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> HentaiVerse 0.6.8, Monsters need love too

 
post Jun 15 2012, 14:41
Post #421
CountPacula



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QUOTE(DarkDespair5 @ Jun 15 2012, 00:08) *
Monster variety, since you don't know who you're dealing with, changes nothing wrt this principle. [...] I don't play any differently when there are different monsters out there, and therein lies the problem really.

I'm just going to throw this out here:

Would adding some kind of colour-coding to indicate a monster's type (giant, elemental, et. al.) be useful at all? Or if not helpful per se, make things more interesting at least?
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post Jun 15 2012, 15:57
Post #422
Insania



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QUOTE(CountPacula @ Jun 15 2012, 08:41) *

I'm just going to throw this out here:

Would adding some kind of colour-coding to indicate a monster's type (giant, elemental, et. al.) be useful at all? Or if not helpful per se, make things more interesting at least?

You could always make a script for that.
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post Jun 15 2012, 19:09
Post #423
bakabombdood



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Damn, I'm gone for a short time and now this update slaps me across the face...Tenboro may I have another ( <----- obvious video game masochist is obvious).
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post Jun 16 2012, 02:00
Post #424
tmihor



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5 2 Janna resists your spell.
5 1 You cast Inferno.
4 4 Regen II restores 725 points of health.
4 3 Janna hits you for 980 wind damage.
4 2 Janna resists your spell.
4 1 You cast Inferno.
3 4 Regen II restores 725 points of health.
3 3 Janna crits you for 1359 wind damage.
3 2 Janna resists your spell.
3 1 You cast Inferno.
2 3 Regen II restores 579 points of health.
2 2 Janna resists your spell.
2 1 You cast Inferno.
1 12 Regen II restores 725 points of health.
1 11 Janna crits you for 1304 wind damage.
1 10 Im So Handsome has been defeated.
1 9 Flames of Loki blasts Im So Handsome for 67653 fire damage.
1 8 Janna resists your spell.


What's the chance for a mob to resist your spell 5 times in a row?
With 99.2% magic hit chance?
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post Jun 16 2012, 02:39
Post #425
pureyang



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Resistance is separate to hit chance.
You successfully hit it, then it successfully resisted the spell.
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post Jun 16 2012, 03:18
Post #426
Black Dynamite



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nvm

This post has been edited by mr daniels: Jun 16 2012, 03:19
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post Jun 16 2012, 05:54
Post #427
Maximum_Joe



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The official name for this patch is now:
QUOTE
Noihara Himari resists your spell.
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post Jun 16 2012, 10:23
Post #428
register1997



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its okay with the strengthened monsters, afterall, we were powered for last patch, at least for who use spells, lol

but the income from equipment became really insignificant

for those equipments from token and arena bonus, the drop chance did not change/ change too much, but the price halved

for those equipments drop by chance, yes they come more frequently, but too much leather and cotton. With the halved price, the proceed is nothing

at least for me, the income from equipment dropped a lot, as not many can be put on market

This post has been edited by register1997: Jun 16 2012, 16:01
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post Jun 16 2012, 12:45
Post #429
Azru



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Here's my review on the patch:

A couple of things in mind, the first is that I'm a one-hander so obviously my review reflects upon one-handing as I know nothing about dual-wielding, two-handing and casters.

The second is that I'm playing on NORMAL difficulty and for those of you who are playing at a higher difficulty kudos to you.

This patch has made monsters entirely too overpowered, I find myself using Godly Mana potions in Arenas that I didn't have to pre-patch and consuming more Godly Mana potions in the later arenas available to me.

I don't notice any difference in equipment dropping more frequently and I'm not very happy about their value being halved on the Bazaar as that makes half of my credit income (the other half from the arenas themselves both in battles won and the bonus at the end).

I do agree that monsters need love and ways to tweak their drop chance of materials is one of the high points of the patch, the rest of the bonuses need to be tweaked down just a tad though because it seems that they're too many that are beyond-ultimate level and it is in my honest opinion that the Ultimate monsters are the end-all be-all of the HentaiVerse.

I'm very interested to see what the second half of the patch will bring. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jun 16 2012, 13:06
Post #430
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The thing about the reduced credits is that it effects everyone.
My hope is still that eventually, the price of player sold hath/items/equipment will reflect this. Obviously the sooner the better.
If the market shows some overall deflation, the only thing that will really get harder is paying for training.
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post Jun 16 2012, 14:01
Post #431
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Minibosses have been retired, but what about the regular monsters? (Giant Panda, Green/Blue Slime, Amphibious Sperm Whale etc.) They stick out like a sore thumb because they're so easy to beat.
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post Jun 16 2012, 15:36
Post #432
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(IMG:[i.imgur.com] http://i.imgur.com/Vxm8H.jpg)

Remove them, and then, Manbearpig, then Konata, then IPU and FSM because they never will be able to surpass the current +9000 power of the custom monsters (IMG:[invalid] style_emoticons/default/dry.gif)

This post has been edited by zzyzzyxx: Jun 16 2012, 15:42
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post Jun 16 2012, 16:00
Post #433
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Once you level up enough, legacy monsters will stop spawning altogether.
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post Jun 16 2012, 17:42
Post #434
pureyang



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QUOTE(Tiap @ Jun 16 2012, 09:00) *

Once you level up enough, legacy monsters will stop spawning altogether.


I am already fighting 2:1 ratio of custom to legacy monsters. And it really hurts the strategy aspect of this game because I have no fucking clue what they are. There is no mass scan and scanning them individually = death. So I just spam strongest AoE.

This post has been edited by mrttao: Jun 16 2012, 17:47
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post Jun 16 2012, 20:40
Post #435
DarkDespair5



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QUOTE(CountPacula @ Jun 15 2012, 07:41) *

I'm just going to throw this out here:

Would adding some kind of colour-coding to indicate a monster's type (giant, elemental, et. al.) be useful at all? Or if not helpful per se, make things more interesting at least?


The problem is that the game is geared towards hundreds of rounds in one day. Thinking HURTS you in battle, because it slows you down. Much better to just Spark/SS/Potion when you need it, and quickly burn through rounds. It doesn't matter if a player makes a monster whose sole purpose is eating fire attacks, because not only am I not going to know (Scanning condemns me to death), and everything is going to die in 2 moves (Normal) anyway. The design decision favoring pre-battle straregy is present everywhere -- such as the fact that 95% of equipment sucks, and you have to enter every piece of equipment into a base stat calculator to see if it's any good. Even in IWBTH, you have to pray you don't get Magnificent Cotton Gloves of Protection or something equally fail >.>

This wouldn't have mattered as much if this patch did not add more meaningless interrupts to the grinding cycle.
You don't think any more than the equivalent of pressing more buttons. It's still cover yourself with SS/Spark, blast away with elemental or holy/dark attacks for mages. I'm not sure if this is a fixable problem either without some kind of huge revamp:

1) Rudimentary Monster AI -- kind of like gambits for AI PCs in FFXII
2) Fewer, better equip and item drops, fewer max monsters per round
3) Custom monster abilities that do something other than just damage you, or have more varied formulas (i.e. piercing attacks instead of that weird anti-defense stat....)

That said, that is a little extreme and I'm thinking this is probably an interim patch for something else Tenboro has planned (either to differentiate monsters from each other more or buff the players).

(IMG:[invalid] style_emoticons/default/smile.gif)


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post Jun 17 2012, 03:38
Post #436
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i just completed exile and feast for crows on normal in the arena, had to use 1 void seeker shard and 3 featherweight shards + 8 godly mana potions in total. Pre-patch i would speed through the higher arena rounds. meleeing at the later arenas is impossible the number of monsters is to great llooks like being a mage is the way forward
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post Jun 17 2012, 03:40
Post #437
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QUOTE(syco0109 @ Jun 17 2012, 08:38) *

i just completed exile and feast for crows on normal in the arena, had to use 1 void seeker shard and 3 featherweight shards + 8 godly mana potions in total. Pre-patch i would speed through the higher arena rounds. meleeing at the later arenas is impossible the number of monsters is to great llooks like being a mage is the way forward


I'm sorry to break it to you but it sounds like your equipments are shit (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jun 17 2012, 04:51
Post #438
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QUOTE(ChosenUno @ Jun 17 2012, 02:40) *

I'm sorry to break it to you but it sounds like your equipments are shit (IMG:[invalid] style_emoticons/default/tongue.gif)


im using all heavy armor so the burden and interference is high i havent got anything good though more average
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post Jun 17 2012, 04:55
Post #439
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QUOTE(syco0109 @ Jun 17 2012, 09:51) *

im using all heavy armor so the burden and interference is high i havent got anything good though more average


You need to buy equipments from others. Also, maybe visit the Ask the Expert thread and post your equips from there. A lot of the higher level players are willing to lend/give you equipments if you're nice (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jun 17 2012, 06:48
Post #440
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I've modified stat so that it will collect the names of the specials of the higher level monsters for possible use in the Monster Lab Bestiary. It is sometimes difficult to know if I have found them all as even on the harder levels, some of the monsters tend to die too quickly.

I have found some monsters have not been updated and still have only one special, some have all three, and a few may have only two. It appears that the monster's owner has eliminated the first (top) of the three skills by leaving the name blank.

So is this how it works? My human at PL400+ can have three skills. The first costs 50% MP and has a power of 30. The second costs 50% MP and has a power of 60. The third costs 100% SP. By leaving the name in the first box blank, I prevent my monster from attempting the first, weaker skill forcing it to use the second more powerful skill.
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