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iamflip Wrote:lawl possible.
But it's not practical, since other people can get into a match that has already started.
alright buuuut, when my mules die, are they going spawn at top of the map?
So when my attacker stays at the top i can kill em all time without moving my dead mules??
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Probably bowmaster tactic to use:
Close range targets: Inferno + Arrow bomb + dragon breath macro
Long range targets: Inferno + Arrow bomb macros
Single targets: Hurricane
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Takebacker Wrote:The flaw can't be avoided because that's how the game was made. To fix the error they would have had to recode a LOT more than they needed to. They would have to change the condition for checking if a monster/character is in range to the instant the hit actually comes out which would EXTREMELY f'uck over anyone who has skills with long cast times. PvP is fine with the way attacks have always worked.
Seriously they could have at least tried to do it for PVP only if they were really giving it their best. I'm not saying they need to make the whole game that way, but I fail to see how a few certain skills are going to be screwed over because of that, every skill has a way of hitting, and people could still take advantage of skills that require a target to be present to work (I.E barrage(fist) or assaulter), it would make the game a lot more tactical and while I'm sure that deep down there are a few skills that I'm forgetting, they could always MASSIVELY buff the % of damage they do so it is really worthwhile trying to hit with them.
Still trying to think of a class that could be complete fail simply because of this...well there are ultimate skills, dodging those would be a cinch with invinci frames once you see it coming, but shouldn't it be that way?
I suppose paladins would get the crap end of this, blast would be a short ranged skill and dodging it would be easily even if your character was handicapped, but again they could make it do godly amounts of damage, since rush needs a target to push forward I don't see how this would be a problem unless you're fighting a class with better mobility, in which case the paladin still gets the advantage because a hermit can't stand on a hill and use L7 aiming diagonally-downward only to flash jump away when the pally reaches it
But from what I've seen, it seems to be a massive survival fest where people just randomly slaughter each other, and I'm basing what I'm saying off of 1vs1 or serious competition, perhaps I'm not looking at the proper image of PVP Nexon has, maybe it's not meant to be a serious hard-core way of playing Maplestory, but it's fun every now and then to just screw around and run into matches and FAssaulter(or w.e) all the warriors. I've also yet to try PVP for myself so it's probably a lot better than my complaining is implying, and I'm also comparing a game that prides itself on PVE on mechanics of PVP-savvy games.
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MagicsBISH Wrote:alright buuuut, when my mules die, are they going spawn at top of the map?
So when my attacker stays at the top i can kill em all time without moving my dead mules??
From what it looks like, you need to move out of the 'spawn' to start fighting. Otherwise all attacks to you are MISSMISSMISSMISS.
Its that yellow glow.
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Now for some cheap Team Play by me. xd
[video=youtube;z1tjv5Yp0lU]http://www.youtube.com/watch?v=z1tjv5Yp0lU[/video]
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iamflip Wrote:Now for some cheap Team Play by me. xd
[video=youtube;z1tjv5Yp0lU]http://www.youtube.com/watch?v=z1tjv5Yp0lU[/video]
I see this system being COMPLETELY abused in GMS. *points to CPQ1-2*
EDIT: Also, is it just me or the equips changed their colors ? For instance, everyone have a red/blue hat to indicate the team, but everyone on blue team have blue-colored equips. Coincidence much ?
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Kimihan Wrote:Also, is it just me or the equips changed their colors ? For instance, everyone have a red/blue hat to indicate the team, but everyone on blue team have blue-colored equips. Coincidence much ? The hats are probably Cash Shop covers based on the team the player is on. The guild name is replaced by Maple Red/Blue as typical competitive PQs usually do. All the players have hats that match that team, but no other equipment seems to change. For example, at 1:45, there is a mage with a Red Starlight and is on Maple Blue. So the fact that a lot of players have armor that is the same color as the team they are on is coincidence. The hats, however, are not.
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Kimihan Wrote:I see this system being COMPLETELY abused in GMS. *points to CPQ1-2*
EDIT: Also, is it just me or the equips changed their colors ? For instance, everyone have a red/blue hat to indicate the team, but everyone on blue team have blue-colored equips. Coincidence much ?
From what I can tell, you can't choose your teams.
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Tay Wrote:From what I can tell, you can't choose your teams. In a small server like Yellonde, that doesn't really matter. Just get 10 people and go to completely empty ch.
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Tay Wrote:From what I can tell, you can't choose your teams.
Like Satellite said, in a small world people can easily abuse it.
ghostofhalo Wrote:The hats are probably Cash Shop covers based on the team the player is on. The guild name is replaced by Maple Red/Blue as typical competitive PQs usually do. All the players have hats that match that team, but no other equipment seems to change. For example, at 1:45, there is a mage with a Red Starlight and is on Maple Blue. So the fact that a lot of players have armor that is the same color as the team they are on is coincidence. The hats, however, are not.
Yeah, I see it now.
But I just wondered, because it seemed that ALL blue team had blue items, and all red team had red items. Hm.
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Satellite Wrote:In a small server like Yellonde, that doesn't really matter. Just get 10 people and go to completely empty ch.
Doesn't change the fact that teams are random. The team you had before, might not necessarily be the team you have the second round. So it's pretty much impossible to trade wins, cause it's probable that someone's going to have to lose twice or more in a row and vice versa.
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CommanderJinn Wrote:Doesn't change the fact that teams are random. The team you had before, might not necessarily be the team you have the second round. So it's pretty much impossible to trade wins, cause it's probable that someone's going to have to lose twice or more in a row and vice versa. There may be the off chance that you can enter partied and be on the same team. There's no one that denied that yet, right?
Just saying.
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For the sake of arguing, I just want to say that. If the EXP is indeed, worth it if played fair, I REALLY hope they don't nerf it in order to appease the players who think no one deserves any benefit if a few are going to abuse it, and end up ruining any potential benefit for PVP-savvy people, I would certainly love to spend my grinding in pvp(even if it's a little slower than actual grinding) as it's much more entertaining.
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