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Polantaris Wrote:That is completely false in JMS. I don't know about GMS or recent changes in KMS, though. In JMS it only ever stabs. This is what spawned the BW user complaints about Blast not having a regular swinging animation, because it's dumb to stab with a BW.
He's probably referring to the fact that regardless of the animation, Blast use to have a certain chance to slash or stab. You can't tell the difference now since they removed the damage bonus/reduction.
Not liking the news about Rush. At all.
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The Scissors of Karma limit is stupid and pointless, but I don't see why people are complaining about it so much. 20 times is a lot. When would you ever trade a single item 20 times?
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2012-11-24, 07:04 AM
(This post was last modified: 2012-11-24, 01:19 PM by Curtiss.)
Razmos Wrote:The Scissors of Karma limit is stupid and pointless, but I don't see why people are complaining about it so much. 20 times is a lot. When would you ever trade a single item 20 times?
More like it's dumb that everything worthwhile needs a SoK and now you get to SoK it once you pick it up! and now you get to SoK it if you want to play another class and you've equipped it!
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MorbidMagus Wrote:He's probably referring to the fact that regardless of the animation, Blast use to have a certain chance to slash or stab. You can't tell the difference now since they removed the damage bonus/reduction.
Oh. My bad.
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SaptaZapta Wrote:Wait, so, if bosses are unrushable, does that mean melee classes can no longer train effectively in LHC or SH?
Our mobbing skills lose much of their effectiveness if we can't Rush the boss-tagged enemies together...
Nion Wrote:Well remember, kMS and every other MS version had their LHC area turned into a regular zone except for gMS. I'd say it should be worth unrushable only for gMS as... punishment?
Monster Park?
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Curtiss Wrote:More like it's dumb that everything worthwhile needs a SoK and now you get to SoK it once you pick it up!
Are you saying many more items are going to be like Zak helm and HTP and not be freely tradeable until equiped?
Which equips is this happening to?
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FlameChocobo Wrote:That is why Slash/stab mechanic is and always will be a stupid mechanic. There will be problems if it's implemented.
I say we go the route of God Eater and have each weapon (or weapon type for Maplestory, I suppose) have Attack values be separated into different damage types (Sunder, Pierce and Crush in God Eater, we can just go with Slash and Stab for Maplestory.) The Attack values don't even have to show up separately; different weapon types could simply have different percentages of WA for either damage type. For example, Swords could have 50% Stab 50% Slash while Axes have 80% Slash and 20% Stab, and a character with a total WA of 200 would simply deal damage comprising of (Slash/Stab) 100/100 or 160/40 respectively per hit. Enemies would then have to have varying amounts of Slash/Stab Resistance, so Slash-type weapons would do better against certain enemies, while Stab-type weapons would be better for others. This way we'd have a similar mechanic with no relation to the attack animations, that might not be as crappy as the old one.
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MissingLink Wrote:Are you saying many more items are going to be like Zak helm and HTP and not be freely tradeable until equiped?
Which equips is this happening to?
Read upthread?
There were some ss posted.
Any and all equips apparently have a chance now to drop with extra stats - but they're also (up to?) 40 levels higher than normal, and require SoK.
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MissingLink Wrote:Are you saying many more items are going to be like Zak helm and HTP and not be freely tradeable until equiped?
Which equips is this happening to?
No no, it's happening to all level 140 equips including the equips you pick up from the ground that have additional stats (You'll know because they have the same graphic but the level requirement is different). As every equip sans special ones can now drop it basically means that you can either SoK or drop a level 140+ equip that would have been ideal for another character of yours if you got it on the wrong character because of this system, it would have been much better if they only started to require SoK/PsoK after you equip it like the current Cygnus equips.
EDIT: As an additional note- I'd assume this limit is imposed only on the level 140+ equips as it's mentioned that those have extra options and I'd assume that means you can get things like %boss and %allstat off the bat but there's nothing conclusive yet. Doesn't make it less dumb though.
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SaptaZapta Wrote:Read upthread?
There were some ss posted.
Any and all equips apparently have a chance now to drop with extra stats - but they're also (up to?) 40 levels higher than normal, and require SoK.
I thought it was only items lv 140+ that requited the SoK.
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Chameleonic Wrote:I thought it was only items lv 140+ that requited the SoK.
That's right. In theory it would be best if you used an item that was level 90 + 40 but knowing Nexon these equips probably don't have the absolute best additional options so you'd still have to cube anyway.
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I want to see what Additional Potential does to the stats of lv 140 items when they become lv 180.
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Chameleonic Wrote:I want to see what Additional Potential does to the stats of lv 140 items when they become lv 180.
I don't think that'll happen. In very basic terms, the additional levels imposed on some equips was meant to apply only to equips that weren't level 140 in the first place while < level 100 equips could go up to level 130 and have a different set of options compared to a similar equip that didn't have an additional level requirement.
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Polantaris Wrote:Of course it would. Just like games like GW2, D3 and PSO2, when a boss or party play monster is killed, every player involved (IE, you got EXP), is given an individual chance at the drop tables. Drops are only theirs, and only they can see them. The only difference is that in the previously mentioned games, all monsters are under this effect. In MS, we really only need it for all bosses and party play monsters.
That's why it would be a little more difficult to implement than anything else, and depends on whether or not Nexon would get off their lazy asses to do something like this. The only recent game I can think of with party play options that does not support this is Borderlands 2, because the idea is to fight over loot, and fight each other if someone grabs something you want. Here, we don't want that, so such a system would be very useful.
@Slash/Stab crap:
It would be good if we could actually choose which to use. IE: Attack 1 does Stab, but Attack 2 does Slash. Then, bosses should have X vulnerability, which would promote different methods towards defeating them, perhaps with changing resistances. Right now, normal attacks are random, some skills are random, and those that are not you wouldn't want it with anyway. The worst part is this really only applies to melee characters. Most of everyone else is boned and stuck into a specific group. For example, what do Mages get? Magic? Oh man, they're so lucky!
This is a good concept to implement in MS2, but at this point there's no reason to add it to MS1. Plus, with Nexon's Resistance Happy ways, it's not exactly going to even do anything. Every boss will just be 50% resistant to everything.
That is completely false in JMS. I don't know about GMS or recent changes in KMS, though. In JMS it only ever stabs. This is what spawned the BW user complaints about Blast not having a regular swinging animation, because it's dumb to stab with a BW.
Ah so u want the slash/stab as a way to spice things up in training. ok I understand now. I was just thinking that was kinda jumping the gun on what nexon should do with this game revamp(which is it but oh well), But it does seem like a nice Idea. You'd have to give archers some kind of variation too though.
@ drop stuff:
So what your saying is that if someone picks up item X then everyone in the party has a equally random chance to receive item X? well more like when the boss drops each indiviable has a random chance to see the items drop by a boss. Ok yes that is another way. It is especially good in the cases where bosses still drop something extreamly rare so we don't have to give people a chance to fight over it.
[MENTION=4093]SaptaZapta[/MENTION];
Yeah I guess so. Not allowing any boss to be rushable makes me feel that this game isnt doing to talking the party bossing correctly. they really just need to get rid of the contunious knock-back ability.And add skills to characters that give them a true definition in a party.
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I vaguely remember reading something that said SoKs are buyable from NPCs now? Or was that someone's wishful thinking?
If you can buy them from NPCs, I can understand the SoK limit, and the lock on drop. If you cannot, this update sucks even more ass than I had initially thought.
valhala556 Wrote:Ah so u want the slash/stab as a way to spice things up in training. ok I understand now. I was just thinking that was kinda jumping the gun on what nexon should do with this game revamp(which is it but oh well), But it does seem like a nice Idea. You'd have to give archers some kind of variation too though.
@ drop stuff:
So what your saying is that if someone picks up item X then everyone in the party has a equally random chance to receive item X? well more like when the boss drops each indiviable has a random chance to see the items drop by a boss. Ok yes that is another way. It is especially good in the cases where bosses still drop something extreamly rare so we don't have to give people a chance to fight over it.
The idea, in theory (and practice for many games), for the drops, is the following:
Ten people are at a boss. One is a leecher and isn't doing anything. Little does he know, you have to participate to get any rewards with this new system. So the following happens when the boss dies:
1) EXP is distributed much like it is now. The more you did, the better your gain. The leecher gets nothing because he did nothing. Anyone who did less than, let's say, 1% of the total damage is screwed and gets nothing because in actuality, they did not participate to the overall effort.
2) Items drop. All of the people who got EXP from above, also get their own individual set of drops. Player 1 cannot see Player 2-9's drops at all. They have all rights to everything that they can see, and in fact no one else would ever be able to pick up the drops that are not for them (Unless a timer is added, but that's complicating it more than necessary). Once again, Player 10, the leecher, is screwed. He tried to leech, and as a result the game did not register him as participating and so nothing appears for him.
3) An alternative to #2, which is used in most games that apply this feature, is that when the boss is killed, instead of dropping loot, they either spawn a chest, or become a lootable corpse. You can walk up to the corpse, look it, and get all the loot that would normally randomly generate on the ground. If a chest were to spawn, you simply open it like a normal chest.
Personally, I do not support #3 in Maple. Why? Because there are too many items that spawn from a boss. Even if you reduce the amount of potions, ETCs, and other crap that spawns, it's still a lot. You do not have a lot of inventory space. It would cause issues that are unnecessary. In all honesty, when spawning these items it wouldn't really be TOO hard, but we know how Nexon complicates everything.
The major issue, which I expressed earlier, with bosses becoming Un-soloable is that drops are for everyone. There's too many issues dealing with playing in parties because most people are, to put it simply, assholes. As a result people shy away from party play against bosses because they drop the most useful and valuable items in the entire game. This system would alleviate this issue. You wouldn't be against partying, because there's literally no reason not to, especially when they give dirt for EXP now.
As for the damage type deal:
You could easily give Bowmen stuff like Piercing, Quick shots, etc. Different types of arrow shots that are meant to do different things. Is it meant to just be a quick barrage of shots, like Hurricane types? Well, that can be a different category than a skill like Snipe, which is meant to do massive damage in a single shot. Does it do an element? Stuff like that. Honestly you could implement the same for Mages, but really, this is all stuff that would serve the game better in MS2, where the engine, mechanics, balance, etc are all fresh. Here it would do little more than muddle up the game, in my opinion.
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Polantaris Wrote:I vaguely remember reading something that said SoKs are buyable from NPCs now? Or was that someone's wishful thinking?
If you can buy them from NPCs, I can understand the SoK limit, and the lock on drop. If you cannot, this update sucks even more ass than I had initially thought.
Yeah. Well considering the ammount of equipment that will be dropping I think there will be a way to trade them (or some of them) without the need of NX.
[MENTION=5871]Hanabira.Kage[/MENTION]; That slash/stab is starting to sound a lot like the elemental system. And we all know how that went down.
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Polantaris Wrote:I vaguely remember reading something that said SoKs are buyable from NPCs now? Or was that someone's wishful thinking?
If you can buy them from NPCs, I can understand the SoK limit, and the lock on drop. If you cannot, this update sucks even more ass than I had initially thought.
Last cash item I heard of that could be bought was Item Locks so I don't think it's that.
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valhala556 Wrote:[MENTION=5871]Hanabira.Kage[/MENTION]; That slash/stab is starting to sound a lot like the elemental system. And we all know how that went down.
It does, but our current elemental system sucks anyway. I've always thought we should have had enemies with varying degrees of weakness/resistance; our current simple weak/neutral/resistant/immune system sucks.
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valhala556 Wrote:Yeah. Well considering the ammount of equipment that will be dropping I think there will be a way to trade them (or some of them) without the need of NX.
Curtiss Wrote:Last cash item I heard of that could be bought was Item Locks so I don't think it's that.
If they're going to make practically everything that drops instantly untradeable in any way without spending NX, I will stop playing before this patch comes near JMS.
Like I said earlier, all of these changes will truly show whether we're going to keep playing or not. The more I hear, the more I feel like I'm going to topple over into the "Fk this game" area.
Edit:
HighOnMushrooms Wrote:That is how they are, untradeable upon equipping. You only need the SoKs after that.
Is that how it is? That's better, but they still need to really get into the Account Bound mechanics instead of forcing us to spend $10 every time we want to transfer anything. That's even worse now, but also a conversation that's been gone over before so I'll stop here.
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Curtiss Wrote:As every equip sans special ones can now drop it basically means that you can either SoK or drop a level 140+ equip that would have been ideal for another character of yours if you got it on the wrong character because of this system, it would have been much better if they only started to require SoK/PsoK after you equip it like the current Cygnus equips.
That is how they are, untradeable upon equipping. You only need the SoKs after that.
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