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Suggestions For Better Playing Experience!

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ninjalocke

Newbie

Posts: 9

Joined: Wed Jan 30, 2013 12:19 pm

Post Wed Jan 30, 2013 1:08 pm

Suggestions For Better Playing Experience!

Hey all,

I've played this game for about a week now. I haven't put the game down since, but there are a few things that kind of bugged me about Haypi Monsters. I don't know where to start, but here goes.

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I noticed a pattern in almost every monster I have with their skill sets, every monster will have one normal attack, and an elemental attack. At level 23 for almost every monster, they learn the second elemental attack, I forgot at what level they learn their second normal attack. I kind of find this boring since I always know what to expect, and the skills are the same for every type. (ex. each electric type monster will learn Lightning at level 23) I was hoping if there isn't going to be diversity in skills, at least have monsters learn the skills at different levels. Players are using the same monsters because different monsters start off with different amounts of stats, the better ones being the only monsters that people play because they all learn the same moves.

On top of that, when monsters learn new skills you should have the option of which skill to replace, when my Draconius learned Pyroblast (at level 23, mind you) I was displeased because it got rid of Burn. I hardly use skills like Blinding Smoke or Anger unless I'm playing PvP, and having my only elemental attack go from 15 pp to 10 pp made certain parts of the game more aggravating because I had to selectively use Pyroblast or keep using potions to restore a few. I would of much rather kept Burn and Pyroblast and gotten rid of Blinding Smoke.

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I'm currently doing the Canyons, and while I was going through my task log I noticed I had an old task to defeat 5 Lizzys, and it took me a good 15 minutes to find 5 of them, and it bore me to death. The next few tasks told me to defeat 5 Mischiefs and the next 5 Mythiks. I went through the map about 4-5 times before one showed up, and its become annoying at how the monsters I'm looking for at the time seem non existent while the ones I needed before and were no shows, started showing up everywhere. I know that the task to defeat 5 of any monster is available after you find one in battle, and I was thinking it'd be better to have all of the tasks at once after finding the monster.

For example, the first new monster in Volcano-1 is Flare. If you were to go through the level with ease, and move onto Volcano-2 where the new monster is Lizzy, and again onto the next, your task log would fill up with each task to defeat those monsters. I'm level 16 and I'm grinding through Volcano and Stone Vault again and again just to find a single monster, and defeat it 5 times, when in reality, I've probably defeated a lot more over time since I've found those monsters. This suggestion is more of a pet peeve for me, the tasks hardly reward you but I'd like to complete them anyways.

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And something I'm sure everyone's asked about, is a trading system. I know it can get skeptical, but I'm sure there are ways around scams and such. I have 6 gold chests, and no gold keys. Being a free to play player, I'd much rather save the only coins that I have for other things like training, rather than spending 5 coins on a key that will possibly get me something worth while. Not only that, but I have a crystal key, and no crystal chests. It's amazing at how the things you don't need come all the time, and the things that you do need are never there. I'd be willing to trade a crystal key to anyone with a gold key, but I can't.

Of course, to trade there would have to be an agreement on both sides, each person inviting another to a trade room, and each person placing an item in the room and wait for a response. In other games that I've played this has been a pretty effective system, considering you need both parties to agree.

I've heard other people talk about trading monsters, and personally I don't think its a great idea, because then it's possible for new players to have S grade monsters, and I would hate to have a newbie have something I'm spending all my efforts to achieve. Please don't have a monster trading system :lol:

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A lot of people are also talking about how to change servers. I understand it is not possible, and it may be to late for this suggestion, but maybe something can be done. I got a few friends and even my girlfriend to play Haypi Monsters, but because we all joined at different times we're all on different servers. It's kind of a bummer considering I can't message them or challenge them in PvP. Other games that I've played have had a channel system, when you log in you choose which channel you want to play on, and you'll be playing with the people on the same channel. You also have the option to switch channels, so it doesn't get too crowded.

I understand that implementing something like this at this point would mess up the ladder tournament and PvP ratings, but a fresh start wouldn't hurt so bad, would it? For a long time I was a hot shot at HP, with the highest ranked player being level 17 at the time, and I was already at 15. I thought I'd be the number one player until I realized why me and my girlfriend can't add each other as friends, servers.

I'd also like to know who really is the highest ranked player across all the servers, not just mine, I feel kind of secluded with the small amount of active players in the chat area, and having the same people at the top of the rankings only because they've played longer and have had more time to raise their stats.

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Lastly, I think that certain items should be purchasable with money aswell as coins. Items like the gold key (which I'm desperately trying to find) should be purchasable without the need of spending real money. However, knowing that people have spent real money on gold keys, they should be considerably expensive using in game money. Something like 10-15k for a gold key would seem fair enough. Other items like loaded die, resurrection cards, and seal cards should also be purchasable with in game money, for a considerable price. Too many times I have used at least 5+ cards on a single monster even though the catch rate is decently high, leaving me with no cards and having to wait til the next day for the freebies.

On a side note, the reason I came up with all of this was in a single moment, while I was trying to find a Geo to catch to synthesize a second Ricky. It took me about 10 minutes to finally find a Geo, but after weakening it a little bit it just killed itself with Infliction. I spent about another 20 minutes trying to find one, weaken it, and capture it before it killed itself. Which, was almost impossible, so I resorted to going to Miracle Sea to find a weak Geo that didn't know Infliction. I brought it down low, and card after card it kept breaking free. By the time I caught it, I had spent 30 minutes looking for one monster, and 11 seal cards. Even though the catch rate was 43%, I somehow managed to use 11 cards, and statistically speaking, I should've caught it by the third card, if not at least the fifth or sixth. Seriously, 11 cards?

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Anyways, sorry for the long post, but I'd like to know what you guys think. I know some ideas may not be the best, but it's just an opinion. Hopefully something catches on, because after playing for a week, I'm starting to get bored with the repetitiveness. It's pretty much just log on every 2 hours to team mode battle, and again every 4th hour to train some monsters.

Thanks! :D
Haypi Monster
Server 13 Level 19
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Lord.Rex

Lord

Posts: 1733

Joined: Thu Oct 13, 2011 4:03 am

Post Wed Jan 30, 2013 3:13 pm

Re: Suggestions For Better Playing Experience!

I like the suggestions. bit of a long read but very well thought out. we already do have a channel chat though, pvp and team mode has it. once they merge pvp (and hopefully team mode) thoughout the servers then youll have that option. as for the seal cards part I once spent 20+ seal cards on one level 9 bud (I needed to synth an octobud to use for slider....don't judge me) so yea, I know how that feels xD it doesn't work like how you think it does thouh (im guessing here) im assuming you mean that it adds up, so 2 50% would be 100 and it should be caught but in reality it goes that each time you throw a card, and attacks work the same way, you have an X% chance of catching the monster. so lets say its 40%, that doesn't mean 2 throws is 80 it means that 1 is 40 and the other is 40. it sucks I know but that's probability for ya.

but yea I like the ideas. I hope to see em implemented
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