Posting Freak
Posts: 10,920
Threads: 288
Joined: 2009-07
All pre boss quests. Majority of them are retarded and I feel like I'm being punished for attempting to boss. Time temple one is fun for me. It's like I'm fighting through the ranks, but something like scarlion, it's like I'm picking up party supplies for after I bash the dissapointment.
Posting Freak
Posts: 1,502
Threads: 38
Joined: 2010-12
Gender: Male
Sexual Orientation: Straight
Country Flag: usa
IGN: Blackraven16
Server: Khaini
Level: 176
Job: Fire/Posion
Guild: Osomga
Andross Wrote:My only problems with jump quests are that they come out of nowhere, don't really fit in, and restrict abilities.
Regardless of whether you think Maple is a platformer or not (and it really isn't unless you're stretching the definition of the word), jump quests just feel weird. You have a bunch of regular quests that you're doing and they just kinda show up randomly. No preparation, no training, just you in an environment that nothing else in the game has prepared you for. Pretty much every other quest I can think of just has you heading to a location, talking to an npc, or killing things/getting drops. Jump quests are just...there. They're neat if you want to do them, but I just don't get why they're there in the first place. If it's for something different, there are tons of other minigames or segments they could have implemented. Jump quests have their own weird difficulty curve too, which is awkward since you could have someone who never even knows they exist until they try to go do Zak (which has happened to multiple friends of mine).
I also really hate that JQ's take away all your abilities. Once you go in, everyone's the same. I can understand the need for resetting everyone's speed/jump because that'd only make it harder for some classes, but I still think we should be allowed to do, well, anything. Change the stages for each class, anything to make them actually fit in. Let classes with a Flash Jump be able to access alternate routes by hopping all the way over there, or let Warrior types be able to get a free Stance per "zone" attempt or something. Incorporate stuff like the high jump Mechanics/Corsairs/Cannoneers can do, have a section for them where they need to time it to reach higher platforms. Let Corsairs use Wings to glide down through traps. Who cares if anything I said is a terrible awful idea and the worst thing ever, just anything to make jump quests not feel so out of place and more interactive would be an improvement.
I believe that gpq had jqs that didn't restrict you
Senior Member
Posts: 691
Threads: 12
Joined: 2012-06
RedRaven16 Wrote:I believe that gpq had jqs that didn't restrict you
Like the second to last part of CWKPQ? I went in on my Phantom and literally hit every single sigil faster than I could get to a single one on my shadower. No one else even got close. Some classes just aren't meant to be fair.
Posting Freak
Posts: 8,478
Threads: 128
Joined: 2008-07
Gender: Neuter
Country Flag: canada
IGN: Oooh
Server: Bera
Job: Empress
Farm: Stereo
Andross Wrote:Regardless of whether you think Maple is a platformer or not (and it really isn't unless you're stretching the definition of the word), jump quests just feel weird. You have a bunch of regular quests that you're doing and they just kinda show up randomly. No preparation, no training, just you in an environment that nothing else in the game has prepared you for. Pretty much every other quest I can think of just has you heading to a location, talking to an npc, or killing things/getting drops. Jump quests are just...there. They're neat if you want to do them, but I just don't get why they're there in the first place. If it's for something different, there are tons of other minigames or segments they could have implemented. Jump quests have their own weird difficulty curve too, which is awkward since you could have someone who never even knows they exist until they try to go do Zak (which has happened to multiple friends of mine).
Well, maps used to be a lot less "4 flat platforms with ropes between them" and more navigation oriented, take old Victoria for example. To get around quickly you had to be a lot better at the basic techniques than you do now, with every single class having an FJ or teleport skill. You couldn't even get to Kerning City from Lith unless you were good at jumping.
Posting Freak
Posts: 3,586
Threads: 232
Joined: 2008-07
Gender: Male
Sexual Orientation: Gay
Country Flag: canada
IGN: Jed
Level: 21
Job: Engineer
Guild: ACNL
Farm: West Egg
Stereo Wrote:You couldn't even get to Kerning City from Lith unless you were good at jumping.
Ah, the L forest. It wasn't THAT bad though o.o
Member
Posts: 99
Threads: 0
Joined: 2011-11
Stereo Wrote:Well, maps used to be a lot less "4 flat platforms with ropes between them" and more navigation oriented, take old Victoria for example. To get around quickly you had to be a lot better at the basic techniques than you do now, with every single class having an FJ or teleport skill. You couldn't even get to Kerning City from Lith unless you were good at jumping.
That's true, and I forgot about that, but those maps were complete chump change compared to even the most basic JQ. I don't remember the name off the top of my head, but take that map to get to Sleepywood from Henesys for example (hell, the area surrounding Sleepywood in general had some interesting platforming), I think it was where the bow instructor used to be? You had to do actual platforming and jumping from rope to rope to get across pits or something like that, but it still didn't compare at all to those Kerning JQs or god forbid that first Sleepywood one. Nothing really prepares a new player for how they suddenly have to take their time, learn hitboxes and how to get a much higher level of control over their character than was ever required before.
It's true that we might look at videos of people playing maple and go "jesus, that guy sucks at controlling his character why are you even using that move there no no no no auuuuugh", but even if you had someone with the familiarity of playing their character they would still get blindsided by the easiest JQ Maple has to offer. There's no warning. It's like how in a series like Sonic you have some segments where you just get to go fast and rely on twitch-reflexes, then suddenly you're chasing the president's limo down the highway in your airplane which suddenly turned into a mech that is now a car. It's the same basic premise (gotta go fast, don't run into things, collect rings) but a completely new method of control that you aren't prepared for and is never nearly as important as the normal method of controlling your character that you're used to.
Global Moderator
Posts: 8,286
Threads: 1,081
Joined: 2008-07
Gender: Male
Sexual Orientation: Straight
Country Flag: canada
Jedward Wrote:Ah, the L forest. It wasn't THAT bad though o.o
I loved L Forest, even though I spent a lot of time in there confused because half the platforms didn't seem to go anywhere.
Posting Freak
Posts: 1,391
Threads: 49
Joined: 2011-09
Gender: Female
Country Flag: usa
IGN: xWayu
Server: Broa
Level: +2
Job: Combat Orders
Guild: Aeris
Disappointed with this thread a bit...
JQs were a big part of the game when it first released... I think most of the JQs we have today majority of them were here since the game first started. Some of you wouldn't notice but JQs today are so toned down that I'm surprised people can't complete it... I mean... you can't even get hit off a rope anymore, the tops of ropes are usually safe spots, they've made huge timing windows on hard parts when before it could only be done by clutch "jumping off and getting hit back on" techniques... and there are things called Invincibility nebulites that give you 1 extra second of invincibility on hit which makes nearly every JQ a huge cakewalk... even easier if you have a Unique top with 2 seconds. CWK did the right thing by making a ridiculous jump quest as a road block to prevent people from advancing higher while making the associated quests in the area like a right of passage which lets you skip it all...
The Hero's Will quest chain is the only surviving storybook skill quest we have left... and you people want to get rid of it? It's an artifact of old Maple that a lot of us couldn't experience (and nearly all the lore that had gone with it)... It's the closest thing we have to true character progression that isn't based on tweaking stats or numbers. It involved listening to the stories and the lore behind your class, the challenge that was presented, and the growth that came from achieving it. When you completed the quest, you didn't just get experience, money, or some random junky item... you actually advanced your character in a meaningful way and having that privilege to being able to use your new skill was itself prestigious. That won't ever happen again... but Hero's Will will hopefully remain, if anything, as a reminder of what people went through to advance their characters.
Posting Freak
Posts: 8,478
Threads: 128
Joined: 2008-07
Gender: Neuter
Country Flag: canada
IGN: Oooh
Server: Bera
Job: Empress
Farm: Stereo
Andross Wrote:but even if you had someone with the familiarity of playing their character they would still get blindsided by the easiest JQ Maple has to offer.
True, and it took me a long time to learn John's 1st PQ. (available at like, level 15, but since you have to get to Sleepywood to do it, you needed to be a bit higher to get past the Evil Eyes.)
Used to treat beating JQs as a sense of pride. Now they're kinda obsolete. Would have been awesome if there were any new ones added at any point.. I think Zakum's JQ is the most recently added one that's still in the game, that or the Ludi toyshop one (though I haven't done that one in a while)
Posting Freak
Posts: 1,593
Threads: 2
Joined: 2008-07
Stereo Wrote:Used to treat beating JQs as a sense of pride. Now they're kinda obsolete. Would have been awesome if there were any new ones added at any point.. I think Zakum's JQ is the most recently added one that's still in the game, that or the Ludi toyshop one (though I haven't done that one in a while)
I saved the Old Maple maps on my characters just so I could do the Ellinia JQ, lol.
ZJQ is probably one of the oldest non-Vic JQ's. Ludi JQ is another. Newest one would probably be Kaede JQ to get to Castellan.
There were some interesting past event JQ's, such as that PB/Witch Tower JQ and the Gaga/Moon Bunny JQ.
Senior Member
Posts: 253
Threads: 4
Joined: 2009-07
Hmm, I think some folks might've misinterpreted some of what I've said when it comes to JQs. I'd rather they aren't removed, just have their rewards refurbished to modern Maple. I still stick by my opinion that a couple of them are a tad unfair, but I used to run them quite a bit back in the day. Being good at a JQ wasn't something you could just acquire through gear or level ups, on those maps, everybody was equal.
However, the one you had to do at least once to get into Crimsonwood Mountain was one of the easiest in the whole game, and yet droves of people still couldn't do it and needed a door or teleport rock to get up there and get the quests for the hero's mark, so I can understand from a popularity standpoint why Nexon wouldn't exactly be thrilled to do more stuff like that these days. Sad, really.
I also would rather the Hero's Will quest line stick around instead of being removed, even if it's a bit of a hassle to some. My main gripe is just finding Pianus for it, who's hunted to extinction day in and day out. Either a special quest map to take him on, or lower respawn timers for him would be greatly appreciated.... it's not like he drops much anything of value anymore. It's mostly a case of a quest not aging well, since when it was new, you had to be pretty badass to even think about challenging Pianus, who was almost always up unless some hacker's been busy.
Posting Freak
Posts: 1,391
Threads: 49
Joined: 2011-09
Gender: Female
Country Flag: usa
IGN: xWayu
Server: Broa
Level: +2
Job: Combat Orders
Guild: Aeris
Reako Wrote:I also would rather the Hero's Will quest line stick around instead of being removed, even if it's a bit of a hassle to some. My main gripe is just finding Pianus for it, who's hunted to extinction day in and day out. Either a special quest map to take him on, or lower respawn timers for him would be greatly appreciated.... it's not like he drops much anything of value anymore. It's mostly a case of a quest not aging well, since when it was new, you had to be pretty badass to even think about challenging Pianus, who was almost always up unless some hacker's been busy.
The problem isn't the quest chain then: it's Pianus  .
However, that's sadly how many bosses have come to be. Black Crow was the biggest nuisance and cockblocker to everyone training at Himes (at the time, the mob with the most exp + highest spawn). Taking it down took a huge amount of effort... and it was usually only done on just a few channels.
Nowadays you'll be lucky to find 1 in like a week of searching. They get downed almost instantly by people simply training at Himes.
Senior Member
Posts: 649
Threads: 17
Joined: 2012-07
Sephie Wrote:The problem isn't the quest chain then: it's Pianus .
However, that's sadly how many bosses have come to be. Black Crow was the biggest nuisance and cockblocker to everyone training at Himes (at the time, the mob with the most exp + highest spawn). Taking it down took a huge amount of effort... and it was usually only done on just a few channels.
Nowadays you'll be lucky to find 1 in like a week of searching. They get downed almost instantly by people simply training at Himes. Really? It took me a while to take Black Crow down, and when I hit the Himes that got in my way, they didn't give me all THAT much EXP. I might be unfunded, but my damage isn't that utterly terrible.
Posting Freak
Posts: 2,590
Threads: 29
Joined: 2010-06
Gender: Male
Country Flag: singapore
IGN: cbdccb1
Server: Windia
Level: 200
Job: Luminous
Farm: Hadriel
Tengu is on the fat side, and it does take a little while to get him down. Himes are lvl 100 and give 1,334 EXP. Tengu is 35m HP for just under 720k EXP. It's EXP is lower than it used to be.
Hadriel
Senior Member
Posts: 691
Threads: 12
Joined: 2012-06
Reako Wrote:Hmm, I think some folks might've misinterpreted some of what I've said when it comes to JQs. I'd rather they aren't removed, just have their rewards refurbished to modern Maple. I still stick by my opinion that a couple of them are a tad unfair, but I used to run them quite a bit back in the day. Being good at a JQ wasn't something you could just acquire through gear or level ups, on those maps, everybody was equal.
However, the one you had to do at least once to get into Crimsonwood Mountain was one of the easiest in the whole game, and yet droves of people still couldn't do it and needed a door or teleport rock to get up there and get the quests for the hero's mark, so I can understand from a popularity standpoint why Nexon wouldn't exactly be thrilled to do more stuff like that these days. Sad, really.
I also would rather the Hero's Will quest line stick around instead of being removed, even if it's a bit of a hassle to some. My main gripe is just finding Pianus for it, who's hunted to extinction day in and day out. Either a special quest map to take him on, or lower respawn timers for him would be greatly appreciated.... it's not like he drops much anything of value anymore. It's mostly a case of a quest not aging well, since when it was new, you had to be pretty badass to even think about challenging Pianus, who was almost always up unless some hacker's been busy.
The CWK jump quest wasn't difficult in terms of platform difficulty, it was difficult in that if you screwed up, there was a high chance of you getting hit for 35k damage and dying. When 10% was an hour's worth of training, dying before you even get to your training spot was a big deal.
Member
Posts: 68
Threads: 1
Joined: 2012-03
Gender: Male
Sexual Orientation: Straight
Country Flag: canada
IGN: EvanTheHero1
Server: Demethos
Level: 153
Job: Evan
The trend of "kill 300 monsters within level range" events.
Posting Freak
Posts: 913
Threads: 21
Joined: 2010-11
I'd like to retire those stupid Temple of Time "Kill 999 of the monster in the map in order to advance to the next map." quests.
Posting Freak
Posts: 2,590
Threads: 29
Joined: 2010-06
Gender: Male
Country Flag: singapore
IGN: cbdccb1
Server: Windia
Level: 200
Job: Luminous
Farm: Hadriel
It's down to 333 now, isn't it? But in the older days, yes 999 was... a pain...
Hadriel
Junior Member
Posts: 3
Threads: 1
Joined: 2012-05
Yes, there are certain quests that I wouldn't mind seeing go away, but there are also a few I wouldn't mind having back. I started a new character recently and I was blown away by how easy some of the low level quests have become. Getting a sauna robe used to be an ordeal. Ditto with the bone helm. Now it's insultingly easy, both in terms of the ground you have to cover and the tasks you need to complete. And of course, I really want the NLC quest back that grants a GFA 60....
Senior Member
Posts: 614
Threads: 7
Joined: 2010-01
Gender: Male
Sexual Orientation: Straight
Country Flag: Kansas
IGN: MagiRico
Server: LoL NA
Level: 30
Job: Jungle/Top/Supp
Guild: Deny
Guild Alliance: Eternal
Cassoulet Wrote:Yes, there are certain quests that I wouldn't mind seeing go away, but there are also a few I wouldn't mind having back. I started a new character recently and I was blown away by how easy some of the low level quests have become. Getting a sauna robe used to be an ordeal. Ditto with the bone helm. Now it's insultingly easy, both in terms of the ground you have to cover and the tasks you need to complete. And of course, I really want the NLC quest back that grants a GFA 60....
The quest is still accessable/doable. Atleast it was when Pink Zak is out, I used the Hyper teleport rock to get in the clock tower my first week in Renegades
Of course, that's a problem within itself.
|