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Superpets: HP Regeneration Change

Posted: Tue Jul 11, 2023 9:15 am
by Haweh
On-tick HP regeneration for boss pets such as the Celestial Titan and the minibosses feels needlessly punishing for users with slower internet connections, or users with things like Nexus Tweaks running that makes them more prone to hitting the throttle.

It incentivizes high attacks per second to reduce the amount of variable extra hitpoints that these bosses get, which is problematic from a game design standpoint, and leads to players hammering server requests faster.

I propose that this type of pet regeneration be changed to a larger hit point heal (say, half HP or full HP?) on the AP tick instead.

This would remove the issue of the "weird variable damage check that depends on yours and the server's internet connection" as well as open the opportunity to wait for reinforcements to finish off the pet if it's needed.

(Seriously, has anyone thought it was fun to fight a boss in a video game that self-heals passively so much?)

Re: Superpets: HP Regeneration Change

Posted: Tue Jul 11, 2023 2:47 pm
by Goliath
Haweh wrote: Tue Jul 11, 2023 9:15 am On-tick HP regeneration for boss pets such as the Celestial Titan and the minibosses feels needlessly punishing for users with slower internet connections, or users with things like Nexus Tweaks running that makes them more prone to hitting the throttle.

It incentivizes high attacks per second to reduce the amount of variable extra hitpoints that these bosses get, which is problematic from a game design standpoint, and leads to players hammering server requests faster.

I propose that this type of pet regeneration be changed to a larger hit point heal (say, half HP or full HP?) on the AP tick instead.

This would remove the issue of the "weird variable damage check that depends on yours and the server's internet connection" as well as open the opportunity to wait for reinforcements to finish off the pet if it's needed.

(Seriously, has anyone thought it was fun to fight a boss in a video game that self-heals passively so much?)
Since I haven't fought the Celestial Titan like... ever, would you mind filling me in on the context?
How tough is the boss?
How much does it regenerate?
How many people do participate in such hunts?
How long do the fights take?
Anything else I should know?

Re: Superpets: HP Regeneration Change

Posted: Tue Jul 11, 2023 11:24 pm
by lunalu
Goliath wrote: Tue Jul 11, 2023 2:47 pm

Since I haven't fought the Celestial Titan like... ever, would you mind filling me in on the context?
How tough is the boss?
How much does it regenerate?
How many people do participate in such hunts?
How long do the fights take?
Anything else I should know?

do you not have...er access to this information?
its prob like in the code. i don't have access to that tho

Re: Superpets: HP Regeneration Change

Posted: Wed Jul 12, 2023 12:50 am
by Skouth
>How tough is the boss?
20-ish holy damage at high accuracy, 2 soak from namm's garden thing, 4000 hp. Retaliates vs ranged fliers too so all hunters need significant holy soak or regen

>How much does it regenerate?
200 HP per pet tick (estimated)

>How many people do participate in such hunts?
How may people still play this game? divide that by 3/4/5 and you'll get a rough estimate. The fact that it's good means some good-only freaks can't participate so take that into consideration

>How long do the fights take?
Are you talking AP-wise or real time wise?

>Anything else I should know?
Having CHA as a dump stat IRL is a poor strategy.

Re: Superpets: HP Regeneration Change

Posted: Wed Jul 12, 2023 11:00 am
by Goliath
Skouth wrote: Wed Jul 12, 2023 12:50 am >How many people do participate in such hunts?
How may people still play this game? divide that by 3/4/5 and you'll get a rough estimate. The fact that it's good means some good-only freaks can't participate so take that into consideration

>How long do the fights take?
Are you talking AP-wise or real time wise?
I'll assume 3~5 minutes and about 10 characters. Knowing AP/time numbers as well as hunter numbers would help but this should be good enough.
Skouth wrote: Wed Jul 12, 2023 12:50 am >How tough is the boss?
20-ish holy damage at high accuracy, 2 soak from namm's garden thing, 4000 hp. Retaliates vs ranged fliers too so all hunters need significant holy soak or regen

>How much does it regenerate?
200 HP per pet tick (estimated)
So 30% regeneration per minute. I can see how that's a problem.

Sounds like they effectively have between 6k to 10k health accounting for regeneration.
Seems the best idea would be to shift the regenerated health to base health and make it heal a significant amount on AP ticks.
Or maybe make its HP so massive it cannot be killed on a single day and have it regenerate extemely slowly (about 1k per day perhaps?) so that killing it takes multiple days.
I'll just leave this last one for the future and implement the pet-tick regeneration cut.
Skouth wrote: Wed Jul 12, 2023 12:50 am >Anything else I should know?
Having CHA as a dump stat IRL is a poor strategy.
:roll:

Re: Superpets: HP Regeneration Change

Posted: Wed Jul 12, 2023 11:02 am
by Goliath
By the way, what would the usual Titan-kill team be like? A bunch of IBs perhaps? Or is there a reasonable class spread?

Re: Superpets: HP Regeneration Change

Posted: Wed Jul 12, 2023 12:38 pm
by Alkasyn
Goliath wrote: Wed Jul 12, 2023 11:02 am By the way, what would the usual Titan-kill team be like? A bunch of IBs perhaps? Or is there a reasonable class spread?
I think the Celestial Titan was killed only a few times.

A lot of IBs then, but also a spread of other classes.

The Purgatorio Leviathan was also killed once, AFAIK, and there was a decent spread of various people and classes involved.

BTW: I don't think the comment about CHA as a dump stat was a diss, just an attempt at humour from Skouth.

Re: Superpets: HP Regeneration Change

Posted: Thu Jul 13, 2023 3:08 am
by Kandarin
For what it's worth, the actual per-tick HP regen for the Celestial Titan (and the Void Leviathan) is 50 HP per pet tick.

Re: Superpets: HP Regeneration Change

Posted: Thu Jul 13, 2023 9:31 am
by Goliath
Kandarin wrote: Thu Jul 13, 2023 3:08 am For what it's worth, the actual per-tick HP regen for the Celestial Titan (and the Void Leviathan) is 50 HP per pet tick.
To be exact, it regenerates 50 HP per pet tick and an additional 2 HP per minute. I'm pretty sure the latter is due to cargo-cult programming, but I find it funny nevertheless.

While the accurate regeneration numbers paint a significantly different picture of the issue, it nonetheless remains a fact that being unable to go fast when attacking it for whatever reasons - bad internet, you class not having a ton of HP and being able to heal a bunch with your attacks, playing on mobile, ... - impacts significantly on a character's ability to fight the Titan. I think adding about 5 minutes worth of pet tick regeneration - 1500 HP - to its base and moving the regeneration to the AP tick will make it roughly as challenging for fast attackers and mostly remove the disadvantage from slow attackers.

Re: Superpets: HP Regeneration Change

Posted: Thu Jul 13, 2023 11:12 am
by Alkasyn
Goliath wrote: Thu Jul 13, 2023 9:31 am
Kandarin wrote: Thu Jul 13, 2023 3:08 am For what it's worth, the actual per-tick HP regen for the Celestial Titan (and the Void Leviathan) is 50 HP per pet tick.
To be exact, it regenerates 50 HP per pet tick and an additional 2 HP per minute. I'm pretty sure the latter is due to cargo-cult programming, but I find it funny nevertheless.

While the accurate regeneration numbers paint a significantly different picture of the issue, it nonetheless remains a fact that being unable to go fast when attacking it for whatever reasons - bad internet, you class not having a ton of HP and being able to heal a bunch with your attacks, playing on mobile, ... - impacts significantly on a character's ability to fight the Titan. I think adding about 5 minutes worth of pet tick regeneration - 1500 HP - to its base and moving the regeneration to the AP tick will make it roughly as challenging for fast attackers and mostly remove the disadvantage from slow attackers.
Looks fair to me!