2010-05-20, 09:56 PM
Like that doesn't happen in any other game with PvP...
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Something new.? PVP?
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2010-05-21, 04:25 AM
It's not real PVP, it's more like contest bullpomegranate. It's probably the same thing from ChinaMS where you doa JQ to see who reaches the top first, who kills the monster quicker, etc.
DrRusty Wrote:Resilience will fix it ™ Paladin Bubble!
2010-05-21, 04:16 PM
I could see PVP working if it was something like the Balrog PQ but further tweaked. You enter the arena and it takes your (1) character type (hero, paladin, IL mage, etc...), (2) level, and (3) all your basic stats (w.att, m.att, STR, DEX, LUK, INT) and formulates a new set of stats for the PVP arena. Like your level/class combination determines your HP. And your stats formulates a new damage range specifically for the PVP arena.
Then create clones of all the skills. In the data they could be brandishPVP, sharpeyesPVP, triplethrowPVP, blizzardPVP, etc... and have them all be tweaked for PVP. Removing certain skills altogether defeats the purpose in my opinion. You want your character to fight with all the skills you've learned and leveled, and to have anything less is just frustrating. Throw away accuracy and avoid altogether for PVP and just let thieves have shadow shifter for dodging random attacks. Warriors have achilles/guardian. Maybe have puppet have a short duration time but the BM/MM can't be attacked until the puppet is either killed or vanishes (cooldown added). There's lots of different ideas that could be played around with on this in my opinion, you just have to tweak everything specifically for PVP-- just don't delete anything class specific because that defeats the point. If this was done properly I think it could be pulled off. The only problem I could foresee is not much variation in fighting styles or equipment. Equipment in maple story is bland... it's mostly just whatever adds more attack and stats (although speed/jump would come into play more). There's no resistance to elements, resistance to physical damage by %, life or mana leech, +skills, % chance to cast a spell per attack ... and half of the fun of a PVP structure is choosing the right equipment to wear which adds an entire new dimension to PVP. Plus there is no variation in skill builds, everyone levels their character's SP the same and by level 180+ everyone has the same exact things maxed. For PVP this spells boring.
2010-05-25, 01:15 PM
maiiev Wrote:Plus there is no variation in skill builds, everyone levels their character's SP the same and by level 180+ everyone has the same exact things maxed. For PVP this spells boring. They could make a separate PVP skill book that you level up along side your normal grinding skills, and give it far less SP than normal so you'd actually have to choose between skills. Still, direct PVP would suck in maple. Even if they got rid of the crippling lag, which isn't going to happen. I'm pretty happy with the idea of competitive PQs, the likes of which I caught a glimpse of in that ghost ship PQ thingy. You have two instances of the PQ, and opposing teams race to finish it, maybe meeting up in the middle for a boss tug of war battle or something. That way you can tailor different parts of the PQ to be easier for a certain class or certain style of play (eh, meelee VS ranged, single target vs AOE etc) to keep every class reasonably wanted. |
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