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HentaiVerse Persistent 0.88 |
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Jul 25 2021, 12:22
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Kinights
Group: Gold Star Club
Posts: 987
Joined: 25-July 12
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Finished my third clear of Post-Game Content and Secret Pony Level, and now both were finished without much difficulty by stacking magnet, silence, weaken, slow and imperil, but the issue of too many debuffs overflowing from the monster box is really an annoyance.
As for the overall difficulty, I did the first 94 and 99 rounds watching youtube as usual, and only had to focus on the last round, which once again, I don't mind as long as I'm being rewarded for it, which I'm not.
If we are getting even stronger monster in the future, I'm all for it as long as we are also getting stronger equipment when defeating them, or more ways to increase our own power.
Playing the last rounds is still worth the effort, considering its just a single round, but if we are heading in the direction where every round is difficult to beat, but yield subpar rewards, there will be no point in playing HV anymore imo.
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Jul 25 2021, 12:29
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,187
Joined: 12-July 14
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Tried the new arenas with my usual mage set. I barely managed to survive the last round of the Lvl400 arena with my Radiant set. Given the difficulty of that one, I have used my Charged set for the Lvl500 arena, which made things even slower, and then I still had difficulty clearing the last round with a full set of scrolls. Those poneys are so ridiculously tanky that I managed to have their Imperil debuffs run out before I kill the last ones. Both arenas were horribly long and tedious, even with my full forged mage set.
I welcome the extra trophies and end of arena drops, but between dropping 1 and dropping 3 bazaar material, it doesn't make any difference, especially when the way to get there is horribly slow. It appears that you simply can't help but making things always more grindy and tedious for us, while still doing everything to avoid the core issues that we've been pointing since years.
Not gonna lie Tenboro, but everyone would like the game to be smoother, not the exact opposite. I ain't going to bother, nor coming back.
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Jul 25 2021, 12:47
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Tenboro
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If you're not seeing the credits from ISK added in the balance, try doing anything that forces it to update, like buying or selling an item.
Also a quick change, since while they were intended to be somewhat of a challenge, they weren't actually intended to have significantly more health than the dragons:
- The Lvl 400 and Lvl 500 arena bosses were adjusted to have the same bonus health as the dragons when the difficulty health multiplier is factored in. For the ponies, this cuts the health in half.
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Jul 25 2021, 12:56
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Kinights
Group: Gold Star Club
Posts: 987
Joined: 25-July 12
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QUOTE(Tenboro @ Jul 25 2021, 07:47) Also a quick change, since while they were intended to be somewhat of a challenge, they weren't actually intended to have significantly more health than the dragons:
- The Lvl 400 and Lvl 500 arena bosses were adjusted to have the same bonus health as the dragons when the difficulty health multiplier is factored in. For the ponies, this cuts the health in half.
Do they also have some sort of extra damage multiplier? Even with all ponies weakened, slowed and silenced, they still kept hitting like a truck.
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Jul 25 2021, 13:03
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Tenboro
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QUOTE(Kinights @ Jul 25 2021, 12:56) Do they also have some sort of extra damage multiplier?
Even with all ponies weakened, slowed and silenced, they still kept hitting like a truck.
They mostly have higher stats (different for each pony), but none have the "standard" skills for their class, and some of them are indeed intended to hit like a truck.
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Jul 25 2021, 13:49
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Tenboro
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Actually, I decided on a different fix:
- The "difficulty boost" health multiplier is no longer applied to boss-type monsters that already have a separate health multiplier. They still receive the damage multiplier. This includes the Level 400 and 500 arena bosses, as well as the "schoolgirls".
Let me know if this fails to address the "even grindier" aspect of the new arenas.
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Jul 25 2021, 13:55
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Gahasa
Group: Members
Posts: 804
Joined: 19-January 13
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Cool update
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Jul 25 2021, 14:17
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what_is_name
Group: Gold Star Club
Posts: 558
Joined: 5-May 19
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I attach 1 credits to the moogle and deattach it yesteoday, paid a CoD today and also sell an equip just now but the credits didn't fixed.
and, I still think the clear bonus for the new arena should decrease to 1, especially the difficulty for new arena now decrease also, I know most people who reply here may definelly dissagree with this, but 3 T7 trophies for 3 arena is already huge increasement compare to before, 6 T7 trophies is some kind of ridicurous, note that we only get 7 T7 trophies in the easter with collect the full set artifact, and get only 3 in the xmas, and now the lv500 player can get 6 everyday, not to metions that the new arena also bring more income. just metion here again and of cause it up to you, I won't said that again if you don't apply it. by the way, if change ,then all decrease to 1, I won't accept the lv400 decrease to 1 but the lv500 decrease to 2, that won't change the big advatange of lv500 player, I'm stingy of cause
This post has been edited by what_is_name: Jul 25 2021, 14:18
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Jul 25 2021, 15:00
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Tenboro
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QUOTE(what_is_name @ Jul 25 2021, 14:17) I attach 1 credits to the moogle and deattach it yesteoday, paid a CoD today and also sell an equip just now but the credits didn't fixed.
Hmm. Well, I figured out why some people did not have the credits added. I fixed it for you and also addressed the underlying bug, but unfortunately it's not an easily automated thing to check for, so people who know for sure that they didn't get it (even after selling/buying something) can PM me and I'll check it for you manually. (This could only have affected credits, nothing else.)
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Jul 25 2021, 15:17
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what_is_name
Group: Gold Star Club
Posts: 558
Joined: 5-May 19
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QUOTE(Tenboro @ Jul 25 2021, 21:00) Hmm. Well, I figured out why some people did not have the credits added. I fixed it for you and also addressed the underlying bug, but unfortunately it's not an easily automated thing to check for, so people who know for sure that they didn't get it (even after selling/buying something) can PM me and I'll check it for you manually.
(This could only have affected credits, nothing else.)
fixed for me now, thanks
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Jul 25 2021, 17:21
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mr_baka
Group: Gold Star Club
Posts: 1,792
Joined: 5-August 13
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I tried to start IW with stamina 2, in the end I got nothing. Proposal: - You cannot start a new battle with 1-50 rounds if your stamina is below 2. - You cannot start a new battle with 51-100 rounds if your stamina is below 3. [ imgur.com] https://imgur.com/VPMgNh6[attachmentid=155078] This post has been edited by mr_baka: Jul 25 2021, 17:22
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Jul 25 2021, 17:57
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Tenboro
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QUOTE(mr_baka @ Jul 25 2021, 17:21) I tried to start IW with stamina 2, in the end I got nothing.
It really just needs to check if you would have at least 1 left after deducting the cost. It's a tiny fix, so this should now be the case both on persistent and isekai.
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Jul 25 2021, 18:39
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Nezu
Group: Catgirl Camarilla
Posts: 3,649
Joined: 29-January 12
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QUOTE(Tenboro @ Jul 25 2021, 16:57) It really just needs to check if you would have at least 1 left after deducting the cost. It's a tiny fix, so this should now be the case both on persistent and isekai.
I might have just miscalculated something at some point, but as far as I can tell, since tower is based on the IW code it also consumes stamina up front - is that right? And in that case... is this change also applied there?
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Jul 25 2021, 18:43
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mr_baka
Group: Gold Star Club
Posts: 1,792
Joined: 5-August 13
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It works now, thank you! [ imgur.com] https://imgur.com/GksrgS0QUOTE(Nezu @ Jul 25 2021, 19:39) I might have just miscalculated something at some point, but as far as I can tell, since tower is based on the IW code it also consumes stamina up front - is that right? And in that case... is this change also applied there? Good point, can we have the same protection for arenas and tower?
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Jul 25 2021, 18:52
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Necromusume
Group: Gold Star Club
Posts: 3,982
Joined: 17-May 12
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QUOTE(Kinights @ Jul 25 2021, 10:22) the issue of too many debuffs overflowing from the monster box is really an annoyance. It looks like this would need server-side support? I looked at fixing it in CSS. Widen id=battle_right, class=btm1 (the monster box) and class=btm6 (the debuff area within it.) But there are at most 6 status effects in btm6 divs to display. It's possible to fix the 6th overflowing to the next row, but not to get more than 6 displayed because they aren't there at all. The spike shield proc & coalesced mana take up two, so with more than 4 debuffs you won't see all of them. You also get the procs from offensive spells, which can be two more (e.g. breached defense + burning soul), and from melee attacks, so penetrated armor + bleed + stun with 1H. It's easy to go over 6. This post has been edited by Necromusume: Jul 25 2021, 19:02
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Jul 25 2021, 19:27
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Nezu
Group: Catgirl Camarilla
Posts: 3,649
Joined: 29-January 12
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QUOTE(Necromusume @ Jul 25 2021, 17:52) It looks like this would need server-side support? I looked at fixing it in CSS. Widen id=battle_right, class=btm1 (the monster box) and class=btm6 (the debuff area within it.) But there are at most 6 status effects in btm6 divs to display. It's possible to fix the 6th overflowing to the next row, but not to get more than 6 displayed because they aren't there at all. The spike shield proc & coalesced mana take up two, so with more than 4 debuffs you won't see all of them.
You also get the procs from offensive spells, which can be two more (e.g. breached defense + burning soul), and from melee attacks, so penetrated armor + bleed + stun with 1H. It's easy to go over 6.
If I recall, that's because the AJAX updates are still kind of quick-n-dirty: the server returns the actual HTML to replace, rather than returning only changed values & having client-side JS process the rest. Probably partly because the battle UI is intended to be changed one day anyway, and reworking the JS and the battle action API to support that would be more work than it's worth for a component intended to be replaced. So the only debuffs displayed are the ones the server returned, which is all that would fit in the box... And since we can't see exact action times (in terms of time units) or the game time, we can't accurately userscript it either. This post has been edited by Nezu: Jul 25 2021, 19:28
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Jul 25 2021, 21:04
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Tenboro
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QUOTE(Nezu @ Jul 25 2021, 18:39) I might have just miscalculated something at some point, but as far as I can tell, since tower is based on the IW code it also consumes stamina up front - is that right?
The Tower does not charge stamina upfront.
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Jul 25 2021, 21:57
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Nezu
Group: Catgirl Camarilla
Posts: 3,649
Joined: 29-January 12
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QUOTE(Tenboro @ Jul 25 2021, 20:04) The Tower does not charge stamina upfront.
My imagination then! I started one on 60 stamina and it felt like it took the 1.5x stamina cost the whole way, but I might've just miscalculated the cost. This post has been edited by Nezu: Jul 25 2021, 21:59
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Jul 26 2021, 01:08
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Mud attheBaseofLotus
Group: Members
Posts: 757
Joined: 25-February 15
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Update hits economy badly, 400+lvl people got additional source of trophies, which increase supply on free market, price for stuff on free marked made by supply vs demand, demand didn't increased so prices going down. This hit mostly people under level 400 - most of us just selling trophies. Fix would be to increase demand for trophies(dont ask me how, random giveaway of FoS? ). In any case i'm considering this as nerf of 200-400lvl players. Similar situation will be with equipment, since now people would generate more legendaries. This will hit everyone who live of selling equipment. You cant just ask for more reward - always would be side effects.
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Jul 26 2021, 01:29
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Nezu
Group: Catgirl Camarilla
Posts: 3,649
Joined: 29-January 12
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QUOTE(Mud attheBaseofLotus @ Jul 26 2021, 00:08) Update hits economy badly, 400+lvl people got additional source of trophies, which increase supply on free market, price for stuff on free marked made by supply vs demand, demand didn't increased so prices going down. This hit mostly people under level 400 - most of us just selling trophies. Fix would be to increase demand for trophies(dont ask me how, random giveaway of FoS? ). In any case i'm considering this as nerf of 200-400lvl players. Similar situation will be with equipment, since now people would generate more legendaries. This will hit everyone who live of selling equipment. You cant just ask for more reward - always would be side effects. FYI, prices are normalizing at the moment - they're falling now because they skyrocketed last patch, and excited FoSers paid record prices (myself included). The supply and demand argument doesn't really hold for the trophy market, either. It doesn't have a static supply. FoSers don't just buy a specific quota of trophies once in a while then have no need for more - they tend to spend as many credits as they have, when they're ready, regardless of how many trophies it currently buys. So even if the supply increases and the price responds... the volume of sale credits will remain roughly the same. Your income hasn't gone down because of the increased volume. 1 x 2 = 2. 2 x 1 = 2. HV is a game played over very long periods of time for extremely tiny rewards. Be a little patient and accept that prices change sometimes. A single FoSer quitting would hurt the trophy market infinitely more than anything Tenboro would do to the game right now; it's a very volatile market and you can only expect consistency over years at a time. (Not that consistency is supremely desirable, since you could sell lower now, but still make use of the credits by re-investing in the meantime.) And as for an increase in equipment generation: the equipment market is already more-or-less irreparably fucked because of the many years we had with the old patch. It's going to take a lot of time before Tenboro can realistically work through the many things that would recover equipment value (such as alternative style viability, forging costs, ways to usefully recycle dupe equipments, etc). But the main thing to realise is that it's more or less the same either way - even if our upgrade domain is small right now and our chances are low to get an upgrade... if you increase the drop rate, we'll just upgrade to a point where the domain is smaller and the chances of getting an upgrade are roughly the same as what we started with. The main reason why increased rewards - particular in arenas - are useful are because it can help put the equipment generation in the hands of average players, instead of the same few people. FoSers shrining trophies and heavy grinders tend to make up a pretty solid amount of valuable equipments at auction. Look for yourself - it's the same few names week after week, with relatively few from outsiders. I am one of those grinders, with one of the most developed accounts in the game - arenas are a fairly small part of my income stream. But I still advocate for increased arena rewards (and not elsewhere so much) because it means the average player can have a little more leverage over the extremists. The H@Hers and the star sellers. (Did you know the current trophy prices are basically doubled over what they were last patch, because of the shrine value increase? Where do you think the credits to pay for those come from, and who do you think benefits the most?) Relax and take it easy. It's not as fragile as you think.
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