> HV Suggestions 0.90, Let's keep using this thread for 0.90 as well - starting Aug 2022

 
post Jan 10 2021, 00:27
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Nezu



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I closed the old ~700 page suggestion thread over in System Discussion (partly because I'm working on revamping that section for a more guided purpose). While we'd normally do suggestions and feedback in the release notes thread itself - and I encourage you to do that if you want it to be seen by Tenboro - this can serve as a more open discussion thread for things you'd like to change in this patch, and I'll try to make sure anything a lot of effort and insight went into gets seen.

I'd like to note the same thing I did in the old suggestions thread before we get started; calls for direct stat increases (whether that's through abilities, equipment changes or whatever) are unlikely to be heeded. If you want to suggest improvements for [insert playstyle here], try to do it through changing skills, spells, the style-specific procs, and other such mechanisms (again, preferably not just the numbers on them unless it's absolutely necessary).

This post has been edited by Nezu: Jan 10 2021, 00:28
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post Mar 10 2022, 02:53
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Item Storage. Can we get something like equip storage but for items where I can dump all my precious artifacts and other items I don't want to lose and just horde it away, like a trophy case.


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post Mar 15 2022, 21:11
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Can we have in settings that we can slot both the skills for Dual Wield and Niten on the quick bar?
When playing Niten, it's is very handy to combine this with Dual Wield for Schoolgirl arenas. So I use the same persona for that. All armors are the same. Just the weapons change. However, when I switch equip sets, from DW to Niten, the skill 'Frenzied Blows' is unequipped automatically. That sucks. It would be nice if that would stay in the settings-slot, but grayed out.


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post Mar 15 2022, 21:33
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killi890



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QUOTE(Noni @ Mar 15 2022, 19:11) *

Can we have in settings that we can slot both the skills for Dual Wield and Niten on the quick bar?
When playing Niten, it's is very handy to combine this with Dual Wield for Schoolgirl arenas. So I use the same persona for that. All armors are the same. Just the weapons change. However, when I switch equip sets, from DW to Niten, the skill 'Frenzied Blows' is unequipped automatically. That sucks. It would be nice if that would stay in the settings-slot, but grayed out.


Do you really need an unavailable ability on the quickbar? Because if not, "use separate skillbar/autocast assignments" under equipment sets in the settings, should allow you to set things in a way you are comfortable with. For example the Niten ability in slot 1, while the DW abilities are in slot 2 onwards.
Sure, the not available abilities would still be empty, but when available they should be in the right slots. Pretty sure I did that in Isekai before, and it worked fine. (though it's a bit of work to set up at first, as you gotta remember all the exact slots of your other things slotted)


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post Mar 15 2022, 21:46
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Allow all melee skills for all melee styles, with some small adjustments made to some costs and multipliers.

This post has been edited by Nezu: Mar 15 2022, 21:46
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post Mar 16 2022, 19:04
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QUOTE(Nezu @ Mar 15 2022, 19:46) *

Allow all melee skills for all melee styles, with some small adjustments made to some costs and multipliers.

This! wub.gif


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post Mar 21 2022, 13:47
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Drastically buff the 10 cost rob (Triple Trio and the Tree)

I did math again, and while everyone already knew it's bad, it's actually super bad. So bad that it's just sad.

Triple Trio cost and rewards on at least IWBTH:
-Entry cost of 10 tokens
-Tier 6 clear bonus
-1 token
-1 tier 6 trophy
-1 tier 5 trophy
-2 tier 4 trophies. Bundling one of them to tier 5 is a pain, as it's only available in this rob and another one you'd probably not do

Flying Spaghetti Monster + Invisible Pink Unicorn cost and rewards on at least IWBTH:
-Entry cost of 8 tokens
-Tier 6 and Tier 5 clear bonus
-2 tokens (Wiki says the Unicorn one only has an 80% chance, though I can't confirm that. Don't remember ever seeing that)
-1 tier 6 trophy
-1 tier 5 trophy
-4 tier 3 trophies that can be easily bundled (school girls) and could also be looked at as 2 tier 4 trophies.


Regardless of how you look at this, that's just wrong. Either the entry cost should be lower to at the absolutely most of 6 tokens, or it needs some significant buffs. Not like you have the tokens in persistent to do 2 robs in one day, but that even if you HAD the tokens, it'd be better to do spaghetti and invisible pink unicorn instead of triple trio isn't good.


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post Mar 21 2022, 14:36
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QUOTE(killi890 @ Mar 21 2022, 18:47) *

Drastically buff the 10 cost rob (Triple Trio and the Tree)

I did math again, and while everyone already knew it's bad, it's actually super bad. So bad that it's just sad.
...

Regardless of how you look at this, that's just wrong. Either the entry cost should be lower to at the absolutely most of 6 tokens, or it needs some significant buffs. Not like you have the tokens in persistent to do 2 robs in one day, but that even if you HAD the tokens, it'd be better to do spaghetti and invisible pink unicorn instead of triple trio isn't good.


It's not a cost effective math problem and I don't think it's good idea to buff them. Like the 1/4 credits drop in GF, that's actually a punish, only the hard grind player will face that, but even thought with punish there are still many do that. Instead of buff the rich, the ToB drop in arena should be actually buff, since the new arena change I rare even have enough ToB to play FSM everyday
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post Mar 22 2022, 10:30
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QUOTE(what_is_name @ Mar 21 2022, 12:36) *

It's not a cost effective math problem and I don't think it's good idea to buff them. Like the 1/4 credits drop in GF, that's actually a punish, only the hard grind player will face that, but even thought with punish there are still many do that. Instead of buff the rich, the ToB drop in arena should be actually buff, since the new arena change I rare even have enough ToB to play FSM everyday


The point is, right now there's no reason for this rob to exist, outside of Isekai edge cases. In persistent there is NEVER a reason to do it, once you've done it once. Things like that should generally not exist in games. It's kinda like completely and utterly useless equipment (which is currently worked on).

GF has a reason to exist, so there's no problem with it. People do it after arena, if they still want to play. A buff for the 10 cost ring of blood would also not really benefit "the rich", as the token droprate is supposed to be independent from Tokenizer, so you get them based on how much you play.
Regardless, something entirely pointless requires change. Or it simply needs to be removed.


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post Mar 22 2022, 14:38
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TT&T is definitely inferior to FSM in token efficiency, but it does have a reason to exist. If you play all arenas plus a bit more in IW/GF, it's possible to average >5 ToB per day, in which case you can occasionally play TT&T in addition to FSM for even more noodlies. For example if you get 6 ToB per day, in ten days you get 60 tokens, enough for 10x FSM and 1x TT&T.


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post Mar 25 2022, 14:40
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Since there's no wiki link, could we have the info of https://ehwiki.org/wiki/Character_Stats as tooltip for the stats?
Like this:
Attached Image
Obtained by lazily copying the info from the wiki into a "title" attribute of the div:
CODE
<div title="    1 point = +2 to Physical Damage formula
    1 point = +0.5 to the Physical Crit Chance formula
    (1H only) 100 points = +1% Overwhelming Strikes Chance
    (1H only) 50 points = +1% Counter-Attack Chance
    (2H/Niten only) 50 points = +1% Domino Strike Chance">Strength</div>


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post Mar 25 2022, 15:20
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QUOTE(mathl33t @ Mar 22 2022, 12:38) *

TT&T is definitely inferior to FSM in token efficiency, but it does have a reason to exist. If you play all arenas plus a bit more in IW/GF, it's possible to average >5 ToB per day, in which case you can occasionally play TT&T in addition to FSM for even more noodlies. For example if you get 6 ToB per day, in ten days you get 60 tokens, enough for 10x FSM and 1x TT&T.

I've gone through phases of playing 24stamina use under 59. I did not manage to achieve that. Given how Tokenizer is not really affecting things, it's pretty unrealistic to happen to anyone but those chugging energy drinks. Sure, possible, but not really much of an argument.

QUOTE(uareader @ Mar 25 2022, 12:40) *

Since there's no wiki link, could we have the info of https://ehwiki.org/wiki/Character_Stats as tooltip for the stats?
Like this:
Attached Image
Obtained by lazily copying the info from the wiki into a "title" attribute of the div:
CODE
<div title="    1 point = +2 to Physical Damage formula
    1 point = +0.5 to the Physical Crit Chance formula
    (1H only) 100 points = +1% Overwhelming Strikes Chance
    (1H only) 50 points = +1% Counter-Attack Chance
    (2H/Niten only) 50 points = +1% Domino Strike Chance">Strength</div>



Wiki is better suited for that. Like what is this "formula"? Without that, it's not helping you. Like Strength does a lot more when you don't have that much than once you are high level.
If anything, a detailed page for all explanations would be useful, but "officially" a lot of things are simply secret. Thus the wiki.
When I started playing, it was my best friend, so I don't think it's hard to find/use.

This post has been edited by killi890: Mar 25 2022, 15:22


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post Mar 30 2022, 16:02
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Can we hope one day to have potions/items/powerups (just one of those or a combination) for overcharge?


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post Mar 31 2022, 00:35
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Better class ballance so mage is viable for all levels not only for higher levels or endgame.

(I'm still gonna play as mage tho, I'm not giving up!)


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post Apr 1 2022, 09:40
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April Fools' request

How about giving a small gift to the super-duper unlucky-unhappy people?
such as a slot change ticket for pre-0.89 FoS armors.
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post Apr 4 2022, 09:54
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Not to state the obvious, but HVMarket built in.


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QUOTE(Necromusume @ Nov 6 2023, 14:33) *
The layout is supposed to be the entertainment. Please keep that in mind.
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post Apr 4 2022, 10:18
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A bit of an idea against bad connections for melee players and the general issue of more tanky, but less strong in endgame. (again, for melee)

A new option in settings, I'd dub it "normal attack count". Defaulting to 1, allowing 2 or 3.

What would it do? It would automatically attack that many times with one player input, unless the target dies. (stop beating dead horses!) Obviously only for normal attacks, not for any spells, skills or whatever.

-Speeds up melee play, regardless of connection.
-Double edged sword. Makes defense more important to consider. Spark of Life may no longer actually help you, if it triggers "early"
-Works especially well in high level play, where currently everyone is only caring about offense in melee play, but I could see it working even in mid level play, depending on equip choices
-reduces traffic

May even help the market to get less skewed towards mage play. Who knows.


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post Apr 23 2022, 21:41
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A (combat) hotkey overhaul. Drawing inspiration from Monsterbation and MMOS, I'd like to see combat become less cumbersome by making better use of the keyboard.

My biggest gripe is the Quickbar - Alt is a really sketchy modifier to use in a browser, especially for things you use often. I'd suggest rebinding the first 12 slots to Shift-1 to Shift-= - Shift is much more easily accessible and has little in terms of odd behaviours besides something as avoidable as Sticky Keys. Additionally, have icons in the quickbar slots that list their keybinds. Something as simple as an upwards arrow with 1 to = to signify which keybind applies to which slot.

Also, allow for binding quickbar slots in combat. This would be useful for experimenting with effective quickbar setups if you're starting a new build or at the start of a new Isekai season when you're unlocking things at a somewhat faster pace.

Monsterbation's extended quickbar is a godsend. Items are far from rarely used (in my experience), and on mobile where hotkeys are inaccessible, it becomes frustrating taking two taps where one could easily suffice. I don't know if copying the concept wholesale is the right approach to solving this problem, but I definitely think easier access to items (and by extension, scrolls and infusions) would make the experience significantly better.

My final suggestion for this hotkey overhaul is dedicated hotkeys for certain Spells/Skills. Examples include:
  • Cure
  • Full-Cure
  • Regen
  • Spark of Life
  • Shadow Veil
  • Orbital Friendship Cannon
  • Fus Ro Dah
  • Up to three hotkeys for your fighting style's skills
  • Six hotkeys for your strongest Fire/Cold/Elec/Wind/Holy/Dark offensive spell (that you have unlocked and is not on cooldown)

These choices are based on the skills/spells needed/most frequently used by the most people. These should also still leave plenty of keys to maintain the existing hotkeys, though not necessarily with the same bindings as a default configuration. Ideally, hotkeys should be customizable, but that is a thought for another time.
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post Apr 24 2022, 10:27
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QUOTE(Luggs @ Apr 23 2022, 20:41) *

I'd suggest rebinding the first 12 slots to Shift-1 to Shift-= - Shift is much more easily accessible and has little in terms of odd behaviours besides something as avoidable as Sticky Keys. Additionally, have icons in the quickbar slots that list their keybinds. Something as simple as an upwards arrow with 1 to = to signify which keybind applies to which slot.



Remember there are keyboard layouts. My - is at the bottom of the keyboard, next to the right shift key. edit: Wait, you mean =. But that's shift 0 for me. Same thing applies anyway.
People like to forget this issue. Default keyboard layouts ideally do not use keys that are different depending on the layout, or offer layout settings. Otherwise customization is required.

This post has been edited by killi890: Apr 24 2022, 10:28


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post Apr 26 2022, 05:30
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QUOTE(sogeth @ Apr 4 2022, 08:54) *
Not to state the obvious, but HVMarket built in.

There is the code, no?

Someone else that get it running again?


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post Apr 26 2022, 08:48
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QUOTE(Maharid @ Apr 26 2022, 04:30) *

There is the code, no?

Someone else that get it running again?

Check with tenboro first. He is building it himself as feature within HV.


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