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[INDENT] Verw/e Wrote:@KhainiWest; The purpose of an MMO is to create a game environment that allows as much or as little interaction between players as desired. Any MMO that tries to dictate the way someone plays by creating a social/party exclusive environment is doomed to fail. DOOMED. Any decent MMO attempts to create a balance between solo and party game experience because that is precisely what their customer base is, a mixed group of people that desire various levels of social interaction in their games.
You know what else is doomed to fail is something called maplestory. As I stated, multiple times, the balance should be there, but not to the point where majority of the game is soloable. It defeats the point of multiplayer.
Verw/e Wrote:Next you will tell me that all worlds should be the size of Scania because obviously greater numbers of people interacting together is what we all want most! Some people like and even need a solo/small group experience.
This pretty much proves you didn't really read most of my post with thought at all. You want to improve the game? How about not making every boss in the game soloable. When it gets down to it, it is in fact a dependence factor, but the thing is, you don't need anyone for maplestory, if you do it's a chore. It creates a different type of atmosphere and enviroment. That's why I look foward to better MMO's such as blade and soul. It has that balance.
Verw/e Wrote:That is you opinion. Stop pretending that you understand the motivations of every single person that plays this or any other game and stop trying to dictate how other people play.
If you play an MMO you don't expect the game to majoritly to be solo. There should always be a mixture, as we all have stated, but the state of the game right now lacks any community content. Majority of people who stop caring about maintaining legitimacy is because of this factor. Why should they care about anything if they can win the game on their own? It's perception that the game produces.
Verw/e Wrote:You claim that people that want a solo experience might as well hack is not only rude and inflammatory, its wrong. Hacking has absolutely nothing to do with whether you play solo or party. It's about whether you work within the confines of the game and adhere to rules which (in theory, not in Maple >.>) balance the playing field when players interact.
You're missing the point entirely and getting all butthurt over a comment that wasn't intentionally supposed to be inflammatory.
Solo players expect an independence in a game that frankly screams "PLAY WITH PEOPLE". The fact the bosses are solable, the fact that majority of training spots are not sharable, is wrong. The entire game contradicts itself, I'm not saying you as a player cause this, but it's that very perspective of I want to be independent from the community to play the game as I want perspective that is killing the game. Hackers feel the same way, they lack the dicipline to accomplish that without breaking rules. That's an entire subject all together, but the point of the comparison is not the idea of morality, but the end result the players want. It used to be "HEY I CANT WAIT TO BE HIGH ENOUGH TO DO A ZAK PARTY AND MAKE SPLITS", now it's "I CANT WAIT TO SOLO ZAK AND ATTEMPT TO SELL ALL THE STUFF FOR MYSELF".
Verw/e Wrote:I don't like to be overly reliant on other people because like everyone else playing this or any other gamer, my availability is limited and subject to change. If I needed more than three active people to train or boss I would never be able to play this game at all because its simply impossible to find people that can play actively for any significant length of time. It would also utterly destroy the small servers.
Who the hell is arguing that? I agree, the foundation of something like CWKPQ was stupid. What I disagree with is the game should not have any party availability. You should benefit sharing stuff with players not say "CC PLS". The problem with the game is the players are too independent. Almost everything you do can be done by yourself, and if a party is required, it lasts maybe two patches before the next miracle cube comes out.
Verw/e Wrote:There's a lot of things wrong in MapleStory both in conception and in execution. One of the things they did right, in my opinion, is try to allow both solo and party playing styles. They don't always do it well, but the constant updates show at least some sort of theoretical attempt.
Name me one MMO who doesn't have an attempt of that ratio? Some work, some don't, my point is maplestory is leaning too far to the right and it's absolutely retarded to say the games state right now is anything short of terrible.[/INDENT]
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Your quoted definition of MMO -
Massively multiplayer online role-playing game (MMORPG) is a genre of role-playing video games in which a very large number of players interact with one another within a virtual game world.
It doesn't say where a large number of players MUST interact with one another. There is no mandate that an MMO must require you to work with other people at all times. That is pure opinion on your part. You may may WANT that from every MMO you play, but that is still just a personal preference and not a requirement in order to be called an MMO.
This -
Quote:You're essentially saying that it being completely stripped out of the product is not only acceptable but encouraged?.
... is total crap. My saying that the balance is good right now is not saying that social content SHOULD be removed. I said that PQs should be made more appealing (as my TOP suggestion, no less). How is that encouraging the removal of social interaction?
Again, you are insisting that I want Maple to be a solo-only experience. I don't, and I disagree that it is 'mostly' a solo experience now. You CAN do a lot of things on your own, but you don't have to. You CAN do a lot of things with other people, but you don't have to.
You aren't getting what you want from Maple, that is clear. I am. I am sorry you don't like that I am having a good time. Of all the games I have worked on, I really wish I worked on this one. It's just the kind of game I have wanted to make. I completely agree that this game is totally mis-managed. But, if it was managed properly, it would still be the ideal game in my eyes. My Happiness does not mean I am Content. If I was Content, I would be indicating that I accept hacking, duping, deflation, etc as all fine. I do not condone these things, nor do I want them to be present in the game. I still enjoy playing the game. We disagree, that's all there is to this.
-------
The above was posted apart from your last post KW. You bring up some very good points that I completely agree with. The most important of which is that there needs to be a change in party mentality.
Currently, playing in a party outside of the Party Play zones is a disadvantage. This should never have happened. Playing in parties should have advantages everywhere and not just LHC. At the very least, it should not be a hinderance. Currently, any player in a party on a normal map will actually lose Experience, even with Holy Symbol. This is unacceptable.
I have to feed my family, so I have to cut short, but I think this is an area we can have meaningful discussion.
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Thorr Wrote:Your quoted definition of MMO -
Massively multiplayer online role-playing game (MMORPG) is a genre of role-playing video games in which a very large number of players interact with one another within a virtual game world.
It doesn't say where a large number of players MUST interact with one another. There is no mandate that an MMO must require you to work with other people at all times. That is pure opinion on your part. You may may WANT that from every MMO you play, but that is still just a personal preference and not a requirement in order to be called an MMO.
Find me an MMO that requires NO interaction whats so ever. Even maplestory tries to force it at one point or another. You're picking at weak points, it's clearly common sense of the purpose of allowing interaction. You want to argue against common sense? Not going to bother.
T Thorr Wrote:his -
... is total crap. My saying that the balance is good right now is not saying that social content SHOULD be removed. I said that PQs should be made more appealing (as my TOP suggestion, no less). How is that encouraging the removal of social interaction?
Then clarify what you mean by the balance is good right now.
Thorr Wrote:Again, you are insisting that I want Maple to be a solo-only experience. I don't, and I disagree that it is 'mostly' a solo experience now. You CAN do a lot of things on your own, but you don't have to. You CAN do a lot of things with other people, but you don't have to.
I'm assuming that based off your ambiguous answers towards me. You tell me the game is "balanced" in that perspective but I don't see it.
Thorr Wrote:You aren't getting what you want from Maple, that is clear. I am. I am sorry you don't like that I am having a good time.
Now this is based off irrational assumption's. I'm not even upset of the slightest, I wholeheartily disagree with your ambiguous answers but that's about it, I have no personal inquiry with you. I quit maple for a number of reasons, whether or not it was party/solo didn't matter to me. In fact I intentionally picked a solo class the first time I ever played, I state that to reinforce my point that party or solo shouldn't* be the only option, there should be a balance.
What I disagree with you on is the fact you say it's currently balanced, I can agree to disagree with that.
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KhainiWest Wrote:Find me an MMO that requires NO interaction whats so ever. There aren't, nor should there be. I am not saying remove interaction. I am just saying don't force more than is necessary.
KhainiWest Wrote:Then clarify what you mean by the balance is good right now.
I'm assuming that based off your ambiguous answers towards me. You tell me the game is "balanced" in that perspective but I don't see it. The balance in *intended* party content and solo content is pretty good. Party content that is done in a solo fashion is definitely too high and I think this is what skews your point of view. I don;t view Solo-ing HT as Solo content. It's a party based content that is being manipulated into a solo activity. (I think major bosses like this should require 6 people to be present in the room in order to enter, and perhaps other mechanics that make partying necessary... more on that later...)
KhainiWest Wrote:Now this is based off irrational assumption's. I'm not even upset of the slightest, I wholeheartily disagree with your ambiguous answers but that's about it, I have no personal inquiry with you. I quit maple for a number of reasons, whether or not it was party/solo didn't matter to me. In fact I intentionally picked a solo class the first time I ever played, I state that to reinforce my point that party or solo shouldn't* be the only option, there should be a balance.
What I disagree with you on is the fact you say it's currently balanced, I can agree to disagree with that.
We seem to agree here. I will follow up later with more that we can discuss, particularly what I feel is wrong with the current social side of the content and how it may be fixed.
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Thorr Wrote:There aren't, nor should there be. I am not saying remove interaction. I am just saying don't force more than is necessary.
The balance in *intended* party content and solo content is pretty good. Party content that is done in a solo fashion is definitely too high and I think this is what skews your point of view. I don;t view Solo-ing HT as Solo content. It's a party based content that is being manipulated into a solo activity. (I think major bosses like this should require 6 people to be present in the room in order to enter, and perhaps other mechanics that make partying necessary... more on that later...)
We seem to agree here. I will follow up later with more that we can discuss, particularly what I feel is wrong with the current social side of the content and how it may be fixed.
Fair enough I can agree with all that.
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KhainiWest Wrote:[INDENT]
You know what else is doomed to fail is something called maplestory. As I stated, multiple times, the balance should be there, but not to the point where majority of the game is soloable. It defeats the point of multiplayer.
This pretty much proves you didn't really read most of my post with thought at all. You want to improve the game? How about not making every boss in the game soloable.
The fact that many bosses are soloable with extreme levels of funding, with the obvious exception of HT due top entrance glitch, does not detract the multiplayer content. There is no reason that someone soloing a boss prevents you from getting some friends together and working together to do the exact same thing. The difference is that the person soloing has to spend more time and effort working on equips and leveling instead of spending time developing a group for runs. Heck, the one-of-a-kind system for ©zhelms and ©HTPs actively encourages large group runs because there is limited loot anyway.
The only two bosses which actively benefit solos are PB, VL, and Empress. PB and VL drops are virtually worthless anyway so that just leaves Empress. She can't be solod except by a tiny handful of people. How does this minority destroy the game?
KhainiWest Wrote:When it gets down to it, it is in fact a dependence factor, but the thing is, you don't need anyone for maplestory, if you do it's a chore. It creates a different type of atmosphere and enviroment. That's why I look foward to better MMO's such as blade and soul. It has that balance.
The dependency is there in every single MMO so what precisely is MapleStory doing to create this environment? The simple truth is that the community has more to do with this than the developers ever did. The community has changed over the years and decided to accept hacking and exploits to improve damage at any cost. The lack of effort from Nexon's security is a contributing factor 9uinderstatement of the year), but it is the COMMUNITY that has chosen to become a "solo" environment not the developers. I suspect that MapleStory's community showed up in force on any other MMO the balance between party and solo would skew just as badly.
KhainiWest Wrote:If you play an MMO you don't expect the game to majoritly to be solo. There should always be a mixture, as we all have stated, but the state of the game right now lacks any community content.
I'll be the first to agree that community content can certainly be improved, but I think you are mistaken in believing that there isn't any at all. Party Play areas are still immensely popular for obvious reasons and I'm a bit puzzled why you seem to believe that absolutely everyone solos every boss. I know tons of people that use groups to take down bosses like CZAK and PB and probably will at HT once it is instanced.
KhainiWest Wrote:Majority of people who stop caring about maintaining legitimacy is because of this factor. Why should they care about anything if they can win the game on their own? It's perception that the game produces.
My thoughts here are a bit chicken or the egg, but I question whether the game made people behave this way or whether players made the game this way. Nexon's inept security measures can never be overestimated, but its the community that chooses to support the hacker empire. Would real, competant security initiatives correct this problem? No matter how much effort Nexon puts into stopping hackers, they will always show up as long as the community funds them. Maple players should care, but don't. The reasons why are a lot more complex than simply because they can solo bosses if they do.
KhainiWest Wrote:You're missing the point entirely and getting all butthurt over a comment that wasn't intentionally supposed to be inflammatory.
I'm not "butthurt", but I don't see how anyone who enjoys solo play in MMOs cannot be insulted by that comment.
------
I gotta go so I'll comment on the rest of this when I get back.
KhainiWest Wrote:Solo players expect an independence in a game that frankly screams "PLAY WITH PEOPLE". The fact the bosses are solable, the fact that majority of training spots are not sharable, is wrong. The entire game contradicts itself, I'm not saying you as a player cause this, but it's that very perspective of I want to be independent from the community to play the game as I want perspective that is killing the game. Hackers feel the same way, they lack the dicipline to accomplish that without breaking rules. That's an entire subject all together, but the point of the comparison is not the idea of morality, but the end result the players want. It used to be "HEY I CANT WAIT TO BE HIGH ENOUGH TO DO A ZAK PARTY AND MAKE SPLITS", now it's "I CANT WAIT TO SOLO ZAK AND ATTEMPT TO SELL ALL THE STUFF FOR MYSELF".
Who the hell is arguing that? I agree, the foundation of something like CWKPQ was stupid. What I disagree with is the game should not have any party availability. You should benefit sharing stuff with players not say "CC PLS". The problem with the game is the players are too independent. Almost everything you do can be done by yourself, and if a party is required, it lasts maybe two patches before the next miracle cube comes out.
Name me one MMO who doesn't have an attempt of that ratio? Some work, some don't, my point is maplestory is leaning too far to the right and it's absolutely retarded to say the games state right now is anything short of terrible.[/INDENT]
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Thorr Wrote:4) A new 3-door room in ToT that has doors to the beginning of each segment of the temple. Keep the maps contiguous, but have the doors open up for you as quest rewards.
This pretty much happens sometime during/post-Justice.
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@ VerrKol;
We already got to an agreement any prolonging of this is pointless now.
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Ok, I didn't abandon this conversation, I have just been busy.
Let's talk about the problem with party vs. solo playing in MS as it stands. We'll have to constrain the conversation to Post-BB since BB contain so many overreaching changes. The one thing that has not changed is the amount of Party Bonus Exp you get on a normal map, which is still 5% per party member. The Damage:Level exp ratio has changed many times. This is part of our issue. Let's examine some things.
1) Big Bang altered the entire flow of character progression. The intended effect of the map changes and mob revamps were to make your character's progression more straight-forward. Instead of the original Vic concept of taking the outside road for the weaker things and going toward the center for the stronger, it was reversed to match the Jurassic Park layout and thus has the safest place being the center of the island and mobs getting stronger as you move outward. The intent is to have new characters arrive in Lith, then move to the town suited to their Job. Once there, that town is supposed to serve as your central base. Each quest/next training mob takes you further away from the town. This makes the progression of your character immediately Vertical. Your job determines your area of training and you will likely only see other members of your job in your area. Each job class is thus in its own development silo and rarely interacts.
You are intended to stay in your area until about level 30 and then begin to work into the sleepywood area. You no longer are stifled in an area with just your job class and move into an area where no one job is central. You also are encouraged to go to Mush Castle, another area where every type of job will go.
So what is the problem? Well, you are taught to fend for yourself from the beginning. Your training isn't made easier by partying early on and thus you simply don't party up. Thus, solo playing seems to be encouraged.
2) The Exp ratio has been mucked about many times. Our current ratio is 20% by damage, 80% by level. (It is erroneously called 60:40 because of how 2 people in a party will get exp. I think this is poor nomenclature and should not be continued, but whatever.) Because of this ratio, partying with another person is severely limiting. If you do the math, you will find that even if your partner is a Priest with max HS, you will now only get 90% of your original experience and your party bonus doesn't quite get you to 100% (when you are of equal level). This is why modern HS muling means that you put your HS giver in a different map or in a different party while you kill. You get 150% exp that way instead of the 90% you get with him on the map.
So, what is the problem with this? Parties are detrimental to your growth in most circumstances. Unless your kill rate goes way up with the party, you will always do better solo training on normal maps. Since it's almost never beneficial to party up, you tell everyone to CC as soon as you see them. If we went to 40% damage and 60% by level, it would already be better because you would get 105% original exp for solo killing (with HS). At least that is SOME benefit. It's small, but it doesn't punish you.
3) Party zones were offered to make place where partying is actually beneficial. Whether it's LHC, Stronghold, or Monster park, the Party Zone bonus is there to make party benefits better. However, if you you do not have HS, you still are losing experience. Two players of equal level in LHC will get a maximum of 96% of the mob's solo experience (assuming only 1 player does any damage. You will get less than 96% if you share the kill.). It takes a minimum of 3 players of equal level to get a total of 100.1% of the mob's solo experience.
So what's the problem here? Well, because the exp ratio is so skewed, leeching is far more beneficial than it should be. In a full party of 6, a leecher (without HS) gets 50% of the mob's exp without lifting a finger. With a part of only 2, the leecher gets a full 64% without doing anything. Add HS to that and the leecher gets 96% of the mob's base exp without lifting a finger. While many of us use this setup to our advantage, it encourages people to have the attitude of getting free exp for no work. LHC maps are rife with players who search the castle looking for a leech spot. Leeching benefits both players and thus the leecher doesn't see himself as getting something for nothing.
Now, I leech my friends a lot. I leech my own characters a lot. I don't leech randoms. If I am leeching my own characters, I am still doing my own work for my own levels. If I leech my friends, it's because I am doing them a favor and I am getting benefit from it. When randoms come looking for leech and then get all mad because i tell them No, it's upsetting. The leechers have this crazy sense of entitlement as if I owe them free exp. This attitude is ridiculous. Leeching should be a fringe benefit, not a right. Even though I use this a lot, I would not be unhappy to see the Exp Ratio change as noted above to lessen the benefit. Leeching at this ratio encourages lazy players. If it was different, more party members would be encouraged to fight instead of sit.
So, these 3 things encourage solo playing and do not encourage active partying. The question, then, is how can this be modified to encourage more active partying and perhaps more diverse player groups? I think the overall party Experience system needs to be changed, particularly in normal maps:
1) First of all, partying should not be a detriment in most cases. Let's not have there be a penalty just for joining up with your fellow mapler. The dmg/lvl ratio should not result in the solo killer getting less than 100% of the experience. If we are talking about the current system, shift it by 20%. Or else -
2) Change the standard party bonus. 7.5% per party member (instead of the current 5%) would go a long way. This one would be simple to implement, but I think other ways of calc'ing bonuses could be employed instead.
3) Use a new method of exp calc for parties. Perhaps make a unique system of party bonuses based not just on the number of party members, but also on the types of character in your party. I am thinking things very similar to the way the Character Card system in KMS works. Perhaps you get 10% per party member when you have at least one of each of the 5 basic character categories in your party? Perhaps you get a bonus when you have all of one type of character? Or maybe one of each of the jobs within your job category (like if you are a mage, you get bonuses when you have a I/L, F/P, and a bish in your party). You would have to be reasonable with them and they would need an upper limit cap. But, you could encourage diversity this way.
4) Same as 3, but apply it to Party Quests. If the system doesn't work as a general exp system, it would be good for party quests at the very least.
5) Apply Party Zone bonuses for all party quests. It sucks to be in a PQ and still lose experience because of your party members.
6) Perhaps a Proximity system could be implemented. Give it a 500% range, for example, and if your character isn't in that range of a mob when it dies, you don't get a share of the Experience. This would need extensive tweaking to make work properly, but it's not difficult to do.
7) Make all maps have adjustable spawn. LHC maps have a spawn rate based on the number of players on the map. If all maps had this feature then it would go a long way to making multiple people on 1 training map be plausible.
8) Public and Private partying. This could be fun. We already have auto-party join, but this would be an extension of it. Private parties would be like they are right now. Someone establishes the party and then invites specific people to it. Public Party would be a continuous party mode where people enter and exit the party without any effort. Some MMOs employ this with Proximity. If you are near another player, any kills you make will give you both Exp. Maple could do it with a whole map. (It would have to make multiple parties, obviously.) It would be a mode you can opt in/out of at any time. They could implement this with a sort of Expedition linked to the map. Imagine doing this and having the Exp bonuses I mention in number 3? It could be a lot of fun. It would be especially great on those days where a new class is released and you have 50 people trying to do all the same quests on a small set of maps.
9) Make party zone mobs their own unique type. They are currently boss-tagged, but we don't get boss damage bonuses on them. If this can be done, then why can't we make it the same for Experience? If LHC was subject to the exp penalty system, you wouldn't see high level people there. I say we take the current exp penalty system and reduce the penalty by half (so that it's a 30 level difference for maximum penalty at the very least) and then make it apply to the party zones. (Or something similar...) If high level folks are encouraged to move on to higher areas, then they won't monopolize the area. However, this also means that we need more options in the high level range. If we had one good party zone in between LHC and Stronghold, it would be good to have incentives that move people to higher areas.
10) Make mini-dungeons into party zones. This would get people into other areas of the game and give them incentive to join up with other people when they grind. Even if you replaced LHC and Stronghold with Mini-Dungeon party zones, it could be grand. We'd see people standing outside looking for parties, just like we do with PQs and Monster park. Add diversity bonuses like I mentioned before and you could really get people together.
I could go on forever, but 'd like to see what you think first.
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Thorr Wrote:-Snip-.
Ok I like most of your Idea's but you need to back away from the party play. For me party play kinda kills maple for me because it brings the boring bossing structure to training. I think with normal mobs they need to further increase the mob count depending on number of charaters in the map to let there be enough mobs to support the amount of players. It can be capped at 6 though. (all maps increase number of mobs by number of players but its by about the same number that LHC increases by. So its pretty hard to notice any difference.)
But yeah. I really like have different party members have different party bonuses because some classes dont effect others by having them in the party.
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Well, I had a thought about how potential could be properly nerfed without [completely] screwing over those who bought a crap-ton of cubes to get broken damage ranges.
I'm among those who think that potential should have only one line at most, but if they go and delete the lines on every piece of equipment in the game, then the uproar will be beyond imagination. As such, I propose that they have it set so that every piece of equipment that has potential always has three lines; however, the player can only have the bonuses of one line at a time (two lines on Overalls and Two-handed weapons, excluding Dual Bow-guns). They could just put in another one of those buttons at the bottom of the inventory menu next to the fusion, extraction, imp pot, and potential revealing buttons. Have it so that a player can click the button, place a piece of equipment with potential in it, and select which of the bonuses he/she wishes to use. Such a system would easily nerf potential down to one third of its original effectiveness, and all that they'd have to do to fully balance it between classes would be to change shields to draw stats from the same potential pool as weapons and have Overalls capable of getting Decent Hyper Body and two Nebulite slots.
Obviously, there would still be a massive number of people crying out in anger because they can no longer use all three lines of their 35% boss damage on both their weapons; however, I honestly don't think balancing potential can even be done without pissing the majority of NX users off. As such, I figured that this would at least be a decent compromise as opposed to deleting potential lines.
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Sorien Wrote:Well, I had a thought about how potential could be properly nerfed without [completely] screwing over those who bought a crap-ton of cubes to get broken damage ranges.
I'm among those who think that potential should have only one line at most, but if they go and delete the lines on every piece of equipment in the game, then the uproar will be beyond imagination. As such, I propose that they have it set so that every piece of equipment that has potential always has three lines; however, the player can only have the bonuses of one line at a time (two lines on Overalls and Two-handed weapons, excluding Dual Bow-guns). They could just put in another one of those buttons at the bottom of the inventory menu next to the fusion, extraction, imp pot, and potential revealing buttons. Have it so that a player can click the button, place a piece of equipment with potential in it, and select which of the bonuses he/she wishes to use. Such a system would easily nerf potential down to one third of its original effectiveness, and all that they'd have to do to fully balance it between classes would be to change shields to draw stats from the same potential pool as weapons and have Overalls capable of getting Decent Hyper Body and two Nebulite slots.
Obviously, there would still be a massive number of people crying out in anger because they can no longer use all three lines of their 35% boss damage on both their weapons; however, I honestly don't think balancing potential can even be done without pissing the majority of NX users off. As such, I figured that this would at least be a decent compromise as opposed to deleting potential lines.
You could just cap all of the bonus. I.e
MAx
%str=100%
%dex=100%
%allstat=50%
%boss= 100%
Stuff like that. so if you actually have 200% of something it would be the same as 100%.
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Moar BL expansion would be nice.
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ShadeCaro Wrote:Just wanted to ask you, did you play December 2010 and January 2011 Big Bang? True we had our EXP raise and changes for classes and all, but did you notice what was going on? At Level 150, you could barely top 6% / Hour. That's understandable, if your maybe 185. I'm 90% sure most of the high levels would just quit. LHC made it 500x easier.
inb4 People reply saying hurr you would never have lasted in teh past!!1! And at that time there were no revamped PQs or Monster Park. Right now we have the options for LKC to be a normal area. Yes it'll probably be a little slower, though definitely better than this gimpy LKC we have now. If MP and PQs weren't successful in making LKC-less training bearable in KMS, I would guarantee that they would've reinstated it or made a new party play zone.
@whoever said it:
Part of the reasons Thieves (namely the Assassin tree) were so good at KS'ing is because while you were busy cruising about at 100% speed and jump, they were zipping around at 140% and 120% respectively, and that's without Flash Jump. Yeah the solution to give everyone a flash jump and passive speed isn't the best one, but it does work to eliminate that whole "I'm able to KS because I move twice as fast as you" problem.
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Jamesie Wrote:And at that time there were no revamped PQs or Monster Park. Right now we have the options for LKC to be a normal area. Yes it'll probably be a little slower, though definitely better than this gimpy LKC we have now.
Yeah I agree. Even though I dont LHC doesnt mean im unaffected by it. It is near impossiable to find someone to DRPQ (or any pq for that matter) beacuse no one is there. Sure there is some d/c issues with it but its still the best PQ with the best rewards, to do.
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Jamesie Wrote:And at that time there were no revamped PQs or Monster Park. Right now we have the options for LKC to be a normal area. Yes it'll probably be a little slower, though definitely better than this gimpy LKC we have now.
Yeah I agree. Even though I dont LHC doesnt mean im unaffected by it. It is near impossiable to find someone to DRPQ (or any pq for that matter) beacuse no one is there. Sure there is some d/c issues with it but its still the best PQ with the best rewards, to do.
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valhala556 Wrote:Yeah I agree. Even though I dont LHC doesnt mean im unaffected by it. It is near impossiable to find someone to DRPQ (or any pq for that matter) beacuse no one is there. Sure there is some d/c issues with it but its still the best PQ with the best rewards, to do.
I agree, there's usually no one doing PQs.
That doesn't stop you from asking your BL or Guild/Alliance for anyone that wants to join you though. It's not like your BL, Guild, and Alliance only exist to chat with and organize boss runs with. People aren't at LHC 100% of the time.
IMO LHC is meh, although the party exp ratio should be nerfed again so leechers don't get so much damn exp for doing nothing.
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MrTouchnGo Wrote:I agree, there's usually no one doing PQs.
That doesn't stop you from asking your BL or Guild/Alliance for anyone that wants to join you though. It's not like your BL, Guild, and Alliance only exist to chat with and organize boss runs with. People aren't at LHC 100% of the time.
IMO LHC is meh, although the party exp ratio should be nerfed again so leechers don't get so much damn exp for doing nothing. Well the tricky part is that because leeching at LKC is so easy, as mentioned early, there's a sizable amount of the population that knows squat about the game. I love my guildies, but some of them have no idea what anything is and are reluctant to try it out. Don't even get me started on how lazy some people are, because I won't.
The other problem is that because PQs scale off levels, you have to get people within at least 10 levels of each other, or else you're likely to get crappy exp or have a PQ that's no fun because you're useless. I have a considerable amount of friends and a good guild/alliance. The downside is that there are also plenty of them that are too high for me to party with or are those lazy ignorant people mentioned before.
I do agree that the leeching formula needs to be reworked so it's not as bad as leeching with Ultimates was. But also, there needs to be more options for people who don't want to LKC. I primarily don't LKC because of the hacked spawns. I don't like them and I'm not too good at killing them anyways (because I only have average funding). Right now it's basically LKC or you're not going to level at a similar pace without ridiculous exp bonuses.
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Jamesie Wrote:Well the tricky part is that because leeching at LKC is so easy, as mentioned early, there's a sizable amount of the population that knows squat about the game. I love my guildies, but some of them have no idea what anything is and are reluctant to try it out. Don't even get me started on how lazy some people are, because I won't.
The other problem is that because PQs scale off levels, you have to get people within at least 10 levels of each other, or else you're likely to get crappy exp or have a PQ that's no fun because you're useless. I have a considerable amount of friends and a good guild/alliance. The downside is that there are also plenty of them that are too high for me to party with or are those lazy ignorant people mentioned before.
I do agree that the leeching formula needs to be reworked so it's not as bad as leeching with Ultimates was. But also, there needs to be more options for people who don't want to LKC. I primarily don't LKC because of the hacked spawns. I don't like them and I'm not too good at killing them anyways (because I only have average funding). Right now it's basically LKC or you're not going to level at a similar pace without ridiculous exp bonuses.
Yeah that's so true. they defenitaly need to rework the PQ lvl scaling. They should just give you the option of how hard it is so you can actually help out lower levels. Thats actually another problem with this game. It is very restricted to help out other players that are lower level than you. Makes Guild's somehow less important when finding training buddies.
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2012-04-17, 06:35 PM
(This post was last modified: 2012-04-17, 07:31 PM by Andross.)
- Remove Cash Shop and NX from the game, change over to a pay-per-month system
- Have all items that require NX now be drops or sold in special stores. Clothing can be rented in-game for a high fee, and permanent versions of clothing are dropped from bosses at a very low rate. These rented equips will include all nx clothing and weapon covers, and will not provide any bonuses besides looking pretty. The only way to get these equips is through renting them, getting the drop from a boss, or from a special event. Ideally, this would be like how in hot time everybody gets something, but one person gets the Lucky Guy medal. The clothing that can drop from bosses will be special ones that cannot be rented anywhere. Each city will have its own selection in its store, similar to how different cities offer different hairstyles.
- Every character has a clothing menu: all of what used to be the nx clothing and equips is put into a special menu whose only purpose is to hold it. These can not be traded between characters. This menu will have sections to divide permanent clothing and temporary rented ones.
- Any item that is in the cash shop would need to be acquirable in-game. This would mean either heavy pruning of many items that directly make the game easier for people like cubes and teleport rocks, or having these obtainable in-game. It would also require some items to be deleted or modified: take out the regular and VIP teleport rocks and just have the hyper version be the new standard, obtainable for a super high price and function for a limited period of time as well. Cubes would be a rare drop from bosses, which would make the removal of potential unnecessary since it would be far too difficult for the average player or even for the min-maxers to reliably make weapons as powerful as we have now.
- Remake the classes. Not revamp, but completely remake. There need to be advantages and drawbacks to picking one class over another that can not be summed up with "this class has more powerful attacks and is therefore better".
- Increase the number of theme dungeons, or have more and better written relevant quests and quest chains. Have quests actually be worth completing, with rewards that make people actually bother doing quests at all.
So basically, have a different game that isn't Maplestory.
Man, I didn't even mean to write this much. It just kinda happened.
Edit: actually now that I'm reading over this half of them seem like terrible ideas but I'm just going to leave it here anyway
now everyone will know my shame
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