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I maintain that it should never have been based on a random drop.
Name/picture: one kill
level/type: 10 kills
hp/mp: 100 kills
full droplist: 1000 kills
Or, you know, something along those lines.
With different ratings for bosses of course, since you never get their hp/mp, and for the various regular mobs with spawn times longer than 10 seconds, or only 1-2 in the map.
And set levels based on the rank in each of the mobs: level 1 = all names, level 2 = all level/types, etc. rather than the current system (all sets are level 1 always) possibly grouping things into larger regions that give you combined bonuses.
That way, the casuals can get their "450 monsters in the book", plus maybe level up the set in the area they prefer to train, while completionists can have full droplists for everything.
Posting Freak
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Stereo Wrote:I maintain that it should never have been based on a random drop.
Name/picture: one kill
level/type: 10 kills
hp/mp: 100 kills
full droplist: 1000 kills
Or, you know, something along those lines.
With different ratings for bosses of course, since you never get their hp/mp.
And set levels based on the rank in each of the mobs: level 1 = all names, level 2 = all level/types, etc. rather than the current system (all sets are level 1 always) possibly grouping things into larger regions that give you combined bonuses.
That way, the casuals can get their "450 monsters in the book", plus maybe level up the set in the area they prefer to train, while completionists can have full droplists for everything.
I agree with this and have also proposed such a system in the past but for what it is, my way is best. Anyone who doesn't want to work for their rewards doesn't *gasp* deserve to be rewarded.
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Sarah Wrote:Anyone who doesn't want to work for their rewards doesn't *gasp* deserve to be rewarded.
>implying killing empress, PB, HT, etc isn't work worth being rewarded
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Takebacker Wrote:>implying killing empress, PB, HT, etc isn't work worth being rewarded
>implying I ever said bosses should have anything less than a 100% card drop rate.
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Sarah Wrote:>implying I ever said bosses should have anything less than a 100% card drop rate.
If you're going to miss the point then fine. Not only is getting to the level to beat those bosses more work than anything, going on enough runs to get the cards is work enough.
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I quite frankly don't give a damn because this gives me a chance to have an accurate droplist and a nice bonus stats.
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I have 17 sets so far on day 3 of the thing's release, it doesn't feel like an accomplishment. The only thing holding me back on a further 8 sets is their final bosses, all of which I'm able to kill alone except Mu Gong, if I just hang around long enough to catch their spawn.
Hoblin King and Mushroom Castle I just haven't bothered with yet, I don't see any challenges in them - so that covers 27 of the 33 sets. Von Leon is probably doable with my guild, as is Leafre, I haven't got around to Dead Mine or the Ninja Castle, but see no problems other than the inevitable final boss.
Which leaves 2 sets I don't think I can complete: Henesys Ruins and Temple of Time.
So hooray for there being a bunch of easy stuff and some impossible stuff.
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Just a question : Did anyone kill Bodyguard A, Bodyguard B, and The Boss recently? If so, how many cards drop per kill? 1 or 2?
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Takebacker Wrote:If you're going to miss the point then fine. Not only is getting to the level to beat those bosses more work than anything, going on enough runs to get the cards is work enough.
You're missing the point. I don't want low boss drop rates and I agree with what you're saying, but ONLY FOR BOSSES. Regular monsters shouldn't be dropping cards at a high rate because they're easier. Having a low drop rate balances out the lack of work required to slaughter regular monsters, as having a high drop rate balances out the amount of work required to kill a boss.
My point
Bosses: High because of effort required to kill
Enemies: Low because of lack of effort required to kill.
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PirateIzzy Wrote:Just a question : Did anyone kill Bodyguard A, Bodyguard B, and The Boss recently? If so, how many cards drop per kill? 1 or 2?
1 for the guards
2 for The Boss.
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I don't see why they need to lower the drop rates. I always play in Windowmode and before this card game all I did was Alt+Tab and go on a maplefan site (like hiddenstreet) and search the monster HP, MP, location, element weakness and what they dropped. They just made it easy so I don't need to Alt+Tab with a bonus (the book with stats).
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We're BOTH missing the point it seems.
You're saying monsters should have low drop rates while i'm saying it doesn't matter what the drop rate is because a very significant chunk of monsters and bosses alike are hard to get cards for, thus making it impossible for the VAST majority of players to 100% the book. No one (except you) cares that 90% of it can be done in a week at most when the other 10% is unobtainable even with a years effort.
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Stereo Wrote:I maintain that it should never have been based on a random drop.
Name/picture: one kill
level/type: 10 kills
hp/mp: 100 kills
full droplist: 1000 kills
Or, you know, something along those lines.
With different ratings for bosses of course, since you never get their hp/mp, and for the various regular mobs with spawn times longer than 10 seconds, or only 1-2 in the map.
And set levels based on the rank in each of the mobs: level 1 = all names, level 2 = all level/types, etc. rather than the current system (all sets are level 1 always) possibly grouping things into larger regions that give you combined bonuses.
That way, the casuals can get their "450 monsters in the book", plus maybe level up the set in the area they prefer to train, while completionists can have full droplists for everything.
HELL NO
I AM NOT HUNTING A THOUSAND GODDAMN SNAILS
Posting Freak
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Sarah Wrote:You're missing the point. I don't want low boss drop rates and I agree with what you're saying, but ONLY FOR BOSSES. Regular monsters shouldn't be dropping cards at a high rate because they're easier. Having a low drop rate balances out the lack of work required to slaughter regular monsters, as having a high drop rate balances out the amount of work required to kill a boss.
My point
Bosses: High because of effort required to kill
Enemies: Low because of lack of effort required to kill. I think both of you are missing the point. In the time it takes to boss, you could have farmed hundreds of a certain monster. This time allotment should be considered when suggesting a drop rate.
MuscleWizard Wrote:HELL NO
I AM NOT HUNTING A THOUSAND GODDAMN SNAILS I think you are missing the point.
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Locked Wrote:1 for the guards
2 for The Boss.
Alright thanks for the answer.
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It's extremely hard to argue in favor of Sarah because so much of the maple population is lazy as fu'ck and doesn't want to spend the time hunting for the cards.
I agree on the part where if you don't want to work then you don't deserve the reward, but that's why Monster Book was removed last time. As Locked said, the only thing Codex is good for is the easy droplist and a nice bonus. I personally think the bonus should require more effort, but whatever.
I'm just getting REALLY pissed off by the people that think getting 400+ cards is an achievement. I have put in next to no effort, with extremely limited time per day, and I am only missing PB/BMM/Cygnus and her minions.
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MuscleWizard Wrote:HELL NO
I AM NOT HUNTING A THOUSAND GODDAMN SNAILS
You're that curious to see the drop list for snails? Ok then.
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I knew I was forgetting to do something today. I think my book is +3 all and I have around 200 cards.
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Dang If I had hyper teleport rock I would finish it in 1 hour @_@
Posting Freak
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What was the drop rate in the old one? I somehow was able to collect 50 before it poofed. Right now, I have over 250... hahaha. So easy!
There's no description of the monster this time around. I enjoyed reading those in the old monster book.
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