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HentaiVerse 0.6.3, Ponies |
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Dec 29 2011, 02:36
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-Enforcer-
Group: Gold Star Club
Posts: 231
Joined: 11-March 09

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Folks seem to forget the whole HV is a work in progress and as such, there are ALWAYS going to be parts that are incomplete. Additionally, lets grasp at the big picture, _its _a _game. No, and shut up... its a game, and a free one at that! If you're taking the game serious, as if your life depended on it, I highly suggest taking a break from it. Yeah, I said it, take a break from it. Finally, I will point out I didn't (and arguably still don't) fully understand the HV as far as battle techniques, best practices, equipment selections but I have realized there is no way in hell I'm going to _fully understand it AND make the absolute best out of it. The game is simply too complex (neither good or bad) Detailed, is perhaps a better word. I was a bit perplexed about the overcharge part (as I have every level of the 17 ability tree levels filled) and after ignoring the vast amount of replies, I found by reading Tenboro's posts, that its going to be important in future updates so instead of complaining that its no longer a help - I'm going to just battle as I normally would and have some fun with it. Seriously, those that know me - know I've got an obscene amount of Hath, Perks, and Credits to where I could buy damn near 200 of anything I wanted (yes including the 50,000 credit items) and still have credits left over. I have 9 Ability points just sitting there because I don't use the spells and i've ran out of Health, Mana, etc items to spend it on - and I'm not complaining. Additionally, I've trained my character to everything but Ability points - but I'm not complaining about that either. Be humble that its a free game that's challenging to play. If there's an obvious bug like a feature isn't working, then mention it constructively. If you don't like how a certain aspect no longer works (or how it used to work for YOU), then you're entitled to your opinion, but if you're just posting in hopes it will be reverted back - don't bother because it won't. Case in point, Tenboro isn't likely to reply to my specific post and I'm not expecting him to. I'm here offering my humble opinion and I'm expecting a lot of flak because of it. Sometimes you have to take one for the team to point out the silly and goofy-ness of others'. (IMG:[ invalid] style_emoticons/default/smile.gif)
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Dec 29 2011, 04:54
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Mi-Ala Starbreeze
Group: Gold Star Club
Posts: 2,024
Joined: 7-March 09

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QUOTE(-Enforcer- @ Dec 29 2011, 02:36)  I've got I could buy anything I wanted I have I'm not complaining. I've trained everything I'm not complaining
Ur cool © P.S. Can I have a little bit of your body? I would prefer half of your left cheek.. if you dont mind, that is.
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Dec 29 2011, 05:05
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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Suggestion: Turn SP from Spirit Points to Skill Points and make the Skills have a similar cost mechanic to Magic Points.
Suggestion: Turn OC from Overcharge to... I don't know... Spirit something-or-other, you're a clever girl, you can think of something pretty and glittery, I'm sure, and have it act as the Spirit Mode catalyst solely. That seems like an easy solution to all the bawwing, and pretty much my biggest gripe with the current battle system.
If this is what you're planning on anyway... then I will lie prostrate at your blessed feet.
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Dec 29 2011, 07:16
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LoneUnknown
Group: Members
Posts: 1,484
Joined: 25-February 10

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OK silly idea...
But shouldn't the weapon skills be tied to proficiencies?
100 proficiency unlocks your first skill, 200 for the second, etc.
Also, shouldn't they use a proportionate amount of overcharge?
So if it requires 100 OC to use, and you have 163 OC, then you should be left with 63.
Maybe it is supposed to do more damage with more overcharge, but I am not seeing it.
Perhaps I don't see the whole picture as to what is planned though.
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Dec 29 2011, 09:16
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LoneUnknown
Group: Members
Posts: 1,484
Joined: 25-February 10

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and sorry for double post and I've tried not to complain so far; but after another slow, cumbersome night of play, I must express:
As a melee player...
I want my passive damage bonus back.
Thank you
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Dec 29 2011, 10:01
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Chounyuu
Group: Members
Posts: 791
Joined: 6-September 11

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QUOTE(LoneUnknown @ Dec 29 2011, 05:16)  OK silly idea...
But shouldn't the weapon skills be tied to proficiencies?
100 proficiency unlocks your first skill, 200 for the second, etc.
I was going to make a thread to suggest that, having skills unlock at proficiency thresholds. Depending on how many skills they plan on adding, you may want to unlock them at 50 first... or even lower. Don't want it to take forever for someone to unlock one. I still don't have a single proficiency at 100 yet. Perhaps general skills (like the current orbital friendship cannon) that will unlock based on thresholds of your sum-total proficiencies.
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Dec 29 2011, 10:45
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Actually OC change is not that awful. Did a long as Arena on Heroic. Allö 3-4 Rounds I got a free win thanks to Scatter Strike (IMG:[ invalid] style_emoticons/default/happy.gif) All we need is a hotkey for skills!
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Dec 29 2011, 11:36
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kingwolf
Group: Members
Posts: 6,438
Joined: 16-July 09

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I've noticed all the 50,000 credit materials inventory has stayed the same for several days now. Has no one bought any?
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Dec 29 2011, 11:42
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@43883
Group: Gold Star Club
Posts: 31,489
Joined: 6-March 08

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QUOTE(kingwolf @ Dec 29 2011, 10:36)  I've noticed all the 50,000 credit materials inventory has stayed the same for several days now. Has no one bought any? Price tag is way higher than crystals so it probably restocks a bit too often if the auto-restock frequency is the same. This post has been edited by Mika Kurogane: Dec 29 2011, 11:46
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Dec 29 2011, 15:19
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RajaNagaSoz
Group: Members
Posts: 332
Joined: 7-December 08

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QUOTE(LoneUnknown @ Dec 29 2011, 00:16)  OK silly idea...
But shouldn't the weapon skills be tied to proficiencies?
100 proficiency unlocks your first skill, 200 for the second, etc.
QUOTE(Chounyuu @ Dec 29 2011, 03:01)  ... you may want to unlock them at 50 first... or even lower.
This would work. Also more skills. Possibly even one immediately available from the start (not much better than a normal attack, something cheap, spammable to a point, but not worth it later possibly by being uneffected by X-Attack) If you have to wait until 100 prof just for the first skill, that would be awful, considering it's common to be told "start getting ready to switch to mage" right around that point (around lv 100-150, right when a prof would be catching up) Honestly, i can see where this is going, and it could be really cool, but it really does feel like the placeholder was removed a bit early. I absolutely fucking love passives. In any game, i enjoy stacking passives up in one way or another to stop the procession of 1>2>3>4 gameplay minmaxing tends to turn into, and make it more of a pre-setup style. It takes less constant brainpower, and more at the start deciding what things work best together. Custom maps in warcraft 3 are my easiest example, hero arena maps, and the like. I'd take full compliments of passives, such as crit chances, damage boosters, speed enhancers... I'd be weak for half the game, but come time all my skills started reaching higher levels, i'd start seeing cussing and claims of derogatory sexual orientation or lack of genital girth come along to me through the text chat. If this is to be some kind of Stance mechanic, would there possibly be a passive-like version to come? i assume not as powerful, or not based on the same equations/numbers, with some other drawback. The most obvious no-thinking one would be "attack up for defense down", but maybe instead something like "raises attack power by <balanced%>, freezes the overcharge gauge (no drain or gain), and while active you cannot cast spells or use skills" or something. it's 8:16 am here and i've been up all night playing skyrim, i can't think of anything better at the moment. I should go to bed before i ramble more without really getting anywhere. tl;dr, i don't feel especially affected, being mid-low-tier, but i can see why this totally pisses off high-end melee. Also i like passives. a lot. Edit: also did cure get reset back to where it was? i'm back down to 765 on my normal equipment, instead of the increased 1145 i was doing before... This post has been edited by RajaNagaSoz: Dec 29 2011, 15:20
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Dec 29 2011, 16:39
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(Mika Kurogane @ Dec 29 2011, 01:42)  Price tag is way higher than crystals so it probably restocks a bit too often if the auto-restock frequency is the same.
Only crystals are auto-stocked.
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Dec 29 2011, 16:59
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE(LoneUnknown @ Dec 29 2011, 06:16)  OK silly idea...
But shouldn't the weapon skills be tied to proficiencies?
100 proficiency unlocks your first skill, 200 for the second, etc.
Also, shouldn't they use a proportionate amount of overcharge?
So if it requires 100 OC to use, and you have 163 OC, then you should be left with 63.
Maybe it is supposed to do more damage with more overcharge, but I am not seeing it.
Perhaps I don't see the whole picture as to what is planned though.
Actually you do get melee skills out of proficiencies, but they are passives. For 2H, your proc domino strike splashes damage to 2 targets up and down from the one you attack (if it procs). Att 100 proficiency, this increaes to 3 up and 3 down, and 200 it it 4 up and 4 down. Meaning the max number of targets hit goes from 5 to a total of 9. And the amount of damage splashed gets reduced, but higher proficiency makes that reduction smaller, so with 250 proficiency, the two closest targets actually take full damage. For 1-H, you can do 1 counter-attack between each of your own turns. Which increases to 2 and 3 at 100 and 200 proficiency respectively. Meaning you can do three times as many counter-attacks when your proficiency is up. Dual Wielding isn't that dramatic, it only increases the damage of your off-hand strike by 1% for every 10 proficiency, for a total of 25% bonus. Kicking up the off-hand attack damage from 50% to 75%. Big thing tho, since DW does not attack once with the main-hand weapon and once with the off-hand weapon, but both are rolled into a single attack score, which is used for all attacks, both the main and the off-hand, but the off-hand gets reduced by a percentage. And yes, the skill does more damage with higher overcharge, don't know the formula, but when I had considerable amounts of AP spent into OC tanks, it was definetly noticeable. A little trick, if you got some extra OC (110% minimum I'd think) is to activate spirit mode and then use the skill the first turn afterwards. Spirit mode will double the damage of the skill. There's a nie damage boost for you. QUOTE(Chounyuu @ Dec 29 2011, 09:01)  I was going to make a thread to suggest that, having skills unlock at proficiency thresholds. Depending on how many skills they plan on adding, you may want to unlock them at 50 first... or even lower. Don't want it to take forever for someone to unlock one. I still don't have a single proficiency at 100 yet. Perhaps general skills (like the current orbital friendship cannon) that will unlock based on thresholds of your sum-total proficiencies.
The proficiencies will come, don't worry about it. As you get up in levels, it takes longer to get to each level, meaning more hitting and killing, and more earned proficiency per level. I'm lvl 250 and my 2H proficiency is 249.4 or something like that. So don't worry, it will catch up to you. Just that when you are low, you lvl too fast for it to keep up. Also, the bigger the disparity between your level and your proficiency, the bigger the chance to get an increase to proficiency every time you use something that gives that proficiency. Locking the skills to proficiency would only mean that newbies wouldn't get access to them, and then it would make as much sense to just lock it to a certain level and put it in the ability tier.
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Dec 29 2011, 17:02
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@43883
Group: Gold Star Club
Posts: 31,489
Joined: 6-March 08

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QUOTE(Maximum_Joe @ Dec 29 2011, 15:39)  Only crystals are auto-stocked. Are you sure about this ? Those flat 100s looked pretty fishy. Well, thanks for the information.
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Dec 29 2011, 17:12
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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QUOTE(Tenboro @ Jul 27 2011, 19:06)  Naw, the only thing that gets seeded right now is crystals. But everything that has a stock above 100 will decay, with the rate of decay depending on how much stock there is. tl;dr materials are too expensive, no one buys them
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Dec 29 2011, 17:30
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE(Mika Kurogane @ Dec 29 2011, 16:02)  Are you sure about this ? Those flat 100s looked pretty fishy.
Well, thanks for the information.
Think I read somewhere that the bazaar systems works such that it discards gears and items if there are more than a certain amount, and generates them if there is less than a certain amount. For equipment there is always lots sold, so it is discarded and none is generated. For crystals it's the other way around. Materials is probably in a place where the sell cost to the bazaar is too low for anyone to sell, and the cost is too high to buy, leaving the generated stuff just sitting there.
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Dec 29 2011, 19:40
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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QUOTE(-Enforcer- @ Dec 28 2011, 18:36)  Seriously, those that know me - know I've got an obscene amount of Hath, Perks, and Credits to where I could buy damn near 200 of anything I wanted (yes including the 50,000 credit items) and still have credits left over. I have 9 Ability points just sitting there because I don't use the spells and i've ran out of Health, Mana, etc items to spend it on - and I'm not complaining. Additionally, I've trained my character to everything but Ability points - but I'm not complaining about that either. Be humble that its a free game that's challenging to play. If there's an obvious bug like a feature isn't working, then mention it constructively. If you don't like how a certain aspect no longer works (or how it used to work for YOU), then you're entitled to your opinion, but if you're just posting in hopes it will be reverted back - don't bother because it won't. Case in point, Tenboro isn't likely to reply to my specific post and I'm not expecting him to. I'm here offering my humble opinion and I'm expecting a lot of flak because of it. Sometimes you have to take one for the team to point out the silly and goofy-ness of others'. (IMG:[ invalid] style_emoticons/default/smile.gif) Let me translate this: Folks. I have slept with 1000 of the most beautiful women and trust me if I say this: don't complain about your fat and frigid wife.
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Dec 29 2011, 21:17
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skillchip
Group: Catgirl Camarilla
Posts: 5,755
Joined: 31-December 06

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I believe the rare mats don't decay unless they are over 100, and only then down to 100, but are only stocked by people vendoring them.
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Dec 29 2011, 21:28
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LoneUnknown
Group: Members
Posts: 1,484
Joined: 25-February 10

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QUOTE(RajaNagaSoz @ Dec 29 2011, 07:19)  Honestly, i can see where this is going, and it could be really cool, but it really does feel like the placeholder was removed a bit early. I absolutely fucking love passives. In any game, i enjoy stacking passives up in one way or another to stop the procession of 1>2>3>4 gameplay minmaxing tends to turn into, and make it more of a pre-setup style.
This, This and This. I much prefer building passives and innates on a character in this kind of game then having to micromanage every action. To me, that is what melee should be... he/she trains his attributes (strength, speed, reflexes, etc) to have an innate advantage in combat and uses a handful of techniques on top of that. If I wanted to have to click and manage 20 different abilities to make sure I was at peak performance, then I would play a mage. To put it another way, lets make up a completely new and arbitrary measurement called 'Estimated Power Level" (EPL) Many games work like this... Melees have a consistently high EPL without using any temporary, short term abilities. Then they have a few abilities that can boost them offensively or defensively for a short period of time. Let's say 1000 EPL normally and 1500 EPL when using temporary, special abilities for melee. Mages on the other hand, have a low EPL overall, but when using their temporary, short term abilities they surpass the melee in what they can do by a significant amount. Let's say 500 EPL normaly and 2000 EPL when using temporary, special abilities for mages. In simple gameplay terms, the mage should have to rely more on temporary special abilities for his/her power. Melee should have more consistent innate ability. But what this latest update effectively does, is juxtapose this dynamic for melees, turning melee playstyle into a mage playstyle. I've really tried giving this a chance, but the lack of hotkeys for the new abilities makes gameplay too cumbersome for what melee should be. Every time I build up and temporarily activate 'spirit mode' I am reminded of the damage I was previously able to do ALL of the time, and to be honest I actually miss the little touch of the custom named spirit attack (not to mention the usefulness of a last ditch damage spike) This much is clear: the passive damage bonus for overcharge was not any sort of unfair advantage for melee, and it's removal is quite clearly a nerf. What was given in return does not compensate for what was lost by any means. I was actually impressed with shattering strike for a little bit (yay, free round clear every 3-4 rounds!) until I realized that overall, I would be whipping through all of those rounds twice as fast with the passive damage bonus still intact (cause yea... 100% damage bonus for 200% overcharge equals double the damage under the old system). Spirit mode also adds 100% damage you say? Well gee thanks, too bad I can't use it all the time. Not to mention its use is finite in longer arenas thanks to the drain on spirit pool. lolnerf
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