> [Change] HentaiVerse Equipment/Ability Sets, For people who play the HentaiVerse minigame

 
post Mar 13 2016, 23:43
Post #1
Tenboro

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A future update of the HentaiVerse will add the "Persona" functionality, adding a number of profiles that will let you set up your character for multiple roles with separate primary stat and ability point allocations.

Today, you only have one profile with a single primary stat and ability point allocation. There are however equipment/ability sets that allow you to switch between predefined equipment loadouts. Each loadout also has its own separate set of slotted abilities.

While it won't be hard to let every Persona have a separate collection of equipment sets and associated ability assignments, I'm thinking that might be a bit too much to set up and keep track of for most people.

There are three ways to do this:

1) Each Persona has just one equipment set and set of slotted abilities.

2) Each Persona has several equipment sets, but a common set of slotted abilities that doesn't change with the selected equipment set.

3) Each Persona has several equipment sets, each with a separate set of slotted abilities.

Right now I'm thinking of going for solution #2, where you still have equipment sets, but only one set of slotted abilities shared between the equipment sets. Though as this is largely a design decision, and there's no significant difference in how much work it is to implement, I would like to know which solution the people who will actually use this thinks.
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post Mar 14 2016, 16:05
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I think it depends on how much "Persona" we can get easily.
#1 is good if we have 10+ profiles.(copy and paste, profile name change were needed)
#2 is a better version of equipment set
I dun like #3,it just separate ppl to mage, melee and single-hand friendship cannon.


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post Mar 14 2016, 17:01
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QUOTE(Tenboro @ Mar 14 2016, 01:33) *

Not for the base Persona. To create other Personas, you would obviously have to assign the points.

That sounds good, I'm fine with just the current one.

QUOTE(Tenboro @ Mar 14 2016, 01:33) *

Yes? People haven't been asking for this system in particular, but the things that are enabled by it are frequently requested.

Alright then, I haven't been keeping up with the forum much lately.
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post Mar 14 2016, 17:32
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QUOTE(mozilla browser @ Mar 14 2016, 03:11) *

I'd go for #1 or #3.

#1 is really the simplified case of #3, which is all i'd need as long as there are enough Persona slots.

#3 is the more general case yet, imo, too complex. Enough people get confused about how equipment sets work today

Pretty much.
As long as there are enough personas #1 should be enough for pretty much everything.

Really like the idea.
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post Mar 14 2016, 17:41
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More versatility is always better, so I'd go with 3. Especially if we only get few personas or the new ones will cost a lot of money. If there are many cheap personas, however, then 1 is simpler and better. In case of 3, people who are confused can just not use them to the fullest.

Also I hope personas will remember not just the abilities and stat allocation, but also the title and maybe difficulty level too. There are some builds that use Dovahkiin so it'd be nice not having to switch to it manually.
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post Mar 14 2016, 19:48
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post Mar 14 2016, 22:11
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I vote for #2.

Also, trying out a new persona is hindered if your proficiencies are skewed a particular direction. It's tough to try a mage if your profs are all in heavy sword and board. Could there be proficiency reassignment (switch 300 staff to 300 dual wield) or a "catch up" proficiency acceleration?


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post Mar 14 2016, 23:03
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QUOTE(Panuru @ Mar 14 2016, 14:11) *

I vote for #2.

Also, trying out a new persona is hindered if your proficiencies are skewed a particular direction. It's tough to try a mage if your profs are all in heavy sword and board. Could there be proficiency reassignment (switch 300 staff to 300 dual wield) or a "catch up" proficiency acceleration?


I don't see the switch being implemented as you suggest, I don't play staves, but isn't it easier to gain proficiency in a proper weapon 'dual wield' in your example than it is with a staff? people could simply prof up the weapon of choice, dump it in staff then go back to the sword or whatever again.

Re the topic suggestion, I would go for #2, but I guess for a lot of people it woud come down to how many personas are you able to have.
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post Mar 14 2016, 23:59
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I'm a minimalist and would definitely go for #1. But i have played 7-10 random encounters in the last month, and nothing more, so i do not really count.


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post Mar 15 2016, 01:51
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I think I vote for option 2.

I'm afraid it doesn't matter which one wins, Tenboro will always add ways to drain my wallet.
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post Mar 15 2016, 05:45
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I prefer the K.I.S.S. Method of doing things. Option 2 seems to do that while offering flexibility.

I just hope it doesn't reset stats and abilities because I know I never recovered correctly the last time that happened.


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post Mar 15 2016, 08:26
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QUOTE(Mrsuperhappy @ Mar 14 2016, 10:03) *

I don't see the switch being implemented as you suggest, I don't play staves, but isn't it easier to gain proficiency in a proper weapon 'dual wield' in your example than it is with a staff? people could simply prof up the weapon of choice, dump it in staff then go back to the sword or whatever again.


Yes that sort of exploit occurred to me, but staves is the only case I could think of where it was particularly applicable. Different "direct" weapons wouldn't have relative advantages nor would armor. Maybe make it a one-time application when the persona is created?

All I'm saying is that I don't relish taking an armor proficiency from 0 to 300 in increments of 0.01.


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post Mar 15 2016, 10:35
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QUOTE(mozilla browser @ Mar 14 2016, 10:12) *

Niten / DW / 1H *might* be served by similar stat allocation (though really you might tune it as far as reducing Agi for 1H/heav but wanting Agi for Niten/DW), but surely you would need to slot the appropriate melee abilities?

Likewise for Mage 1 & 2. Same stat allocation, but if you're swapping between fire/cold/wind/elec, holy, dark, those use separate ability trees.

If the cost of personas is similar to that of Set Collector (125k for 4 sets), it's pretty irrelevant to anyone who's maintaining and switching between different equipment. And it'll help inject some fun as we get to really try out different styles.


Yep, was wrong with the Mages (was thinking about stat allocation there) my fault !

I think, in the end it doesnt matter witch will be realized ! Lets see how many Personas we get for free (the cost to obtain more) & if we need to klick these stats into the life of our left Mousebutton ( or maybe some fields to fill in ?!? then confirm !?! ) ^^


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post Mar 15 2016, 14:14
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QUOTE(Tenboro @ Mar 13 2016, 19:33) *

Not for the base Persona. To create other Personas, you would obviously have to assign the points.


A thought for that: Allow a 'clone' option when someone first sets up a Persona that either copies across the attributes of a chosen existing Persona or assigns the points to match it with the player only needing to click 'Apply'.

The latter is probably better: It lets the player tweak the exact numbers but saves him from having to click '+' a thousand times.


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post Mar 15 2016, 17:32
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I like solution 1, as it seems it would fix my need to go to the ability page after changing equipment to set the abilities corresponding to the equipment (from 1H to 2H, from 2H back to 1H).
Also, "persona" would just replace "equipment set", so no question about need for new trainings, perks or whatever.

Solution 2 seems to be for melee, as you could switch weapons for a style (1H,2H,DW,NI) without seeing much difference with ability set being the same.
When going for Mage or armor switching, it seems to be more complicated.

Solution 3 seems better than solution 2, the good point is that flaws due to lack of flexibility should be fixed, the bad point is that it would be a bit harder to set in place.

For solutions 2 and 3, there would be a need to know how many personas we start with, how much can we have at maximum, what does it cost to have more, and stuff like that, to make an enlightened decision.


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post Mar 15 2016, 19:42
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quick question.

is there any benefit, for eternal heavy melee who will never change to other style ?

if no benefit, then I abstain.
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post Mar 15 2016, 20:42
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QUOTE(Tenboro @ Mar 13 2016, 21:13) *
1) Each Persona has just one equipment set and set of slotted abilities.
Simple, but not very charming.

QUOTE(Tenboro @ Mar 13 2016, 21:13) *
3) Each Persona has several equipment sets, each with a separate set of slotted abilities.
Too complex and troublesome. (to remember which equipment set of which persona has which kinda setup!)

QUOTE(Tenboro @ Mar 13 2016, 21:13) *
2) Each Persona has several equipment sets, but a common set of slotted abilities that doesn't change with the selected equipment set.
This seems to be the best case scenario.

Each playstyle can consist of multiple Weapon-Armor combination. This option is great for using different builds of the same playstyle.

Suppose I play DW. Then with this option, I can assign a equipment set of Shade-Shadowdancer build, while in another set, I can assign a Shade-Negation set and so on.

And since they all are using the same Abilities, it's pretty simple and fast to choose your set for different battle types (Grindfest, Arena, IW, RoB), without paying much attention to the Abilities when switching sets.

So basically it's like 1 persona for 1 playstyle (which you can customize any way you want).

I vote for (2).

This post has been edited by tetron: Mar 15 2016, 20:44


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post Mar 15 2016, 21:45
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QUOTE(karyl123 @ Mar 15 2016, 19:42) *

quick question.

is there any benefit, for eternal heavy melee who will never change to other style ?

if no benefit, then I abstain.

You never know when will 10B remove heavy armor completely. rolleyes.gif


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post Mar 15 2016, 22:11
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QUOTE(Colman @ Mar 15 2016, 20:45) *

You never know when will 10B remove heavy armor completely. rolleyes.gif

laugh.gif

in the end , we will use monk style ~ without any weapon or gears heh.gif

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post Mar 15 2016, 22:44
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#3 without a doubt. More customization options are always better, especially when they are not more work to implement. The only downside is initial set up time of abilities, which you only have to do once.

#2 is horrible for anyone that doesn't have a ton of AP and uses more then one style. They would have to reset their abilities one by one as well as re-slot them. That might not be a problem at high level with a lot of ability boost training, but I believe a lot of players aren't there yet. This is even more pronounced for people that use different sets while keeping the same stats.

Here is an example: I set up the persona for melee stats with equipment sets of 1h heavy, 1h light. My current set is 1h heavy. I switch my equipment set to 1h light. I now need to reset all of my heavy armor abilities, reallocate my light armor abilities and then re-slot them. This would need to be done every time I switched between equipment sets. This works the same for weapon changes and mage elements as well.

Overall, since the implementation time is basically the same I have to go for #3. #2 would just end up with people still asking for abilities to change with equipment sets.



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post Mar 15 2016, 23:32
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It depends what is planned for the future, 1 seems the best for the current system (simplicity is best).

If there is going to be customisations (like something where you can't get all the abilities that you want, for example [www.pathofexile.com] in poe where you can only choose 6 out of the 12 nodes . Then having multiple ability sets might be useful. ie. 3.

2 is useful is if you want multiple sets of equipment with the same abilities, ie. using a mage and testing proficiency/EDB pieces. If there is planned to be trinkets (ie. + 1 extra stack of PA, or rapiers have a chance to attack twice) where you would consider having multiple equipment sets then 2 is useful.

Ultimately it depends on the future. 1 is best for simplicity/ the current game. But depending on what is planned, other options might be preferable.


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