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Select difficulty...?
#21
Fiel Wrote:Let the hit points remain the same, then, and just increase the defense, atk, etc..

I suppose the bad part about Maplestory is that there's only one way to play it as far as leveling up goes. You do it right or the character fails. I wish it didn't have to be that way.

Personally, I think I'd like to see a hardcore mode. You die, and your character is deleted. Try playing that with Aran and see how long you survive. Or try playing hardcore with Aran in JMS, the high damage version of maplestory, and see how long you last!

A challenge eh? I accept!

No seriously, this could be a really interesting concept to have in the game for fun.
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#22
eos367 Wrote:The problem there is in Maple everyone's gameplay intersects with everyone elses.

You can't give a mob 10 hp for one person and 10,000 for another and have them both fight it at the same time.

This, I agree whole-heartedly. Because of how Maple Story is set up, all players who plays in the same server has to interact, so you really can't set up difficulty like that. However, I'm wondering why they're setting difficulties for bosses then? Doesn't that strike you as odd? In gMS, sure, we take down HT and CWKPQ bosses in less than a week after figuring out a strategy for it, vs other servers.

My question being, with difficulty implemented, will the current bosses be harder or easier? Because at the way the current bosses are at now, are they setting that as 'normal', 'hard', or what?


The best you could do is give "easy" players a massive damage boost over "hard" players and that would severely jack up the only way Mapler's have to judge themselves compared to other players.

If "easy" players got drops more easily, or mesos more easily, or had cheaper prices, or any other advantages to make them easier, they'd quickly become farming accounts for "hard" players. taken to the other extreme, if the only way to get any of the really good things were on hard mode, "easy" players would miss out on so much content they'd never be satisfied. "No zhelm for you, you're an easy player."

Difficulty settings just do not translate well into an MMO with a shared reality unless you start segregating people into difficulty level setting based servers or similar where the modes can't mix.

It works on bosses because everyone who enters has to agree on it and is conformed to the same rules. For general game play though, it just fails.

This, I have no reply to, since you pretty much discussed everything I was about to ask you anyways. I'd like to see their difficulty-system and see how they're going to alter the bosses regarding their drops, stats, and time-limit.
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#23
I don't think the HP/exp will change, but his attacks will. For example, in easy, he doesn't do damage reflect or dispel or anything like that. He just sits there and attacks you with magic. In hell mode, he has full use of his arsenal.
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#24
Takebacker Wrote:I don't think the HP/exp will change, but his attacks will. For example, in easy, he doesn't do damage reflect or dispel or anything like that. He just sits there and attacks you with magic. In hell mode, he has full use of his arsenal.

I doubt "Hell" will allow the full use of what he has. Normal should be what we have now, Hard should make it hit harder, more acc, more avoid. Passive things. "Hell" increases passive things even more and maybe gives it a couple more abilities.
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#25
Fiel Wrote:Personally, I think I'd like to see a hardcore mode. You die, and your character is deleted. Try playing that with Aran and see how long you survive. Or try playing hardcore with Aran in JMS, the high damage version of maplestory, and see how long you last!

That works in Diablo II because a level 99 (max level) can be accomplished in a week. Most of the "rare" equips have drop rates like 1 in 500.

I don't think it cooperates well with the concept of "play for 3 years and still not be close to max level/strength".
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#26
Kasuhitomi Wrote:However, I'm wondering why they're setting difficulties for bosses then? Doesn't that strike you as odd? In gMS, sure, we take down HT and CWKPQ bosses in less than a week after figuring out a strategy for it, vs other servers.

My question being, with difficulty implemented, will the current bosses be harder or easier? Because at the way the current bosses are at now, are they setting that as 'normal', 'hard', or what?

Really that's the big mystery for everyone right now.
Until we know exactly what the results of the different modes are the reasoning behind adding them is impossible to determine. I would at least hope that the current way bosses behave would fall into the normal setting, with easier and harder settings sliding that baseline appropriately.
It's not having what you want - It's wanting what you've got.
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#27
Hopefully the "Easy" setting will be easy enough for a lv 200 unwashed Archer to survive at Bosses...
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#28
Chameleonic Wrote:Hopefully the "Easy" setting will be easy enough for a lv 200 unwashed Archer to survive at Bosses...

you and i both know that isn't gonna happen.
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#29
Kupomegranateomi Wrote:In gMS, sure, we take down HT and CWKPQ bosses in less than a week after figuring out a strategy for it, vs other servers.

My question being, with difficulty implemented, will the current bosses be harder or easier? Because at the way the current bosses are at now, are they setting that as 'normal', 'hard', or what?

For us, it's probably one of the easier versions to defeat bosses. For many of the initial boss runs, we can look at other versions and know what works and what doesn't without having to try ourselves from square one. I suppose the only exception to this rule would be exclusive content, but extractions about the boss mobs get out eventually and that helps players know how to fight each mob. Having a strong access to in-game data and to strategies from other versions make this game easier, that's for sure.
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#30
Just a small note on Grandpa Balrog as a whole, you can only use first and second job skills at it.
More on topic, it probably affects the HP, and there are probably 4 different maps each option sends you too. Might have to do with Bain weaps too.
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#31
They added a duplicate Balrog Boss... He has twice as much HP as the previous form and quite a bit more attack.
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#32
shouri Wrote:Wow um, this seems a bit uninformed. Easy version doesn't imply that level 50 noobs will be able to get a monster cover for their book. Heck the HT we have now MIGHT be the easy version, you never know what can happen. You should be a bit more careful about the assumptions you make from the lack of data regarding this. Otherwise you just make yourself look like one of those level 50 noobs.

im not a noob im level 105 crusader
and i think allowing lower levels to compete same monster but just easier is dumb
if they need a boss for their level so kms should make another kind of boss and not an easy version
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#33
Saar331 Wrote:im not a noob im level 105 crusader
and i think allowing lower levels to compete same monster but just easier is dumb
if they need a boss for their level so kms should make another kind of boss and not an easy version

While level isn't an indication of "noob", I suppose you did make a more legitimate point this time, if only slightly. However, nobody said anything about allowing lower levels to kill the same monster. For all we know, what we have now is "easy", and you'll need a full party of, say, fourth jobbers to kill Alishar on "Hell". I'm assuming it's only going to be for the sign-up bosses though.

Since I'm posting in this thread, I should probably give my overall opinion.
I'll support this as long as the current bosses are "Normal" or "Easy" mode, because otherwise it'll basically just be a way for people to fight a watered down boss. The way in which they make the bosses easier and harder, I'm not so sure about. I really don't think they should increase attack to make it impossible to survive, so the only ways I see are to
a) shorten the time limit
b) increase arsenal of attacks/status inflictions
c) increase hp
Increasing hp only makes it last longer, which gives more room for error, so if it were up to me, that option would be out. Seems to me that increasing the bosses' arsenal of attacks would be the most logical way to make them harder.
Sorry if that was a bit incoherent.
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#34
Erich Wrote:Just a small note on Grandpa Balrog as a whole, you can only use first and second job skills at it.
More on topic, it probably affects the HP, and there are probably 4 different maps each option sends you too. Might have to do with Bain weaps too.

I like that idea, means PA DrKs are actually stronger here than spears.
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#35
BombsAway Wrote:Yeah let's make it Tibia.

Let's do it. Tibia. Maple tibia.

oh wait no tibia is an awful game.

*gets killed by a rotworm and is sent back 40 levels, loses all of their equipment, is now to low a level to survive a single hit in the area they died, is helpless to watch as random PKer58505446 walks out with all of their stuff and is now walking over to kill them... again. Is sent back to level 1 with nothing on the main land where there are no weak monsters effectively ruining the entire game*

Helbreath, that's f'ucking Helbreath you're describing there.
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#36
Bumping, due to more information.

Now this is confusing:

[Image: modes.png]

Are these icons just for an event? Or are they actually also for bosses and are being shared... notice one is still missing. (Hell Mode)

IsaacGS Wrote:They added a duplicate Balrog Boss... He has twice as much HP as the previous form and quite a bit more attack.

I believe there has been another patch with more information added to the client, has there not? If so, I wonder what new stuff has been added for the Balrog Boss... if any... maybe more duplicates?
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#37
KMST just patched up again. There wasn't anything too noteworthy - not even enough to create a new topic about it. One thing I did note, however, was that they removed the Monsterbook stuff for the Balrog boss. I'll post it here so it doesn't get lost in patches.

Code:
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8820000.reward.38 1462051
8820000.reward.39 1472071
8820000.reward.40 1482024
8820000.reward.41 1492025
8820000.reward.42 4021010
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#38
Fiel Wrote:KMST just patched up again. There wasn't anything too noteworthy - not even enough to create a new topic about it. One thing I did note, however, was that they removed the Monsterbook stuff for the Balrog boss. I'll post it here so it doesn't get lost in patches.

Code:
8820000.reward.0 2020013
8820000.reward.1 2020015
8820000.reward.2 2000005
8820000.reward.3 2000006
8820000.reward.4 2000004
8820000.reward.5 1002790
8820000.reward.6 1002791
8820000.reward.7 1002792
8820000.reward.8 1002793
8820000.reward.9 1002794
8820000.reward.10 1052160
8820000.reward.11 1052161
8820000.reward.12 1052162
8820000.reward.13 1052163
8820000.reward.14 1052164
8820000.reward.15 1082239
8820000.reward.16 1082240
8820000.reward.17 1082241
8820000.reward.18 1082242
8820000.reward.19 1082243
8820000.reward.20 1072361
8820000.reward.21 1072362
8820000.reward.22 1072363
8820000.reward.23 1072364
8820000.reward.24 1072365
8820000.reward.25 1302086
8820000.reward.26 1312038
8820000.reward.27 1322061
8820000.reward.28 1332075
8820000.reward.29 1332076
8820000.reward.30 1372045
8820000.reward.31 1382059
8820000.reward.32 1402047
8820000.reward.33 1412034
8820000.reward.34 1422038
8820000.reward.35 1432049
8820000.reward.36 1442067
8820000.reward.37 1452059
8820000.reward.38 1462051
8820000.reward.39 1472071
8820000.reward.40 1482024
8820000.reward.41 1492025
8820000.reward.42 4021010

Translation?
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#39
The number on the right is item ID, I think.
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