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Phoenix

Bellocringe

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Everything posted by Bellocringe

  1. I think the cost of stars isn't as serious as a point as people make it out to be. My reason for thinking that is because stars are so evergreen. They never get outclassed by new gear (sans the newer stars I don't see us getting ever) and every hermit needs them. Therefore, they are about as close to liquid assets as you can get in an item. The price generally trends downwards as more stars are introduced to the economy, but compared to a year ago, they are still pretty high value items, losing less than half their value. That's not too bad of depreciation over the period of time I think, especially since the game is so 'solved' at this point. The only ways they exit the economy are dropping/npcing or people quitting. It's not so much money sunk, but given a different form that is almost as good as straight mesos, since they can be converted pretty easily.
  2. There's no party requirement in the regular game, but ironman characters are excluded from GPQ by administrative design. Aside from some small chance of access to scrolls, GPQ offers no other benefit to anyone playing ironman anyway. Pros: Ironman characters aren't just filling space in a guild Some miniscule possibility of actually scrolling something to completion for once Good way to make ironman mesos go bye bye I really like GPQ Cons: Ironman competitive integrity down the drain Big GPQ fatcats can boost their iron champion to levels of ferritic godliness previously thought to be impossible
  3. I don't think I'd quit, but it would take away a lot of the unique challenge potential for the server. I just think it would be more interesting to try to tailor the future game content around 3rd job capabilities. There's nothing written anywhere that says you have to be able to get strong enough to 1-2 shot every enemy. As long as the rewards are appropriate, I would love if the tougher enemies made it in and were barely able to be taken down by 3rd job characters.
  4. 1 is my favorite option šŸ™‚ I think that's a little hard to enforce at this point though, but I also think that neither options 2 or 3 are good. Option 2 is both hard to enforce and opens players up to getting banned for silly reasons. Option 3 is easy to circumvent by simply parking just outside the portals. I think if option 3 was supplemented with the exit portal kicking you out to where you would be if you CC'd could be a good measure to stop this sort of behavior. In any case I definitely agree this sort of easy resource hogging is degenerative for the game overall and should be addressed.
  5. I don't know if Deep Ludi (deep referring to the warped/forgotten path 3-4 and their associated hidden streets) needs a buff - to me it seems like it should be the standard for what a set of varied and decent maps is. The only exception I can think is the Ghost Pirates map, which is just too sprawling and polluted by the Buffoons that spawn up top to be any good, in addition to the mob itself being kind of lackluster. I do think some enemies need buffs across the board though, I mean look at how garbage the exp rates are for enemies like Clocks and Buffoons. There is no good, logical reason that these enemies have such piss-poor exp per hp compared to the enemies in level brackets just before and after them.
  6. Haha, don't worry, I understand that Maple is not and never will be a balanced game unless everything is homogenized to the point of current day maple. I don't think there is anything intrinsically wrong with the unique nature of poison until it starts to exceed what is possible with any other class without requiring any gear. I know current day maple solves the problem by making the DoT based off of your attack instead of the enemy's hp, which also allows it into a bossing setting, but that just leads to that homogenization road. It's just as it stands future stronger mobs like ToT enemies will be almost flat out impossible for classes that are not f/p mages, since they will be the only ones scaling appropriately. I picked f/p specifically for that unique trait though, so I personally hope it will just stay the way it is šŸ˜‹
  7. Solution to the F/P mage problem: cap poison damage at 1 Also, I don't care too much either way regarding the 4th job lite possibility, but I think one of the main draws of Phoenix is that it is a slightly more masochistic version of the old maple, and no 4th job in places where 4th job is classically required fits that bill pretty good. If it weren't for how broken poison is as a mechanic, I would think that the only necessary requirement to release new content in a 3rd job setting would be to reduce new mobs' damage to follow a more linear path, so that the tougher mobs are at least manageable as damage sponges instead of damage sponge + meso drain, which just flat out makes them not worth it in most circumstances.
  8. It would be cool if the rankings page could show information relating to how a fallen hardcore character died. For instance if the map name and source of the fatal damage were added to the information field, and maybe the date of death or a lifespan (creation date-death date). It would just make the deceased character a little more interesting!
  9. There is already a rules section, granted it is at the very bottom of the page instead of the top. I think it should be in both places, as I typically look for rules and disclaimers at the bottom of a site, but obviously it doesn't get enough attention down there. As for the heal thing, it was completely unfair and a stupid way to play the game. No one can convince me that it should be close to, or even better experience to stand around the sauna and spam/remove hb than to hunt wraiths or some other mob (without the aid of an hs/haste mule) and the purported 13 mil isn't really very much anyway for someone who is at a third job level. Even if it did cost a good amount, the opportunity cost of mesos gained from advancing to level 81 rapidly will outweigh the opportunity cost of having to level manually from 40, otherwise it wouldn't have risen to prominence so fast. I will always argue against the mule meta, it just isn't healthy for the game, as can be observed by the scarcity of priest mains in recent times (top 20 players there is only 1 priest, and top 30 there is only 2, which anyone who played GMS knows is abnormal). Some people are of the opinion that since 1x is slow, that mules just make things better for convenience's sake ... if fast progression was a primary concern, I don't think we'd be playing a notoriously slow, grindy game at default rates. I definitely agree that some of the lesser used maps could use a little nudge, not enough to change the meta maybe, but at least ... make it somewhat comparable? Especially since plenty of mobs have no attraction worth hunting for otherwise. I very much doubt it would be unhealthy for the game to make other maps at least semi competitive. I leveled at one of the kitten maps and it was pretty much just like GMS to my memory, except it was always just myself there, so no one was there to keep the spawn going, and having to climb ropes could make it seem slower.
  10. Unfortunately even just hiding the hideous pieces of screen clutter doesn't bring back the terrain and npcs removed from maps to make room for one of Nexon's biggest wastes of an implementation. I would love to see them removed in their entirety or placed in less important areas of the game, but at least hiding them would be nicer than not being able to do anything.
  11. Not a big fan of buff replacement reward dailies/weeklies (even though everyone seems to already mule all of these), but I do agree with the sentiment that there should be some incentive to go explore a little bit more of the unpopular parts of the game, as always, and they could still be in the form of repeatable quests.
  12. I always liked ideas to revitalize areas of the game. Specific drops are a great motivator to try new mobs or maps that give sub optimal exp, just look at nependeaths. Personally I think some more of the gacha exclusive fun items should make appearances on various drop tables, so there's some kind of fashion hunting going on. Anyway, on the matter of scrolls, I think it's a good idea to spread their availability and adjust how strong they are. The shield scroll suggestions seem especially important since they enable shield builds to completely outclass 2h builds.
  13. I have not, at least to any significant degree. My farming was done on GMS a long time ago.
  14. If I remember correctly, those repeated jump quests all follow the same reward structure, where the first tier gives all metal ores apart from gold, the second tier gives all jewel ores apart from bc and diamond, and the last tier gives only bc, diamond or gold. The quantity is always 2, and it is never 2 different ores, just 2 of whichever reward is selected. I am sure Shumi at least follows that structure since I used to farm those.
  15. No. Nothing with the boss flag is affected in any capacity by threaten. It's not a useful skill.
  16. I see! I could get behind anywhere that gives a 1% loss as a designated "safe" death area. Probably a pretty easy little clapperpatch job to code too. But that would include a few boss maps too though, I guess. Not that an Ironman could probably loot the big bosses anywhere since apparently "public" drops cannot be picked up regardless of full damage contributions or not.
  17. I was wondering if a high level hardcore just died to prompt this post. Anyway, it may not be a bad idea for the ā€œsafeā€ map deaths to not nuke your character, but it seems rare enough not to pose an issue that needs addressing. Besides, if someone summoned balrog in one of these safe maps, itā€™s pretty unlikely heā€™d last long enough to actually gank a hardcore unless it was summoned on top of them. All other summons can only get a low level or afk player easily.
  18. Definitely moved to the side of the fence that multiclient is against the spirit of the game entirely. It promotes efficientstory too much which I think hampers the simplicity of the old ms experience. I think the fm used to be a legitimate reason to allow it, but now that we have merchant stores that isn't really the case anymore. I don't think any particular compensation should be issued, either, as this was already almost a rule when Arnah last appended them. I don't think anyone has a reason to worry about the player count either, as with these mules the numbers are quite inaccurate as it stands. No multiclient means harder to hog up bosses, ideal training spots, no more "playing another pc with your feet for an hour accidentally healing a dead mule at squids". I don't see much of a downside at this point.
  19. Likely the easiest answer is to power down your computer, if you're even still on and stuck. Otherwise you will have to find some other measure to close MS.
  20. I don't think anyone has maintained such a list, but https://bbb.hidden-street.net/ is a pretty reasonable approximation for what is available. If it's for pirates or gach/itcg exclusive though, you can be sure it doesn't exist here, and same goes for the high level maple weapons.
  21. I agree that something should be done. I completely understand the argument about sandboxing, and of course have taken advantage of that opportunity myself. It may be late to change something regarding this situation, but late is better than never in a lot of cases. In my opinion, such sandboxed mules should be limited to one or none. The PQ clogging thing is a serious issue whether or not a PQ isn't "usually" full. World bosses may have always had the problem of being camped by a select few people, but it shouldn't be so simple to essentially plug up such valuable resources server-wide by a single user. The channel number definitely puts the problem in the spotlight, since today we're dealing with only 2 channels vs 20 channels back in the day. Whether or not someone can "just buy another computer" to get around a sandbox limitation is silly. For one, maintaining a physical system is nothing like the ease of just opening another process on a single system, and two, separate systems have always been necessary for playing together in the same household, and I don't think that should change, whether or not we have many instances of that here on Phoenix. It just doesn't seem healthy for Phoenix to drift towards that modern Maple mentality of needing so many characters in order to be playing correctly.
  22. Unless something has changed recently, the answer is usually admin request. You can usually reach Arnah through discord.
  23. Yes, all bosses are doable without HP washing. That doesnā€™t mean that they can all be done ā€œat levelā€ though. Crimson balrog for instance hits around 4k with magic, which isnā€™t survivable for archers or sins until well past level 100, though he can be taken down without ever getting hit. Hyperbody is essential for Pianus for these classes as well until very lategame because dodging his attacks isnā€™t always possible.
  24. Agreed, add a Crimson Balrog to the mix every 30 mins to prevent afking
  25. This already exists. When you want to find out if fame is available, just find the nearest player and press the down arrow to check fame availability. If it didnā€™t work, just keep trying.
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