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Everything posted by opman
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All the best rykbi! Godspeed
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Current Anti leech system: yea i know that but as of right now, the anti-leech should've been rolled out together with the party buffed bonuses not part 1 then part 2 and since Party Bonus exp is reasonable to apply to active grinders and not counting afkers as part of the bonus. "but will count towards the parties total level which is used for party exp split" - hence currently leechable lvl afked party members r lowering overall party exp between active members. (active members exp are still being split with leechable afk member but the member do not receive exp) numeric perspective/ assumption (figures are for illustrative purposes only): * 3 man party - exp received by each active grinders if all party members are active = 80 * 2 man party - exp received by each active grinders if all party members are active = 100 * If 1 member afk/ fail anti-leech check in a 3 man party - exp received by each active grinders if 1 member is afk n anti leeching applied = 60 - 2 active players duo distribution rate should be 80 (as above) but instead is now 60, 20 exp lost to each active player. (exp: split and hs bonus exp, all inclusive) After discussing with some players, their main doubt is: When leechable leveled afk players are in same map and the portion (20 in this case) of exp that the active grinders do not receive, will the 'future exp bonus buff' be sufficient or if not at least replace the exp (20) lost back to the active grinders, assuming an active 3 man party size theoretically supposed to be a 2 man party size now. Considering muling is a thing here, having mules should not be penalized (now getting 60 exp) and affect active players from at least achieving the aforementioned 100 exp or the exp previously before the implementation of the anti leech system. I feel the easier and less problematic way for the anti-leech check system is to 1. Should party member(s) fail anti-leech check, then system's recognition of party size count should only count the active exp produced/ damage dealt by players and 2. split exp and party exp bonuses accordingly with active party member(s) only. This way, we're taking out 1 issue/variable, the afk players out of the equation when attempting to recalibrate an appropriate party bonuses % in the future. Rather than complicating matters by having exp being lost and recompensated back by a new bonus exp %, simplifying the basis of "how we distribute exp" may be an less problematic approach and we'll still be rewarding active players and encouraging larger sized party plays (via the party exp bonus buff system to come). I feel we need to communicate better, if at all, some specifics such as: will the future buff to 'party bonus exp' compensate back the active grinders lost exp when someone at leechable level goes afk in the party.
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Currently: Playing right now but work is starting so eventually quitting. IGN: opman Reason: (+) Vanilla 1x rates Are fine and challenging enough and that's fine. (+) Future/Current Bosses I think adding more bosses to the game is cool and I'm neutral on it. But rebalancing them will take a chunk of time, especially Pink Bean (as stated in possible plans). (-) Anti-leech is a joke right now Poorly developed anti-leeching is literally a slap to the face to players with high leveled mains turned into buff mules (within -5 monster/player lvl range) that are able to leech the map's monster exp before the system was introduced. Right now, even if buff mules cannot leech exp, it would still lower the overall party's exp and i think its just unreasonable. Sure we can invite/ expel (good luck expelling/ inviting 2 mules) or place buff mules in cash shop or other channels but it'd affect the other players mob aggro and not all map have an appropriate/safe spot when exiting cash shop/ channels. Mules/Afk players should not be able to leech exp and should not reduce overall party's exp when in same map. A good example for a proper anti-leech system is O_M. (-) Low population /activity /pq: Having a reasonable game balance is good but at the same time pointless for admin to dedicate so much time to it when the game lacks in other areas. Not all players actually care about changes /custom changes. Maybe a more 'balanced' and strategic approach to the server is by combining both game and marketing/promotional efforts and considering alternatives. Taking a step back and pausing content expansion/ switch from 1 to 3 months per update or more may aid in more time allocation for admin to review the server and plan for appropriate next steps. With the help of an influx of new players, it'd definitely help the gear progression aspect for the server as a whole, leading to a more enjoyable, efficient and faster killing speed especially in grinds for the whole lot.
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Currently: ? IGN: ? Reason: ? Server Details
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+1 mah god, thanks for consolidating
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again, idk why u want to nitpick variables such as base dex with explanation given or whatnot but ok. also, dex isn't just on the table, speed is too. Weapon speeds and Attacks have to have a balance when considering changes, as faster speed would mean more casts per min or per hour basis. I forgot to mention when u stated vanilla claymore being worse than Stonetooth, on what basis? Bossing wise? Yes it is worst but Grinding wise, it has higher att and is in fact superior to stonetooth in grinding 1hit KO maps like goby, especially crusaders using coma/panic. sure base dex 20, but with no dex req, the next thing we hear is "if you're not 10 dex, you're not op", the list goes on, what's new in maple? sure u can say nexon had flaws on the items, but it's a "he say she say" if they did it in the manner of intentionality or not, but this brings uniqueness to some classes and nostalgial norms.
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I think most people assume the higher the weapon, the more powerful it should be than the previous tier weapon, however this is not usually the case for warriors, especially swords n spears (folks who used sky skis before know this). Warriors have 2 categories of types of sword's they'd carry around, 1 for grinding, 1 for bossing. Not just swords, but this applies to spears too, but it won't be discussed here since sky ski's aren't in game. As having faster attack speed is prioritised more than a 3-4 att boost when it comes to different scenarios such as BOSSING, most often. This is due to the DPS aspect mainly as well as being able to dish out the maximum damage before behind knockedback by the boss skills and having to walk back to the attack spot. Since zak has been attempted, lets put zakum arms (top left) in retrospect, im sure most, if not all warriors get annoyed being knockedback/down and having to walk back to the spot to continue their short ranged attacks. GRINDING on the other hand, such as goby or leafre monsters, a higher weapon attack is more favourable to the warriors as the need to 1 hit ko the monsters is mostly often the case needed/necessary to reduce skills cast and being hit by the monsters, reducing pot expense in the long run. for that we have lvl 110 2H sword. 1st off lets compare lvl100 2H swords, as u can see Beheader is 2 speeds slower than Stonetooth and thats perfectly fine, even if stonetooth requires 120dex. Seeing how someone back in the days ran calculations and actual in-game data, a faster Stonetooth for warriors most oftenly makes up for areas that a slower and higher attack sword (lvl100 and 110) when it comes to bossing. Even if we were to buff stonetooth, we should not totally remove 120dex, but just lower the requirements down to 60-70dex or so, considering this is a 3rd job server and most items and content are out of reach yet. This is to encourage warriors to get a zhelm, a good overall and other dex gears such as cape and aim towards a perfect warrior shoe/gloves (that gives dex n str). Combining these few items along with a base dex of 20-30 dex, the goal is definitely achievable. Considering Stonetooth is superior and often coined as the end game 2H sword, I'd suggest not to buff/change it. If we were to calculate the dex warriors would attain from ZHELM (+15), Overall (+20), clean 10 stat Glove (lvl 90, +4), clean 8 stat Shoe (+5) and scrolls for (head/ top/ btm, str/luk/dex) if we ever get them, base dex of 20. Even with 1x scrolled overall and clean: zhelm, glove, shoe and not considering: HTP 23 dex, 10 dex Capes since most warriors will want to use a str cape and scrolls for head/ top/ btm, the total dex far exceeds 60-70 dex and almost 110 considering the items not included. Some of the items here for max stats gear comes from pianus n skel, so it actually makes the content not dead and allows players to experience/explore and have a need to participate in these aforementioned contents. Dragon Claymore should not be buffed from speed 6 to 5, as it should not be superior than a stonetooth. Again, there's a reason why items such as Stonetooth and Dragon Claymore can co-exist in most/all servers and one weapon should not perma replace the other for the warriors scene. Stonetooth is gated behind crow, toad and gacha (both not available here) and that's fine, so stonetooth should be kept exclusive and wanted as an end-game weapon, which helps himes grinders actually grind peacefully with the help of drawing players to kill crow. No changes should be made to lvl 100 weapons and above. Let's actually keep warriors unique...
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i was coming from the pov of him having to think n consider about bringing about changes or not, not about changing the actual values tho. Accessibility: remove strawberry/fruit milk scrolls Having to waste more time walking seems like a good compromise to attain cider every 30mins or so, considering it doesn't stack and players already have use slots limitations. Prices: Gating it behind prices im kinda neutral, and this can add onto bossing pots expenses. But, this may cause potential frustrations/opportunity cost/Fomo to players without the meso capital to purchase the new highly priced ciders for their grinds/enjoyment. Yes players with meso do have opportunity costs too as well, by farming meso and other means, however the perception of raising the prices just does not shine well to players with lesser meso. As compared to their rich counterparts of whom have meso n can afford this premium item and gain higher exp rates. Which will be another - to joining the server n current playerbase with rage mules. So maybe 1.not releasing ciders or 2.reducing ciders to 9 att (1 att below rage) or 3.vanilla (not a big fan but maybe in the far future for HT)
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Im not very clear if changes were made before or after, however, usually single seduce (most often in other servers, "Order of Entry"), as the mechanics for this is really interesting for players have to AVOID ARMS UNTIL THE END, unless accidentally aggroed. Having a random seduce could be workable (having a DK purposely aggro Left Arm and stay at the right side of HT, along with a priest to accompany to prevent death and occasionally hugging spawns for min dmg received and if necessary re-aggro left arm if someone else out damages the DK. Also, lvl 200 ECHO is definitely something incentivizing, since it stacks % att bonus on existing +Att buff/pot. I agree with not accelerating the item releases, mentions of 'release' as suggested will be assumed to be "maybe not exclude it in future/ unconfirmed" so as to give some possible sense of considerations for whomever not well versed with the maple bible (content releases). Adding HP cape drop to pianus does sound attractive to those whom req it, maybe not all but its a small step thats cool, considering there're some threads on making pianus worthwhile. Boss: 14+15 removed Item: 4 changed to 'Pianus HP Cape" Item:5 removed Item: 6 removed Item: 7 changed to 13 (new suggestion)
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arnah said yes alrdy:
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just make ciders untradeable, done, use slots r limited anyway. i think vanilla is fine, i'd rather have arnah focus on other aspects of the game than making life harder.
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u can call it, personal preference 😉 hopefully in the future theres some plan/content that'll attract more 3rd job enthusiasts
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Well, it happens
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nice, also ciders incoming 🙂
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we're marketed as a 1x 3rd job only on GTOP, so I'm not surprised by the low population, let alone to any changes that most likely won't result in any or much more growth, unless we're changing the rates. i mean, let's face it, majority of maple players in the whole community r casual, and that usually means wanting more than 1x rates (somewhere around 2x) and gaining faster sense of fulfillment but phoenix is meant to be as vanilla as possible with tweaks to the game and retaining nostalgic factors, yes that means 1x rates and no we can't increase that cause it'll be very upsetting to some people who think that it's nostalgic and that they put in the hours on a 1x rate. With newer maps being released, usually newer maps are meant to give better exp rates and hence a faster levelling process, but again, its a 1x, it's a turnoff for most players. If the server goes into being a 1.5x or 2x rates (very unlikely, since the goal is to remain 1x), i can see maybe some jump in playerbase and retention, but instead we can some efforts by admin n community to keep it 1x with tweaks examples like: future buffing of the party exp bonus rates, sure we can market the server on gtop as "Buffed party exp bonus rates", but again, it's 1x and majority of newcomers will just turn elsewhere. Afterall, at least those server has something to look forward to like 4th job skills or bossing oriented server, but a 1x with a slight buff to bonus and newer maps to help with levelling, just does not appeal at all to the majority. TLDR; I wouldn't place much hope in increasing population base.
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oh shit it exists, we need it now more than ever
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Some of us used to main a priest/ dk and may have gotten afew lvls ahead and the mule is now in leechable levels from the grinding mobs (eg: kents and others). Remaking another mule is kinda overkill on a 1x too. Not urgent but would be greatly appreciated
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With the anti-leech system now, our mules r taking up our exp. Since some changes was done to the leeching system, maybe this small quality of life change is reasonable to be made. 1. Press cash shop key 2. Press ESC and enter to exit Not necessary but a small quality of life improvement.
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again, i'm pretty sure HT skills mechanics itself sets HT light years ahead of being just 'Zakum 2.0', let alone the health.
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Trading wins has always been a thing, even in msea and other pserver that had it. Im neutral in standing for having CPQ and its exchange system. CPQ is always known as the faster route for newplayers from 30-51 (50+ is the 2nd cpq release) in terms of exp. LPQ: has exp and scrolls (meso n exp oriented) CPQ: has exp and exchange (exp n risk oriented) CPQ, does not rewards scrolls but instead exchanges coins collected for necklace (+0-2 all stats 3 slots), marbles and equipments. By scrolling the necklace, players are taking high risks with a possible outcome that may be worthless. Necklace has Avg stats: +1 all stats and +60HP (2/3 slots) from marble scrolls. should coins exchange req for equipments be too easy to farm mesos by npcing it (i do not recall such a meta back in the days), we could always remove the equipment or increase the coins requirement for an equipment exchange. As for the necklace, selling it in the beginning of the hype may net a large profit but not in the long run. If arnah ever decides to switch necklace out of the PQ and to elsewhere, maybe an elimination quest: Eliminate 'x' amt of pianus/ papu/ zak Quest for 1 Necklace and 'xx' amt of pianus/ papu/ zak for marbles (untradeable). Make the item untradeable (1 of a kind only) so u only get 1 quest/item at a time.
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At this stage, im not surprised how ppl with mules r getting penalized
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Very unlikely that lv64 weaps will be released, since it competes very closely (maybe better) to dragon items and we lack stats scrolls for top/btm stats scrolls (additional 4 slots: +8 stats compared to overalls), making it harder to incentivize players to lvl100/110 weaps instead. sins/dits/mage stand to gain the most for lv64 weaps, leaving behind the likes of warriors and bows. For PAC, idk why but the nostalgic pure luk sins always have them in my mind, Brown Bamboo/ Dayo/ Bwg/ Snowshoe/ PAC. Maybe arnah shld add in gacha (mob drops ticket - untradable, remove op items) and release showa with ciders and anego (more mini bosses)😉 Updated/Edit: Added BWG att comparison Added Ciders (rebalanced)
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well the suggestions are there for considerations should admin take interests in it and should not narrate and put fourth a tone of "kill horntail now" or a must in a change in formulas. Afterall we have different players with different objectives here and the admin one of course. Being It open for discussion, tweaks will have to be made to suggestions with numbers backing it of course. As u mentioned Horntail being lvl 145 may sound absurd, but have you thought of the damage reduction it gives to players if it was lvl 160 instead and the small handful of players above 140? Again, yes we can take it to note about the lvl of horntail, but with my top picks, i think more or less it wasn't overkill.
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+100 MA seems more viable, 200 is pretty overkill (20 wa = est 20 lvls = est 20 x 5 int = 100 int or MA bonus)
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maybe we can: - Reward 2 hours of 1.5x EXP coupon daily (expires in 7 hours) after completing 10 rounds of OPQ via the NPC. - Completion counts resets every Server Time 00:00 and exchange is available only ONCE daily. It becomes somewhat of a daily quest that players can do and facilitate more traffic to the dying land and deters players from abusing this system with their mules. Unless of course they are willing to bring 3 characters in and grind a total of 6hours on top of 10 rounds (approx 5hours of PQ) within the next 7 hours before expiry and before Server Time reset at 00:00.