For boss fights, sure, lower the EXP significantly, but make it Party Play within each party of the exped. Using a similar system applied across the entire exped, make the drop rate improve for each party in the exped (so yeah, people can make an expedition full of 1-person parties for better drops, but they'll just have a harder time). Also, improve the quality of the drops. If possible, add bonus missions (for better rewards, of course) to the boss fights so that players can choose to make them more challenging if they want the rewards.
The bonus missions should be generated randomly upon entering the room from a small pool for each boss. A few examples would be to defeat the boss within a certain amount of time (which should be much less than the time limit), or perhaps to defeat a special variant of one of the boss's summons that has ridiculously high HP (time constraints again...) before defeating the boss, or even destroying the parts of a multi-part boss in a certain order (e.g. leave the Healing arm for last).
...and we need more Party Play areas dammit.
The bonus missions sounds like a cool concept, something I can agree with.
For your first paragraph though...Without changing drops to a system where drops are exclusive to you when they drop, I don't see improving drops to be a good idea. I would love to have useful drops from every boss, I would, but having drops for everyone would just increase the awful in-fighting in groups. Nexon needs to implement an exclusive drops system before they go nuts over improving drops from bosses. That's more than half the reason people solo, I think. Why would you want to share your drops with some random ass people you don't know? Especially when a single specific drop could mean the difference between a massive gain and nothing. Even worse, what about gear that's instantly untradeable on pickup, like HTPs? Even if everyone agrees that guy X gets the HTP, someone's pet could screw it all up. If you're by yourself there's no need to worry about that sort of thing.
Sephie Wrote:If they sell SoKs for 10mil meso at the pot shop then 20 seems reasonable.
3k NX? The pineapple? <_<
Also, I just realized that this new "random options" system behaves exactly like the loot system in Diablo 3...
Plentiful equips, pray the stats roll a certain way, otherwise drop.
I sense a new MTS coming...
The only thing is that KMS never had MTS, so it's very unlikely that this new system was being developed with MTS in mind at all.
Honestly the concept of having special buffs on gear like this is decent. Before this certain gear was absolutely and utterly useless. Even moreso if it didn't have any potential, or was under a certain Lv. Now gear can actually be useful just by its stats, because +44 attack on a Shield is really good long before Potential becomes a factor. With it, of course, it will be retardedly broken, but at least you won't NEED Potential to be able to compensate for these insane boss boosts...at least somewhat. I still think 10x the HP for 10% of the EXP is insane, even after this boss skills thing was mentioned.
Polantaris Wrote:For your first paragraph though...Without changing drops to a system where drops are exclusive to you when they drop, I don't see improving drops to be a good idea. I would love to have useful drops from every boss, I would, but having drops for everyone would just increase the awful in-fighting in groups. Nexon needs to implement an exclusive drops system before they go nuts over improving drops from bosses. That's more than half the reason people solo, I think. Why would you want to share your drops with some random ass people you don't know? Especially when a single specific drop could mean the difference between a massive gain and nothing. Even worse, what about gear that's instantly untradeable on pickup, like HTPs? Even if everyone agrees that guy X gets the HTP, someone's pet could screw it all up. If you're by yourself there's no need to worry about that sort of thing.
The main they nexon should be worried about for making raid bosses is the drop system. The current one is obvously taylored to solo play or if it happens to be party it's party with people you know. Which doesnt really increasing communation. They would need a system where players see no Major fault for have some randoms join you. Kind of how PQing is. (minus the lv shift it does). The easiest thing I can think of is a coin system where you buy the items. Like Von Leon But EVERYONE in the map gets a coin when someone picks it up.
Basically if you want a party oriented game, If your in a party you should be benefited in ALL possible ways (exp/item drop rate/fun) save maybe a few minor ones. like pure meso droprate.
And arent the new items trade-able unlimited amount of times until you equip it? And the 20 count Seems relatively large considering the price of SoK.
2012-11-23, 10:59 PM (This post was last modified: 2012-11-24, 09:18 AM by Hanabira.Kage.)
Polantaris Wrote:For your first paragraph though...Without changing drops to a system where drops are exclusive to you when they drop, I don't see improving drops to be a good idea. I would love to have useful drops from every boss, I would, but having drops for everyone would just increase the awful in-fighting in groups. Nexon needs to implement an exclusive drops system before they go nuts over improving drops from bosses. That's more than half the reason people solo, I think. Why would you want to share your drops with some random ass people you don't know? Especially when a single specific drop could mean the difference between a massive gain and nothing. Even worse, what about gear that's instantly untradeable on pickup, like HTPs? Even if everyone agrees that guy X gets the HTP, someone's pet could screw it all up. If you're by yourself there's no need to worry about that sort of thing.
Makes sense, but I can't really think of a way to stop selfish people for taking all the loot for themselves....
Oh, maybe they could make the boss drop a Treasure Chest that is given to everybody upon being picked up. The number and type of drops would be randomly generated for each player when the box is opened.
Of course, since the number of drops is random, double-clicking the Chest could open a separate window showing the drops the player would receive as well as a "Claim Reward" button and an option to close the window and claim the rewards later. Once the Chest has been opened, the drops are set in stone to prevent people from trying to change the rewards they'd receive by opening the same Chest over and over.
Other drops like that fragment thingy Zakum drops for the HT PQ-skipping item, as well as Skillbooks and Meso should be dropped as per normal, and never show up in the Chest. Basically, everything that drops normally has little to no value for anyone who's simply trying to take everything for themselves. Perhaps each boss should have its own unique set of equipment that can be exchanged for a specific amount of an ETC item the boss drops (which is given to the entire expedition when picked up).
The Bonus Missions could raise EXP received, and raise the chances of multiple Chests dropping instead of just one. Another possible reward could be causing a higher quality of Chest to drop (which would give rewards chosen from a pool of better items than the regular Chests).
The ONLY logical reason for them to be decreasing boss exp and buffing their hp to this extent is a boss raid/party play system. I wont pass any judgement until they actually finish with the winter update because for all we know they could sneak in a curve ball.
valhala556 Wrote:The main they nexon should be worried about for making raid bosses is the drop system. The current one is obvously taylored to solo play or if it happens to be party it's party with people you know. Which doesnt really increasing communation. They would need a system where players see no Major fault for have some randoms join you. Kind of how PQing is. (minus the lv shift it does). The easiest thing I can think of is a coin system where you buy the items. Like Von Leon But EVERYONE in the map gets a coin when someone picks it up.
Basically if you want a party oriented game, If your in a party you should be benefited in ALL possible ways (exp/item drop rate/fun) save maybe a few minor ones. like pure meso droprate.
And arent the new items trade-able unlimited amount of times until you equip it? And the 20 count Seems relatively large considering the price of SoK.
Coins like how MP coins are done would be acceptable, but separate loot wouldn't really hurt either. Not sure how they would implement that into MS though, probably far more work than Nexon is willing to invest time into creating.
Hanabira.Kage Wrote:
Makes sense, but I can't really think of a way to stop selfish people for taking all the loot for themselves....
Oh, maybe they could make the boss drop a Treasure Chest that is given to everybody upon being picked up. The number and type of drops would be randomly generated for each player when the box is opened.
Of course, since the number of drops is random, double-clicking the Chest could open a separate window showing the drops the player would receive as well as a "Claim Reward" button as well as an open to close the window and claim the rewards later. Once the Chest has been opened, the drops are set in stone to prevent people from trying to change the rewards they'd receive by opening the same Chest over and over.
Other drops like that fragment thingy Zakum drops for the HT PQ-skipping item, as well as Skillbooks and Meso should be dropped as per normal, and never show up in the Chest. Basically, everything that drops normally has little to no value for anyone who's simply trying to take everything for themselves. Perhaps each boss should have its own unique set of equipment that can be exchanged for a specific amount of an ETC item the boss drops (which is given to the entire expedition when picked up).
The Bonus Missions could raise EXP received, and raise the chances of multiple Chests dropping instead of just one. Another possible reward could be causing a higher quality of Chest to drop (which would give rewards chosen from a pool of better items than the regular Chests).
That is another possible answer, with the chests. A lot of games have already implemented a system where loot has a designated player it is owned by, whether they pick it up or not, though. Honestly it all depends on if Nexon knows of this problem, wants to fix it, and how much they're willing to invest into fixing it.
Polantaris Wrote:Coins like how MP coins are done would be acceptable, but separate loot wouldn't really hurt either. Not sure how they would implement that into MS though, probably far more work than Nexon is willing to invest time into creating.
separate loot as in how it is now? I see that as a problem unless it drops multiple of the same item, Like how Zakum used to be. Because it makes people uncomfortable about adding strangers because theres a chance they can steal the parties loot. Which I think is against the goal of what nexon is trying to do. Honnestly though this seems like they are jumping the shark and are just about ready to ditch this game. Giving what most people have ask for without thoroughly thinking about what they are actually wanting.
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Heyo, here's a video detailing more on the new Random Options and the increased equip drop rate.
[video=youtube;PdGV06cfJ0o]http://www.youtube.com/watch?v=PdGV06cfJ0o&feature=g-u-u[/video]
Great Fiel's shirt of Raspberry Jam, look at how much pomegranate that dropped! And that's just on Tespia's 20x rates.
Arrol Wrote:Heyo, here's a video detailing more on the new Random Options and the increased equip drop rate.
-snip-
Great Fiel's shirt of Raspberry Jam, look at how much pomegranate that dropped! And that's just on Tespia's 20x rates.
As much as I like the increased drop rates... the Karma limit is still a terrible idea for Maple, especially with the fact that upgrading stuff on this game literally costs a fortune. It just pushes people away from using the best gears possible. The random option feature & drop rates would help the less funded I'd say.
Makes sense, but I can't really think of a way to stop selfish people for taking all the loot for themselves....
Oh, maybe they could make the boss drop a Treasure Chest that is given to everybody upon being picked up. The number and type of drops would be randomly generated for each player when the box is opened.
Of course, since the number of drops is random, double-clicking the Chest could open a separate window showing the drops the player would receive as well as a "Claim Reward" button as well as an open to close the window and claim the rewards later. Once the Chest has been opened, the drops are set in stone to prevent people from trying to change the rewards they'd receive by opening the same Chest over and over.
Other drops like that fragment thingy Zakum drops for the HT PQ-skipping item, as well as Skillbooks and Meso should be dropped as per normal, and never show up in the Chest. Basically, everything that drops normally has little to no value for anyone who's simply trying to take everything for themselves. Perhaps each boss should have its own unique set of equipment that can be exchanged for a specific amount of an ETC item the boss drops (which is given to the entire expedition when picked up).
The Bonus Missions could raise EXP received, and raise the chances of multiple Chests dropping instead of just one. Another possible reward could be causing a higher quality of Chest to drop (which would give rewards chosen from a pool of better items than the regular Chests).
Fighter has Brandish which is one slash and one stab. Which makes Sword and Axe even. Page and Spearman are only left with Ground Smash that has regular Slash/Stab ratio. I would say it's good because 1 Slash and 1 Stab is balanced considering there is no damage penalty unlike when Maple Story originated.
In 3rd Job, Crusaders have Brave Slash which is 2 slash and 1 stab, making Axe better than Swords (Except for faster weapons IF the speed cap is raised,) Panic and Coma have the regular ratio like Ground Smash, but Panic is used to blind enemies, while Coma is useless as the purpose for using Coma is jack pomegranate. Dragon Knight has Dragon Fury favoring slash and Dragon Buster favoring stab. That should make Pole Arms better than Spears, because even with 3 or less mobs in front of you, Dragon Fury is still the better option. They also have Sacrifice which makes Dragon Buster dead useless although it focuses on the regular Slash/Stab ratio. As for Knights though, unless I'm wrong, Charge Blow is just a skill with the same slash and stab ratio as Ground Smash, Power Strike (which is dead useless,) and Slash Blast. I wouldn't say it's good because it isn't.
Here's where pomegranate hits the fan. Paladin's main skill, Blast, and Dark Knight's main skill, Dark Impale favors stab. Hero has Raging Blow that is 3 slash and 2 stab like Ground Smash and etc., but unlike the other skills, it's fixed, so that still makes Axes better than Swords, right? *BUZZER!* WRONG! The last attack that triggers 100% critical rate is stab (unless I'm wrong.) Which means Swords are superior. The only way for Axes to be superior is if you almost have 100% critical rate, which is a peach to reach.
So there you have it, Slash/Stab mechanic I mentioned before is stupid because it eliminates play-for-fun factor. It is annoying to go with the weapon you think looks better without being hounded by damage whores who consider you weak because the weapon being favored by a skill is better than the weapon you think looks better. I swear to any deity that if this gets implemented, it will start a pomegranatestorm of problems.
tl;dr:
Fighter - Swords and Axes are the same except for Attack Power and Speed (if the attack speed cap is raised when you party with a class that buffs Attack Speed,)
Crusader - Axes will be better than Swords except for Red Katana or Maple Pyrope Sword (ditto)
DrK - Pole Arms will be better than Spears because Dragon Fury > Dragon Buster.
Hero - Swords will be better than Axes because of 100% Critical hit being Stab.
Paladin - Swords will be better than Blunt Weapons because Blast is pure Stab.
DarK - Spears will be better than Pole Arms because Dark Impale is 4 Stab 1 Slash.
That is why Slash/stab mechanic is and always will be a stupid mechanic. There will be problems if it's implemented.
Fighter has Brandish which is one slash and one stab. Which makes Sword and Axe even. Page and Spearman are only left with Ground Smash that has regular Slash/Stab ratio. I would say it's good because 1 Slash and 1 Stab is balanced considering there is no damage penalty unlike when Maple Story originated.
In 3rd Job, Crusaders have Brave Slash which is 2 slash and 1 stab, making Axe better than Swords (Except for faster weapons IF the speed cap is raised,) Panic and Coma have the regular ratio like Ground Smash, but Panic is used to blind enemies, while Coma is useless as the purpose for using Coma is jack pomegranate. Dragon Knight has Dragon Fury favoring slash and Dragon Buster favoring stab. That should make Pole Arms better than Spears, because even with 3 or less mobs in front of you, Dragon Fury is still the better option. They also have Sacrifice which makes Dragon Buster dead useless although it focuses on the regular Slash/Stab ratio. As for Knights though, unless I'm wrong, Charge Blow is just a skill with the same slash and stab ratio as Ground Smash, Power Strike (which is dead useless,) and Slash Blast. I wouldn't say it's good because it isn't.
Here's where pomegranate hits the fan. Paladin's main skill, Blast, and Dark Knight's main skill, Dark Impale favors stab. Hero has Raging Blow that is 3 slash and 2 stab like Ground Smash and etc., but unlike the other skills, it's fixed, so that still makes Axes better than Swords, right? *BUZZER!* WRONG! The last attack that triggers 100% critical rate is stab (unless I'm wrong.) Which means Swords are superior. The only way for Axes to be superior is if you almost have 100% critical rate, which is a peach to reach.
So there you have it, Slash/Stab mechanic I mentioned before is stupid because it eliminates play-for-fun factor. It is annoying to go with the weapon you think looks better without being hounded by damage whores who consider you weak because the weapon being favored by a skill is better than the weapon you think looks better. I swear to any deity that if this gets implemented, it will start a pomegranatestorm of problems.
tl;dr:
Fighter - Swords and Axes are the same except for Attack Power and Speed (if the attack speed cap is raised when you party with a class that buffs Attack Speed,)
Crusader - Axes will be better than Swords except for Red Katana or Maple Pyrope Sword (ditto)
DrK - Pole Arms will be better than Spears because Dragon Fury > Dragon Buster.
Hero - Swords will be better than Axes because of 100% Critical hit being Stab.
Paladin - Swords will be better than Blunt Weapons because Blast is pure Stab.
DarK - Spears will be better than Pole Arms because Dark Impale is 4 Stab 1 Slash.
That is why Slash/stab mechanic is and always will be a stupid mechanic. There will be problems if it's implemented.
even though this Slash/stab is stupid for this topic... blast actually has the same ratio of power strike with the slash/stab damage even though animation is the same for both.
valhala556 Wrote:separate loot as in how it is now? I see that as a problem unless it drops multiple of the same item, Like how Zakum used to be. Because it makes people uncomfortable about adding strangers because theres a chance they can steal the parties loot. Which I think is against the goal of what nexon is trying to do. Honnestly though this seems like they are jumping the shark and are just about ready to ditch this game. Giving what most people have ask for without thoroughly thinking about what they are actually wanting.
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.
valhala556 Wrote:even though this Slash/stab is stupid for this topic... blast actually has the same ratio of power strike with the slash/stab damage even though animation is the same for both.
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.
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...
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...
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?