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After fighting against Astaseroth (or whatever his name is), I felt like I needed to make a topic to discuss how Nexon is creating better enemies.
I think it all started with Wolf Spiders and the frames where they're missing hit boxes, of course, that might've been accidental (and still needs fixing). Noticing that after that some monsters, from the Masteria region have been getting more unique. Such as Typhoon Eggs, they don't do any touch damage and solely rely on their magic attacks, Typhoons with their pushing you off cliffs and such, Rellik (haven't fought it yet) heard it has a "Snipe" like sequence; 'em Haunted Mansion ghosts that are invulnerable while transparent and Olivia while summoning dolls; etc.
What I loved about fighting Astratoth was how it announces it's death explosion attack, giving you enough time to get away from (even though it's weaker than I thought); it's annoying volcano summoning which pisses off ranged classes, etc.
Imagine something like that implemented into a Carnival Party like area, meaning you can't consume your own potions, but would have to rely on obtaining them from other monsters. Meaning you would have to dodge attacks if you want to survive and occasionally brand you with an undead status to avoid just tanking hits while you clench Clerics.
Another note is the environment, the thing that stood out the most for me are those dreaded Totems in the Valley of Heroes. Implementing objects like that during boss fights would be awesome. Just imagine all the things they could do, such as making it act as a wall with spikes that closing in on your teammates and you while you plow your way through a monsters filled area, a boss or just destroy walls to keep moving and avoid the wall. It's an interesting way to implement a time limit, adding more of a challenge to the game.
The only problem I have with this, is that they have to find a way to fix things that didn't work right or aren't supposed to happen (Wolf Spiders).
This is why I'm looking forward to Krakia.
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There's still a lot of untapped potential to this game. I hope they tap it.
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Experimenting?
Some/Most of the stuff that you mentioned has already been implemented in the game in other areas and maps.
Posting Freak
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antikel Wrote:Experimenting? 
Some/Most of the stuff that you mentioned has already been implemented in the game in other areas and maps. Where exactly?
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I wonder if they'll continue stuff like this with "Episode X", but make it gradually, higher and higher level. 4th job epic questline please ;~;
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GameMX Wrote:I wonder if they'll continue stuff like this with "Episode X", but make it gradually, higher and higher level. 4th job epic questline please ;~;
Kinda takes away from the "freedom" adventurers have, no?
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GameMX Wrote:I wonder if they'll continue stuff like this with "Episode X", but make it gradually, higher and higher level. 4th job epic questline please ;~;
Yea, and maybe something not limited by 2 different requirements us veterans cannot match. Stupid and disappointing.
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Takebacker Wrote:Kinda takes away from the "freedom" adventurers have, no?
Not really.
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Loose Wrote:Where exactly?
The long-range knock back has been introduced before, and monster summoning has always been there in other bosses.
Carnival Party thing sounds a lot like MCPQ, and the environment with objects, well, more commonly found in Jump Quest maps, and most recently the Balrog boss which involves the surrounding objects frequently.
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antikel Wrote:The long-range knock back has been introduced before, and monster summoning has always been there in other bosses.
Carnival Party thing sounds a lot like MCPQ, and the environment with objects, well, more commonly found in Jump Quest maps, and most recently the Balrog boss which involves the surrounding objects frequently.
The carnival thing was referring to a boss where you couldn't pot but his deadly attacks were announced and avoidable. You didn't get what he posted at all, lol.
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What the game needs is a boss that can kill you relatively easily, but requires careful movement and ACTUAL avoidance skill. None of this crap with thieves abusing high avoid and shifter to never get hit.
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What eludes my understanding is why Warriors get quite a few options for +avoid from their equips when all of it combined still doesn't break the miss-rate minimum for most mobs.
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DualReaver Wrote:What the game needs is a boss that can kill you relatively easily, but requires careful movement and ACTUAL avoidance skill. None of this crap with thieves abusing high avoid and shifter to never get hit. 
That's nothing more than a potsaver and an increase in DPS. It's not like avoid and shifter would help when dealing with bosses that 1 hit KO you.
But yea a boss fight where you could dodge and strike for real would be very welcome.
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DualReaver Wrote:What the game needs is a boss that can kill you relatively easily, but requires careful movement and ACTUAL avoidance skill. None of this crap with thieves abusing high avoid and shifter to never get hit. 
lolwutno.
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2009-11-12, 02:17 PM
(This post was last modified: 2009-11-12, 02:20 PM by Spideyjvc.)
Loose Wrote:Another note is the environment, the thing that stood out the most for me are those dreaded Totems in the Valley of Heroes. Implementing objects like that during boss fights would be awesome. Just imagine all the things they could do, such as making it act as a wall with spikes that closing in on your teammates and you while you plow your way through a monsters filled area, a boss or just destroy walls to keep moving and avoid the wall. It's an interesting way to implement a time limit, adding more of a challenge to the game.
They have this with Amoria PQ. Only it's supermonsters instead of deadly map objects. Though, I could see them implementing it somewhere else. I can see a boss fight where the walls close on you, but there's no time limit (or if there is, it's only showing you how much time you have left before the walls completely close).
The only way to shut off the walls is to kill the boss. Or, perhaps, having one party member scout "buttons" to hit to push the walls back every now and then. Try to imagine adventure movies where the hero is fighting a swarm of mummies or something that they accidentally uncovered, while his sidekick attempts to solve the riddle needed to close the door on the mummies. I'm thinking something along the lines of that. Having one party working on attacking the boss, while a few other people have to scout around the map hitting objects that push the walls back.
Okay, it might end up pretty stupid, but I was imagining some temple boss fight in Krakia, okay?
also, you forgot the poor map design experiment. Those forests maps that came out when NLC was first introduced are horrible. Especially that I.AM.ROBOT map. I've noticed that after those maps, they realized that flat maps that were more flat are the way to go.
Also, we have bosses that have avoidable attacks. Hell, the Snack Bar boss even gives you a huge clue as to when he's about to shoot his beam for you to duck under. Though, I see where you're getting at. Having a deadly 1HKO move that you have to pay attention to avoid sounds pretty nice. By "pay attention to avoid" I don't mean crap like the Balrog boss has with his reflect, Nexon. The boss actually doing something noticeable before casting the skill, not blinking 1 frame faster or something.
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2009-11-12, 02:20 PM
(This post was last modified: 2009-11-12, 02:23 PM by IllegallySane.)
DualReaver Wrote:What the game needs is a boss that can kill you relatively easily, but requires careful movement and ACTUAL avoidance skill. None of this crap with thieves abusing high avoid and shifter to never get hit. 
The last thing I need is being turned into a Shedinja for a boss fight, and the boss's touch is super effective.
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Spideyjvc Wrote:By "pay attention to avoid" I don't mean crap like the Balrog boss has with his reflect, Nexon. The boss actually doing something noticeable before casting the skill, not blinking 1 frame faster or something. That's what I saw with Astroroth, he creates a purple/black whirlwind around him, the animation takes about three seconds, that's more than enough time to get the hell away from him. Then a reaper appears above him and creates an explosion which starts out small and rapidly expands before vanishing. The only problem implementing something like that would kill you in one hit would be if you're trapped in a corner, no place to run, you're pretty much screwed. However, it can be like Land of the Wild Boars, with teleporters on the sides, to avoid that minor inconvenience.
Like others have said, this game still has a lot of potential, it's just a matter of implementing it and having it work right.
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Spideyjvc Wrote:Also, we have bosses that have avoidable attacks. Hell, the Snack Bar boss even gives you a huge clue as to when he's about to shoot his beam for you to duck under. Though, I see where you're getting at. Having a deadly 1HKO move that you have to pay attention to avoid sounds pretty nice. By "pay attention to avoid" I don't mean crap like the Balrog boss has with his reflect, Nexon. The boss actually doing something noticeable before casting the skill, not blinking 1 frame faster or something.
kinda like with the EPQ boss, how he spawns those stone balls in certain places before they actually fall, or with pap/zak and the same concept, right?
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If Nexon really wants to make MapleStory great, they would add in moving platforms.
Can you imagine all the possibilities that arise by implementing moving platforms into the game? It would be revolutionary.
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QSCX Wrote:If Nexon really wants to make MapleStory great, they would add in moving platforms.
Can you imagine all the possibilities that arise by implementing moving platforms into the game? It would be revolutionary.
Mario.
Instead of improving the bosses, they should improve the boss maps themselves so as to make the fight more challenging/fun, i.e. Aufheben.
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