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> HentaiVerse 0.6.0, Now with 10% less code

 
post Jul 12 2011, 15:56
Post #461
ferchan



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What I would like to see in the future would be a more organized equipment screen (equipment separated in tabs like the item shop) and weapons with elemental attributes.
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post Jul 12 2011, 16:06
Post #462
Tenboro

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QUOTE(sushi0 @ Jul 12 2011, 15:23) *
Are you planning to use some other factors as a substitution for ratings or just removing it entirely?


If I didn't, your damage would drop to about five points.

(inb4 stupid quip)
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post Jul 12 2011, 16:39
Post #463
marcho



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Are you giving greater weight to people who choose 1 witch they actually want to adopt or should we all be blanket rolling on everything?
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post Jul 12 2011, 16:47
Post #464
Zero Angel



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How exactly does Weaken/Bewilder affect the damage formula?
It does say in their tooltips that enemies take more damage when under those statuses.

Edit:
Also, minor issue, probably rounding errors:
The status bar on the left displays that I have 2149 MP
The middle (Derived attributes) says that I have 2150.0 MP

...It feels weird.



This post has been edited by Rei-Tenshi: Jul 12 2011, 16:58
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post Jul 12 2011, 16:51
Post #465
hzqr



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QUOTE
The number of hours (not rounded) is multiplied with the number of battles the monster has won since last time it brought you a gift.


Isn't this highly exploitable?
Start cakefest > kill everything until you meet one of your creatures > focus until you are killed > repeat
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post Jul 12 2011, 16:54
Post #466
marcho



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QUOTE((Cheater) Tiap @ Jul 12 2011, 09:51) *

Isn't this highly exploitable?
Start cakefest > kill everything until you meet one of your creatures > focus until you are killed > repeat


well, the gifts appear to be worth 20c so... that might not be a very productive use of time unless their function/quantity needed to do something useful in a later patch drives up prices like what happened with crystals.
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post Jul 12 2011, 16:54
Post #467
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I have a fair suggestion for lowering IW rounds since Stamina is mattering more and more and higher level players are starting to "feel the pinch" as it were.

Higher difficulty modes no longer increase the amount of levels an item levels up. Instead they reduce the number of rounds by a percentage (e.g. Hard cuts it by 10%, Heroic by 15%, etc.) Obviously the increased difficulty still means tougher monsters and more EXP as per usual.

The 2 lower than Normal difficulties create extra rounds (again, percentage-based) to compensate the now guaranteed level up upon completion. Their EXP rewards remain very low to discourage people from leveling exclusively on easy/cake.

Thus, the item can only go up 1 level per IW completion, but the number of rounds can be greatly reduced for player who can handle higher difficulties. Likewise, trying to go the easier route results in more work and less EXP. So it becomes a choice of easier but longer or harder but shorter.
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post Jul 12 2011, 16:56
Post #468
hzqr



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QUOTE(marcho @ Jul 12 2011, 16:54) *

well, the gifts appear to be worth 20c so... that might not be a very productive use of time unless their function/quantity needed to do something useful in a later patch drives up prices like what happened with crystals.


I think I read somewhere in the HVChat thread that the Shade-whatever gift sells for 10000C.
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post Jul 12 2011, 16:56
Post #469
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QUOTE(varst @ Jul 12 2011, 09:42) *

I don't agree with that.
Now I have always have to face 8-10 custom monsters every turn in the item world.
If I'm still facing some PL 50 monsters of course I can go through the rounds faster than a lv.50 guy.
But as a lv.200 guy, I have to face those PL 200 monsters, which a lv. 50 guy don't have to!
And you've designed those PL 200 monsters to be much stronger and have more resistance than PL 50 monsters!
Is that fair to us?


Last I checked, games were supposed to get harder the high the level. As you are at level 220, you are beyond the learning curve and should have arrived at the climbing wall a while ago.
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post Jul 12 2011, 16:58
Post #470
marcho



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QUOTE(Maximum_Joe @ Jul 12 2011, 09:54) *

I have a fair suggestion for lowering IW rounds since Stamina is mattering more and more and higher level players are starting to "feel the pinch" as it were.

Higher difficulty modes no longer increase the amount of levels an item levels up. Instead they reduce the number of rounds by a percentage (e.g. Hard cuts it by 10%, Heroic by 15%, etc.) Obviously the increased difficulty still means tougher monsters and more EXP as per usual.

The 2 lower than Normal difficulties create extra rounds (again, percentage-based) to compensate the now guaranteed level up upon completion. Their EXP rewards remain very low to discourage people from leveling exclusively on easy/cake.

Thus, the item can only go up 1 level per IW completion, but the number of rounds can be greatly reduced for player who can handle higher difficulties. Likewise, trying to go the easier route results in more work and less EXP. So it becomes a choice of easier but longer or harder but shorter.


Mob damage scales with the number of rounds though :/ so making it shorter at high difficulty is actually making it easier unless there's a new mechanic introduced to balance that out.



la edit:


QUOTE((Cheater) Tiap @ Jul 12 2011, 09:56) *

I think I read somewhere in the HVChat thread that the Shade-whatever gift sells for 10000C.



Rare ingredients sell for 10k (I found something called a shielding rune) but they are rare. You can make 10k faster through normal play than farming um, yourself. Remember the chance to get an item depends on timeXwins to get anything (and mostly 20c things). You need to get 10 wins and wait 2 hours for even a 20% chance.

This post has been edited by marcho: Jul 12 2011, 17:04
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post Jul 12 2011, 17:09
Post #471
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QUOTE(Shadow Weaver @ Jul 12 2011, 22:56) *

Last I checked, games were supposed to get harder the high the level. As you are at level 220, you are beyond the learning curve and should have arrived at the climbing wall a while ago.


Yes, the game is supposed to be harder as I have to face stronger mobs, I have to accept that fate.

However, when I want to increase the lv. of my items so as to face the challenge, I found that it takes way too long to make it worths. I have pretty much stated my reasoning; we need to face stronger mobs and play more levels in order to get the same result as a lower lv. guy.
That's a double hit in my viewpoint.

So let us choose one: either make the mob stronger, or let us play less levels.

This post has been edited by varst: Jul 12 2011, 17:10
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post Jul 12 2011, 17:41
Post #472
Tenboro

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QUOTE(marcho @ Jul 12 2011, 16:39) *
Are you giving greater weight to people who choose 1 witch they actually want to adopt or should we all be blanket rolling on everything?


You certainly won't increase your chances by blanket rolling. Those who picked just one will get rolled first.
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post Jul 12 2011, 17:46
Post #473
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QUOTE(Tenboro @ Jul 10 2011, 11:50) *

- Fixed a bug where Innate Arcana did not take some duration bonuses into consideration. Assuming you have them, Upkeep should therefore be decreased somewhat.
Magic regen still doesn't tick when I cast a infusion (IMG:[invalid] style_emoticons/default/sad.gif)
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post Jul 12 2011, 18:16
Post #474
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i would like a roll on Charlotte E Yeager
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post Jul 12 2011, 18:41
Post #475
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I just went from 644 health in a random encounter to 1446 as soon as I finished it and left. No items or gems dropped and I had no buffs on or mana to cast any, so I have no clue why or how that just happened.
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post Jul 12 2011, 18:45
Post #476
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QUOTE(cmdct @ Jul 12 2011, 19:02) *

Tenb, did you reduced the legendaries holy resistance? Just wondering why I'm doing 44k dmg instead of the "old" 32k dmg even with lower adm (IMG:[invalid] style_emoticons/default/smile.gif)


44k melee hit? o_O
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post Jul 12 2011, 18:48
Post #477
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QUOTE(Ballistic9 @ Jul 12 2011, 18:45) *

44k melee hit? o_O

Don`t worry he is just cheating (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jul 12 2011, 18:54
Post #478
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I bet that uses up infusions mighty fast.

QUOTE(Tenboro @ Jul 12 2011, 10:41) *

You certainly won't increase your chances by blanket rolling. Those who picked just one will get rolled first.

Fine. Put me for Eila only then.
QUOTE(Tenboro @ Jul 10 2011, 05:50) *

0.6.0| 3730 | Eila Ilmatar Juutilainen | 739 |


This post has been edited by hitokiri84: Jul 12 2011, 18:55
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post Jul 12 2011, 18:59
Post #479
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i'll only roll for Getrud then ¬_¬'

3734 | Gertrud Barkhorn | 150


btw, when are you going to pick the winners tenboro? end of the week?

This post has been edited by SneakyGray: Jul 12 2011, 18:59
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post Jul 12 2011, 19:02
Post #480
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No Lucchini or Sanya (IMG:[invalid] style_emoticons/default/sad.gif)

Put me down for Sakamoto Mio then~
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