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Everything posted by Kradia
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Being around for almost 4 years, it's quite frankly mind boggling to me that we haven't seen any form of promotion of the server (beyond gtop), or changes specifically targeted at new players for improved player retention. Phoenix provides an old school MapleStory game experience and while that's all fine and dandy, I think the majority would agree that this version of MapleStory is a game that hasn't exactly aged very well. Especially in a private server setting. The players around the private server community today, who decide to jump back on their favorite childhood game are often met with the reality, that the game was much slower and more difficult than they remembered. Such is the case on Phoenix. Player retention is in an absolutely awful state because of the discrepancy between low level and high level players. When new players join, they are met with the hard reality that the majority of the player base is already mid or high level, increasing the difficulty of getting party quests, as well as regular parties and the world feeling very empty in general. This is partly the reason why I have been so opinionated and very against "catch-up content" that Nexon released with later patches (Ariant, Magatia, Singapore & more). These areas do more harm than good to a private server, with such a limited playerbase. It was different for GMS and other official services, because they had thousands of players. So, if I'm against the idea of new low level areas being added, what am I here to propose? I suggest to look at the core of the problem instead of looking for "band aid" fixes. Ask yourselves questions similar to these: Put yourself in the shoes of a new player. What is it like? Website: What is it like when a new person visits the website? 1. Is there any familiarity to MapleStory? 2. Does the website clearly communicate what it has to offer (i.e game features)? 3. Are new posts clearly visible and does it catch a person's interest? Game: You are an old player who has decided to play Phoenix many years after you've last touched the game. What is the tutorial (Maple Island) like and can it be further improved? 1. Does it get the player through the tutorial at a pace where said player doesn't get bored? 2. Does it set the player up with enough guidance for success after the tutorial? What issues do new players of the level range 10-30 usually bump into before they quit? 1. Do quests offer enough potions to enable the player to play the game without the use of idle recovery? 2. Are there enough side-objectives for players to enjoy while leveling up (i.e item/weapon crafting, monster book)? 3. Is the aforementioned side-objectives feasible for the new player to do in a timely manner so they don't absurdly outscale it? 4. What can be improved for side-objectives? 5. What level does a new player typically quit based on data? These are the kinds of questions I ask myself before I form any ideas or suggestions. The key is to invent with purpose, and not to invent an idea just for the sake of it, or for personal benefit. With that being said, the following are my ideas on how to both attract as well as retain new players. New Player Registration Event Kerning City Party Quest Rebalancing of 1st job Skills Job Instructor Quest Rewards Website
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I decided to make this thread because I thought it might be easier to handle one single thread for items that are unobtainable and/or have limited availability. Please post the items you want added to the game and where/how you think the item(s) should be obtainable. Overall Armor for LUK 10% Red Anelin (Lv. 100 Thief glove)
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Bump also fix chat 1px gap after which ever version ruins it And remove family button and convert character ui card to classic one
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A little consistency in mob design wouldn't hurt and this would potentially open up a few more opportunities for priests to explore. Yes please
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Maybe this thread should stay open and Arnah comments on previous reports when they have been resolved. John Barricade Jack
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At this moment, CWK exchange is an afterthought. Only a handful of people bother with it because of its absurd drop rates for badges. I think it's pretty obvious it's an issue if it takes me, on a level 18X character roughly 10 hours to hunt 50 badges just to do a single daily exchange. What is even the point of limiting it to once per day, if it takes a super high level character 10 hours to get all the badges? Instead, it would be nice if everybody could hunt badges at a good 1-2 hour pace for a daily exchange. Including the players that are a similar level of that area. This of course means that the exchange itself should be adjusted so the good items are now way more difficult to get.
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Welcome! What is your ign? 🙂
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Good idea! 🙂 Bartol should be selling the warp cards only if the quest has been finished and the price should be a little high. Something like 30k per warp card and only one per day.
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Currently, the leech conditions are the following: 1. Deal at least 1 damage to the monster. 2. Be within 5 levels of the monster. 3. Be within 5 levels of a party member that fulfills 1 or 2. Only one of the conditions must be met to share a cut of the Party EXP. The only condition allowing boss leech and other similarly broken strategies is the first condition: 1. Deal at least 1 damage to the monster. The way old private servers used to deal with boss leech was to completely remove this condition, so it no longer is a possiblity to leech from anything simply from damaging a mob. You would have to fullfil either the second or third condition. That is a solution. But the better solution would be to change the first condition into a percentage based minimum. Something like this: 1. Deal at least 5% of the target's total HP. No low level character is going to deal 5% of Anego's damage, but if they do it will take a long time and insane amounts of resources. This counts for every other boss too. This would also limit the Hime leeching strategy best known with Priest, where you have a low level Priest tagging all mobs for 1 damage and having another, high level character killing the mobs to leech the low level character.
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Gun 1st and 2nd job is horrible. Outlaw seems pretty wild during their 3rd job however. Probably one of the best classes once they get going. Marauder on the other hand has a solid 1st and 2nd job. I haven't seen much of their 3rd job yet but I imagine it's lacking until their 3rd job skills get fixed with Transformation. It's been a while since they were released now and it's a shame seeing how much more popular ranged is compared to melee.
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I did not. I said it resembles of idle gaming for insane rewards. Definition of Resemblance: Resemblance in this context was the braindead part of the PQ, which I further clarified in the post prior to this one: https://forum.playphoenix.ca/topic/635-suggestion-for-lord-pirate-party-quest-to-be-added/?do=findComment&comment=3416 The bold text to be very specific because my words seem to being twisted. The design sucks. That's just my opinion I know the design of the PQ very well because I've done it on other servers. Never with vanilla exp so I got no clue what the exp is like but that's besides the point. The design is my issue with it. Exactly, it doesn't have puzzle stages like other PQs and therefore bad design in my opinon. I don't think I am overstating it when I say "you just kill mobs" to further progress in the PQ: https://global.hidden-street.net/party-quest/herb-town/stage-1-on-the-way-to-the-pirate-ship You actually progress from stage to stage on flat maps killing mobs and collecting etc that you turn in to the NPCs. Other than that, there is the key stage.
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Never claimed it was better and honestly, I don't even know the exp numbers on PPQ. From what you're saying, Nexon did one part right in not making it super rewarding. What I think PQs in Maple should be is an alternate way to progress with your friends and have some fun. A supplement. Think of grinding mobs as your workout and PQs as your protein powder. This is what I think PQs should be. The workout is the most important and always should be. But I guess I failed to clarify the issue I see with PPQ: PPQ promotes "idle gaming" where you turn off your brain and just rush from one stage to another. There are no real tasks except the key stage and even that is braindead. Every stage is just slaying more mobs. It has some similarities with LMPQ in terms of how dull it is. Good PQs are more creative and have several tasks your party has to solve together. While I do think the Pirate hat is worth being discussed, it's going to lead into a whole different topic about item design philosophy regarding all items and honestly, I don't see the point in wasting my breath any longer discussing the topic because I don't see it being taken into consideration. With that being said, it's not up to me so regard my opinion as any other opinion. I have no say in this and I'm sure if everyone asks for PPQ, we will get PPQ.
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That's a good question. There are many ways but this is the one I always wanted to see personally. This goes a little off-topic so I'll put it in a spoiler. And something I wanna comment on.. All it requires is small adjustments towards a more balanced game every patch. It doesn't have to be perfect next patch. Heading there over the course of 3-5 patches would suffice. I'm not against higher level PQs and making the game easier for people to level. What I'm opposed to is when 2 PQs co-exist in the same level range but one overshadows the other and on top of that, the PQs being miles better than hunting/grinding. But I also don't particularly like any content that enables the player to idle game for insane rewards (think GS2) which I feel PPQ has a lot of resemblence of, because of how you just kill mobs, drop keys and move on to the next stages. LMPQ is an even worse offender of this. Magatia PQ has really good design and is probably one of my favourites. It requires effort. Unfortunately, I don't like the issues that Magatia brings to the game (mobs for these levels already existing and overshadowing of old maps). We'll see what Arnah's take on Magatia is.
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Inside the Horntail PQ, this NPC doesn't work after finishing the PQ and getting the red key. Clicking it does nothing.
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Few people do and I'm one of them. I currently sit at 429 bonus MP from my minimum MP for my job. That is 686 bonus MP with HB. Having extra mana allows you to benefit more from mana potions. Especially Hermits with alchemist. It matters a lot when it's accumulated over time. I agree with this. But overall, I don't think it's necessary and too late to take action and change now.
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Opinion @Arnah? We want reg items as cosmetics ðŸ˜
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I did say Made an assumption and I don't see the need for hasty change. Still dunno what the state of GPQ is, but I believe it'll still be miles better than farming scrolls from mobs, which is enough reason to GPQ already. 😊
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Players don't GPQ because they don't seem interested. My guild did a few GPQs and GPQ seems just fine from the few runs they've done. Maybe at least do a few (20-30) runs before asking for random, blind buffs.
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I believe they already are. I had AP resets beyond my expiration date previously
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Yes. I think it's unfortunate but it's what GMS did. Unlucky. If it were up to me, it would've been done differently. But it's not up to me Make a thread about it and complain. This thread is about the recent event buffs being available for so long that they become the new norm. I believe this can have consequences with motivation of the player base once these event buffs are no longer available. People are used to OP damage - once the event is over, they will not want to play because the buffs are no longer there and they will feel weak. It's like people don't even read or just forget what the topic is actually about. Incredible
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The last few posts have gotten off-topic so I suggest you make a thread about that matter if you wish to discuss it further. This topic is about the recent event items and event buffs and what players think of them. I would really like it if somebody answered the following questions:
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@Juneee is pretty much spot on. However, I would like to clarify one thing: What I am hoping to achieve with this thread is to have this in mind for the next future events and content. I am not looking to get it nerfed while the event is ongoing and I do agree that "it's too late" to take action for our current event. I am hoping the next events won't be as game changing, but still impactful enough for the players to feel like they're getting a slight boost.