use potion until lv 90's, now I have to use them start from lv 50's.. at normal difficulty.
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Apr 30 2011, 05:34
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Shadow Weaver
Group: Members
Posts: 7,063
Joined: 11-October 06

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QUOTE(Sayo Aisaka @ Apr 29 2011, 22:06)  Finally, a rather trivial display issue with agitated monsters: they stay red when they die. Take it from me, it's hard to remain agitated when you're dead. (IMG:[ invalid] style_emoticons/default/wink.gif) Been dead before have you? QUOTE(Ballistic9 @ Apr 29 2011, 22:42)  Also I liked being able to watch TV while playing, now that gets me killed not to mention it's harder to stay awake.
Oh woe to be forced to pay attention to a game while you're playing it. I realize why you face monsters closer to your limit but it would be nice to be able face a slightly larger pool than the few customs I get, most of which hand me my ass on a platter. Bunko, conquest, the hulk, Gespenst (which is a freaking mook mech is SRW I might add), Tsuruya, holy bell, and Arbalest are about all I seem to get. Basically my overall monster pol maybe doubled. Guess I should invest some elec magic.
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Apr 30 2011, 05:51
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Shadow Weaver @ Apr 29 2011, 23:34)  Been dead before have you?
He got better. QUOTE(Shadow Weaver @ Apr 29 2011, 23:34)  Gespenst (which is a freaking mook mech is SRW I might add)
Kai Kitamura would like a word with you. =3 Not having any problems with Alt, who actually has higher END than Gespy, though? Unless they've been getting upgraded, Tenboro has been tweaking the custom mob picker since I saw some new faces earlier. I think it still needs to reach into a bigger pool of them, its basically back to how it was before Monster Lab -- same faces over and over again, just now some of them can cave your face in.
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Apr 30 2011, 06:44
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Shadow Weaver
Group: Members
Posts: 7,063
Joined: 11-October 06

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QUOTE(cmal @ Apr 29 2011, 23:51)  Kai Kitamura would like a word with you. =3 Not having any problems with Alt, who actually has higher END than Gespy, though?
Yeah, yeah and Katina wants my blood for a fresh coat of paint. I don't see the Alt quite as often.
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Apr 30 2011, 07:01
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Shadow Weaver
Group: Members
Posts: 7,063
Joined: 11-October 06

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QUOTE(Anomtai @ Apr 30 2011, 00:45)  Um... is a club suppose to have this much attack power at only level 108? http://hentaiverse.org/pages/showequip.php...;key=8681bc4f44QUOTE - The equipment factors for Physical Attack Damage have been changed. It now has both a higher base value, and scales more significantly with level. -- This change is retroactive for all existing equipment.
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Apr 30 2011, 07:58
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(cmdct @ Apr 30 2011, 00:19)  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.
1. IWs are pretty useless. More EXP but less of anything. With current sell values you can`t even generate the money to refill your wasted Stamina. I used to do 10x 346 level Item worlds before this patch (IMG:[ invalid] style_emoticons/default/dry.gif) 2. because everyone was using 2hand. Also this did mean things for higher difficulty settings. 3. Why not just increase YOUR difficulty setting when you want a challenge? I enjoyed mindless facemelting after a hard day of work. 4. It was pretty satisfying to go to bazaar at the end of the day and see your Credit Balance make a huge jump. More fur then a few C each Round. 5. I don`t think he will bring it back up to old values. 6. If you want to play normally (no bonus) you need luck at the shrine or you are forced to but up with other players. --- While this update has some interesting things it also delivers some ewwwwwwwwwww changes. I would like t see old bazaar Prices. If Tenb must do something against no life farmers just create a hard limit of 5000 rounds of Grindfest each day. (resets at dawn) Also decrease the stamina drain for Item World or even set it to 0. Also slightly decrease Stamina drain for Arenas. The first 45536456 rounds of battles vs 1 or 2 mobs should not drain that much stamina.
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Apr 30 2011, 08:32
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(Ichy @ Apr 29 2011, 22:58)  3. Why not just increase YOUR difficulty setting when you want a challenge? I enjoyed mindless facemelting after a hard day of work.
Two things: 1) You can turn down YOUR difficulty. (I'm assuming you aren't complaining that normal is too hard...) 2) The person who created one of the most annoying monsters can't say this.
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Apr 30 2011, 08:38
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Boggyb @ Apr 30 2011, 08:32)  Two things: 1) You can turn down YOUR difficulty. (I'm assuming you aren't complaining that normal is too hard...) 2) The person who created one of the most annoying monsters can't say this.
1) That would not be fun. 2) I have no problem with Liselotte. There is some other Fucker giving me more trouble.
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Apr 30 2011, 08:38
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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QUOTE(Shadow Weaver @ Apr 30 2011, 11:34)  Oh woe to be forced to pay attention to a game while you're playing it.
For the Arena or Ring of Blood, I'd agree. But for GF/IW (or prof grinding) which requires several hours straight of playing, yeah I'd rather not.
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Apr 30 2011, 15:45
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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Looks like HV is in some major flux these days. I'm kinda glad I'm on a short break from the game for my Japan vacation. I'll be able to benefit (or not) from all the changes without having to suffer through all the uncertainty!
Also, Assimilator 4/10 = 242,992c with Penny Pincher. It looks like it approx. doubles after the first rank, then goes up about 50% per rank after that.
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Apr 30 2011, 16:34
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Sardion
Group: Members
Posts: 913
Joined: 4-November 09

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This is what i see when i look at this thread: Melees (put 2H aside) can finnaly play on normal. Mages no more can play on IWBTH reaction: wooooot? that can't be like this! ---------> reverted everything & maked game harder for everyone (IMG:[ invalid] style_emoticons/default/dry.gif)
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Apr 30 2011, 16:35
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Bunko
Group: Members
Posts: 1,262
Joined: 19-September 10

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QUOTE(Sayo Aisaka @ Apr 30 2011, 05:06)  It could be my imagination, but monsters seem to be hitting harder now than they were before 0.5.2.
Having imagination is a good thing. Sorry to say this isn't just you. Difficulty Hell now seems to be difficulty Heroic. And the exp stays the same. I still say the mazes needs to go. (before they came) Or let's have a rule that won't throw more than 5 mazes on your face in an hour. Maybe pre-fill the right answer to a maze so i can just press enter Always have the same exit answer to a maze Have HV fighters wear monitoring equipment, when a maze pops up and the brain readings say that the member just went in to a murderously insane fucked up wrath rage and dedided to go on a non HV killing spree.The system would recognize an old player and automatically remove the maze.
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Apr 30 2011, 16:39
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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You people are taking this maze thing way too seriously.
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Apr 30 2011, 16:43
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Sardion
Group: Members
Posts: 913
Joined: 4-November 09

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QUOTE(Bunko @ Apr 30 2011, 16:35)  Always have the same exit answer to a maze
only four times mazes appeared to me for now AAAC looks like A is dominating also I not dislike them as they are simple and counter is long, and we are getting status effect QUOTE(Bunko @ Apr 30 2011, 16:35)  Have HV fighters wear monitoring equipment, when a maze pops up and the brain readings say that the member just went in to a murderously insane fucked up wrath rage and dedided to go on a non HV killing spree. The system would recognize an old player and automatically remove the maze.
(IMG:[ invalid] style_emoticons/default/laugh.gif)
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Apr 30 2011, 16:51
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Bunko
Group: Members
Posts: 1,262
Joined: 19-September 10

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QUOTE(Sardion @ Apr 30 2011, 17:43)  only four times mazes appeared to me for now AAAC looks like A is dominating also I not dislike them as they are simple and counter is long, and we are getting status effect (IMG:[ invalid] style_emoticons/default/laugh.gif) Congrats for that I guess. Also, I guess AAAC is a cool thing to say. I for one am levelling up items that are over level 300 and get the maze 5 times in an item fight. This is like saying: I'm not going going to hell because I haven't done anything wrong, when you're 8 years old. Just to say: Ahh well, hell doesn't exist anyway. - When you're past 30 years. Noobs fight fights that are below 300 rounds long, so just give the mazes to the noobs that seem to love them so much. This post has been edited by Bunko: Apr 30 2011, 16:54
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Apr 30 2011, 16:55
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Mazes are fun. Especially when you get 3 of them in your first 100 rounds of Grindfest (IMG:[ invalid] style_emoticons/default/laugh.gif)
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