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Everything posted by Kradia
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I think automated events are definitely a good idea if there aren't GMs around to host them personally. However, I do think that events shouldn't occur more than 1-2 days per month. If events are a daily thing, they stop being exciting because people get used to having them available every day. This wouldn't be the first time an automated event system would be implemented. Other servers have done this previously and the events would eventually go completely unused. But definitely, automated events would be super cool!
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It would be weird if it wasn't tradeable for the high levels. How are we supposed to get them? This is the kind of stuff you want to avoid so players can fully optimize their characters.
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We are at a point where the server population is getting smaller and only the players who have been invested for a while have continued playing. I can still not believe this has to be suggested, as this should've been a thing months ago but here goes. It would be in the server's best interest if we had events that directly targets newly registered players. These events should occur bimonthly and help newly registered players get going. This event could even be automated through Cody in Henesys so it's less work to set up. The event could span for 2 weeks, from the 1st to the 14th every other month. During the event, the GTOP description could advertise the server with a special referral code that people can use when signing up. This referral code flags their account as a newly registered player account, which means they participate in the event. This referral code should also be on the website and discord. From here, new players would have 2 weeks to reach certain milestones. The milestones and rewards could look a little something like this: Get to level 21 by the end of the event and receive 5,000 NX Get to level 30 by the end of the event and receive 10,000 NX and a pet Get to level 50 by the end of the event and receive an additional 10,000 NX. This is just a suggestion for what the rewards could look like. The better the reward, the more likely these newly registered players will continue grinding.
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The accuracy was removed from Congrats by GM a few patches ago. This completely ruined the buff for warriors, which is now one of the classes that suffer most in Leafre. The buff gives weapon attack, magic attack, avoidability, weapon defense and magic defense. Unfortunately, because warriors rely on bless, all stats except weapon attack and magic attack are overwritten by bless, making warriors the only class benefit from the buff much less than any other class. I personally think the vanilla +50 accuracy was completely fine. This gives them just enough accuracy so they can hit all mobs in Leafre, without altering their stats. But even a +20 accuracy increase would be enough, just so they won't have to rely on bless and have it overwrite every other stat.
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Currently, there are still items that give wrong stats or have the wrong duration compared to what their description says. It would be cool to compile a list of items that have wrong descriptions, so the item's stats can be adjusted accordingly to match it. Heartstoppers are supposed to last for 60 seconds, but they have a 50 second duration only. Congrats from GM buff in Leafre mentions accuracy but doesn't give any accuracy. The amount of magic attack mentioned in the description is wrong as well. Ciders are supposed to last for 5 minutes, but they have a 3 minute duration only. The Cider price was set based on what the presumed duration was - because the duration doesn't match its description, it is not even remotely worth buying for bossing at Showa. Please post anything else you can find. I'm sure there are a ton of these.
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Hopefully you didn't rename the client to "Phoenix.exe", it needs to be named "MapleStory.exe" You could try: - Excluding the Phoenix.dll and ijl15.dll as well see if that makes any difference - Deleting Avast, enabling Windows Defender and excluding the files there Somebody formatted their pc and did a clean install of Windows without installing any AV. That did the trick, but that's kind of up to you if that's worth it
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increase spawn in maps with more than 4 active players
Kradia replied to dugtrio's topic in Suggestions
With Nexon's spawn formula, I believe it is already the case that spawn depends a little on the amount of players currently in the field. It would be interesting to boost this a little, so it's easier to trigger and boost spawn in maps. 🙂 -
I agree with this and I believe that's what most players expected from the anti leech system to begin with. The character which is flagged for AFK simply doesn't count into the EXP distribution. In addition, mesos leeched is also an option to block. With these small adjustments and the following: I believe we would have a perfectly functioning anti leech system.
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In case other people get this error message install the following: https://static.playphoenix.ca/vc_redist.x86.exe For this particular case the issue was that this person renamed the client to "MaplePhoenix". Don't rename the files and the game will work.
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I think this is a really good idea to make it more appealing to choose an active priest over any other class. A while ago, I suggested something exactly like this. You can find it here: Basically, I think that the priest that specifically casted HS on their party members should allow for the bonus party EXP to scale slightly more than adding any other class. This could be implemented through the HS entirely and would fall in line with the design of HS. Every individual player added to the party should add a substantial amount of bonus party EXP. Adding a priest to the party increases the bonus party EXP per player to something like X+2% per player, where X is the regular percentage without a priest in party. If we assume the numbers which were given for the event at 26th of April 2021: With a priest active in the map where their party members are: 6 Active Party Members will receive 9.5% bonus party EXP (per player) X would in this case be 7.5% and with +2% added on top because the priest is in the party, which results in 9.5% per player. Although, side note. I do think the bonus has to be even higher for 4 and 5-man by default (pre-HS).
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This is a really good suggestion and it's something I wanted to suggest a while back. Unfortunately, I know Arnah doesn't have an easy way to add custom changes to wz files, especially because files are updated every patch. I think this was done in the official game at later versions but I could be wrong. Unity took that as inspiration and added the portals and it was definitely one of the best changes they had done. Legends recently got this too. Since we're talking mobility in Ludibrium, I think it's good to mention jumpdown. Jumpdown alone would do so much for the immobile classes in general and not just Ludi. Unfortunately, I think a big portion of players and Arnah aren't fans of jumpdown. Teleporters combined with jumpdown would do so much to these kinds of maps. Adding a few scrolls or other items to these completely abandoned maps would incentivise players to play more in Ludi.
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I can get behind this but if ciders aren't added to the game, I think you should consider nerfing the Showa bosses or buffing their EXP values. On Tespia, ciders are the only reason things like Anego are only sort of viable. Personally though, I still think adding them with a crazy high price per cider is the way to go. It would fit in perfectly as a huge meso sink. That meso sink in combination with the huge risk of killing Anego would do the economy some good. As long as the price per cider is completely unsustainable outside of Showa bosses, I think they can and should exist. They also take up 1 use inventory, like mentioned in this thread. I hope your comment isn't final and I'm taking it that you still might be open to the idea because the thread wasn't instantly closed. I can't stress this enough. I really think they should be added for the sake of the bosses, with an absurd price and see if players use them outside of Showa. If they do consistently end up using them outside of Showa, you can increase the price live(?) to be even more unsustainable or remove them then.
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If the weapons listed, that require no secondary stats are added to the game, might as well remove the secondary stat requirement for all items, so all the regular class weapons and armor get some use as well. Otherwise if you find a Shinkita you're just going to NPC it. Find a Deadly Fin? NPC. This is even worse for mage weapons and armor and adding these items to the game is just adding more garbage, instead of taking care of what is already causing items to be garbage. An idea that came to mind recently regarding bathrobes is, they could simply just be replaced with sauna robes. Sauna robes could sell instead of bathrobes, probably with an increased price. This way you have an option to obtain a free sauna robe through the quest, or simply buy one, but it should probably be somewhat costly. Maybe something like 200k.
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This thread is really, really stupid. Many of the listed things are not even comparable so you can't even draw a ratio for it LOL Nerfing is making something that is already in the game worse. How is this a nerf when it wasn't introduced to Phoenix in the first place? If something hasn't been released it doesn't count for a nerf, it counts as the content not being released.
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I feel you but it's one step at a time. Can't really cover every single item at once. 😕 Right now, the best weapons are two-handed swords and if we adjust these, it'll hopefully motivate the Crusaders and the few White Knights to continue playing. I am saying this should be the case. The items should be more streamlined so all items matter. Additionally, this is not only warriors, but there is poor item design for all classes. The following is just stupid and this mentality has only become acceptable, because people have spent too much time over the years, playing servers like Royals/Legends with Gachapon items in massively inflated markets: - Why specifically 60-70 dex? I can already tell why you're thinking of some specific, magical number based on this: You assume a specific amount of base dex because that's what everyone has adapted to. "If I'm not 20 base dex, I'm not a strong warrior. If I'm not a dexless hermit with a Scarab I am not strong." In reality the amount of base dex should always be in flux depending on your gear, level and the content available. Here is an example that's more in your alleyway, since you play hermit. If Maple weapons didn't exist, you'd probably be dexless wearing an Adamantium Igor (Lv. 20) or Meba (Lv. 25) until level 50/60/70, depending on how well you can scroll that weapon. This is mainly because the extra weapon att. boost for the extra dex required isn't worth it. I'm not even counting the difference in att. speed. If you're smart and build like this, not only are you saving millions of mesos, but the Igor and Meba is way more accessible than finding certain higher level claws. This is poor itemization design by Nexon, because you skip level 30, 40, 50 and possibly 60 claws. My last point being, if you look at all warrior weapons, Stonetooth is the only weapon that has a dex requirement. There is no need for that. Distinguishing weapons by level difference and how the weapons are obtained is healthier for itemization. This way we will have less obsolete items.
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It's important to keep skills relevant. Skills cannot be outscaled by accessible and cheap consumables. Otherwise what's the point of Rage and Dragon Blood? Changing a few values takes no time at all. Just because he would need to change a few values, doesn't mean it's gonna cost him time that he could've spent on something else. This doesn't do anything considering their accessbility and price. Not to mention the fact, that you can new Ciders in less than 5 minutes:
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Agree. Charms should be available in all towns that have potion shops
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Remove white scroll box in Legendary Spirit skill window
Kradia replied to sewil's topic in Suggestions
Agree! Hopefully we never have White Scrolls introduced and fixing up this kind of stuff just makes it slightly cleaner. -
With Showa, we get Ciders. Ciders are +20 weapon attack, slightly reduce your accuracy and have a 5 minute duration. A single cider takes up one slot of your inventory and costs only 1,000 mesos. Unfortunately, Ciders overpower Rage and Dragon Blood if they are vanilla. If Ciders exist, Crusaders and Dragon Knights effectively have one less skill to play with because of the accessibilty and price. Because I think they are a necessity for Showa bosses, they shouldn't simply be removed, but rather tweaked in a way so it's too expensive to rely on them for grinding, but somewhat worth it for killing bosses in Showa. I suggest a Cider should cost 80,000 mesos and for Strawberry Milk and Fruit Milk to cost 10,000 mesos. These milks are consumables and basically town scrolls between Mushroom Shrine and Showa. This would amount to 980,000 mesos per hour, should players try to rely on Ciders for grinding. For Hermits who have Alchemist, it would cost 660,000 mesos per hour. I believe these prices should be enough to discourage people from relying on Ciders outside of Showa. The price can always be tweaked in the future. If you disagree, feel free to share your opinion and we can discuss. If you agree, let me know why you agree instead of just posting +1.
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With Showa, I believe a few items are supposed to be introduced. Brown Work Gloves Black Umbrella Liu Bei Dagger Diamond Dagger Yellow Snowshoes Plastic Bottle Fan Paintbrush Bathrobes Some of them I may be wrong about coming with Showa. Either way, the point of this thread is to point out that all these items powercreep the rest of the items in the game. If BWG exists, what is the point of class based gloves? If Black Umbrella exists it is only more encouraged to go lukless on a Magician and thus mage items become more obsolete. Some of these items look cool and could be made into NX cosmetics in the future maybe. Some already are an NX cosmetic (Liu Bei Dagger). Bathrobes could be an exception and it seems like a lot of people want them. Players want them only because the Sauna Robe is obtainable only once per character, at level 30 through a quest. Currently, the meta is that you scroll an overall, which is why players feel that bathrobes are a necessity. Personally, I think different because this issue is entirely "fixed" with v56, where we hopefully have topwear and bottomwear LUK/DEX/STR scrolls introduced. This allows us to choose either path (OA or top/btm). - Bathrobes could have their level requirement increeased to 50 and their Speed removed. They should also be way more expensive. - A better option would be to make the Sauna Robe quest repeatable every day or every week: https://bbb.hidden-street.net/quest/victoria-island/mr-wetbottoms-secret-book If you disagree, feel free to share your opinion and we can discuss. If you agree, let me know why you agree instead of just posting +1.
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Red Musketeer Cape Level requirement: Change from 95 to 100 HP: 300 (added) W.Def: 78 buffed from 39 w.def M.Def: 88 buffed from 44 m.def 5 upgradeable slots (unchanged) Obtainable from: Pianus drop x3 or repeatable daily quest Should exist as a defensive item. Originally obtainable from the quest “Carta the Sea Witch” (Level 90 and above) according to bbb. The Ludibrium Cape works as a small damage boost, while the Red Musketeer should exist as an alternate cape, to allow squishy classes to survive at places that are currently too difficult to survive, unless you reach an unbelievably high level. As an example, if a Priest were to survive Skelosaurus(Lv. 113, leech Lv. 108) with Hyper Body active, they would need 2172 HP (tested on Tespia), which they currently reach around late level 140s. Magicians gain +8 HP/level on average. With this cape, Magicians would be able to survive Skelosaurus, at a much more reasonable level. Roughly level 108-113, depending on RNG. This would also help Magicians in other instances, but without going in depth: Grim Phantom Watches Dreamy Ghosts (Himes) If you disagree, feel free to share your opinion and we can discuss. If you agree, let me know why you agree instead of just posting +1.
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In a vanilla setting, the meta for Crusaders and White Knights is that you use a Devil’s Sunrise (Lv. 90) until you manage to find yourself a Stonetooth (Lv. 100). Stonetooth is the sword with the fastest Att. Speed. This makes the Beheader (Lv. 100) completely irrelevant, as it has a slower attack speed. This also makes the end-game sword, Dragon Claymore (Lv. 110) irrelevant, which is an even bigger issue considering how hard it is to obtain. Every 10 levels, items should always be an upgrade. Lower level items being better does not make sense. Because two level 90 and 100 swords exist, there should be a difference depending on how they are obtainable. This is what the swords should look like: Devil’s Sunrise (Vanilla) Level 90 Weapon attack: 95 (avg) Att. Speed: Normal(6) Obtainable from: Grim Phantom Watch, Dark Cornian, Headless Horseman, Jr. Newtie, Zakum3 (Currently), Female Boss(V54) Berzerker (Buffed to co-exist with Devil’s Sunrise) Level 90 Weapon attack: 97 buffed from 90 (avg) Att. Speed: Normal(6) buffed from Slow(8) Obtainable from: Green Cornian, Pianus Between these two level 90 swords, Berserker is harder to obtain, which is why it should be slightly better than its counterpart. The Beheader (Buffed to co-exist with Stonetooth) Level 100 Weapon attack: 100 Att. Speed: Normal(6) buffed from Slow(7) Obtainable from: Black Kentaurus, Manon, Griffey, Zakum3, Horntail(?) Stonetooth Sword (Vanilla) Level 100 REQ DEX: No DEX requirement from 120 DEX (buff) Weapon attack: 101 Att. Speed: Fast(5) Obtainable from: Black Crow Because Devil’s Sunrise(Lv. 90) has a better Att. Speed than Beheader, Beheader is irrelevant. A level 100 weapon should be better than a level 90 weapon. Since Stonetooth is a Black Crow exclusive item, it’s only fair that it’s just slightly better than the other level 100 sword. The DEX requirement should be removed on Stonetooth for the item design to be more streamlined and make more sense. Faster weapons means higher DPS, which effectively helps with Zakum and Horntail. Dragon Claymore (Buffed) Level 110 Weapon attack: 105 Att. Speed: Fast(5) buffed from Normal(6) Obtainable from: Craftable in Leafre If Claymore has the vanilla Att. Speed, Normal(6), it is effectively a worse weapon than the Stonetooth. Considering that Claymore is the highest level sword in the game and currently near impossible to obtain, it’s supposed to also be the best. To end this thread, I'd like to mention that I realize there are a lot of cases like these in Maple with odd item design. Especially with lower level itemization. But the higher level itemization matters more, because it is supposed to be "final" until more content is added. "It's an MMO and powercreep is inevitable" is not an excuse, but pure laziness and greediness by Nexon. If you disagree, feel free to share your opinion and we can discuss. If you agree, let me know why you agree instead of just posting +1.
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With v52, the rock buff at Leafre was buffed in MATK but accuracy was removed. Initially, because of the fact that you had to run back to the buff every hour, I instantly compared it to family buffs and thought how stupid they were. But these were only stupid because of the duration they had (30 min) and because you could only use them once per day, per character, so you'd rely on more mules. With the Leafre rock buff, this isn't the case because it's an ongoing, permanent area buff available to all players every 32 minutes. I see a lot of opportunities with this buff, but before it can be further tweaked, it should be made to expire as soon as you leave Leafre. I suggest that Leafre buff should expire 10 seconds after you have left Leafre on map ID change to following ID's: - 200090200 or 200000132 // Boat from Leafre to Orbis (Not sure which is the correct one) - 101010000 // The Field Up North of Ellinia - 800000000 // Mushroom Shrine (accessible through Spinel) The 10 seconds is to give the player the option to change their mind, in case they forget they buff. The buff icon could be blinking for those 10 seconds. It's pretty obvious, but the rock buff should expire because it can and is already being highly abused with low level characters. As for what could further be done with the rock buff.. Revert accuracy change The accuracy part is pretty self explanatory. There was absolutely no reason to remove accuracy, except if the intent was to nerf players abusing it with warriors at KPQ or something similar. For the most part, warriors need 140 accuracy to hit mobs. In few instances, they require a little more, otherwise they have to opt to use DEX gear. On top of that, now warriors have to rely on Bless again, which overwrites the rest of the defensive stats the rock buff gives them. The amount of accuracy was great (+50), because it allowed warriors to have enough accuracy for the few specific mobs, that require more than 140 accuracy. Buff MATK to 120 from 50 Regarding the MATK, which I'm sure a lot of people will instantly react with "wtf".. MATK and WATK is not comparable. Yes, 120 MATK sounds like a crazy amount and equals to 24 levels worth of INT, but the 20 WATK is worth a lot more. Nexon made a WATK:MATK ratio through potions, but this doesn't translate well to later stages of the game. Realistically, for F/P and I/L mages, this buff is only +30, because it doesn't stack with Meditation. For other classes, that +20 WATK is actually +10/+12, because of rage/takoyaki being available. A +10 weapon attack buff does a whole lot more than +30 magic attack for mages. If you disagree, feel free to share your opinion and we can discuss. If you agree, let me know why you agree instead of just posting +1.
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It's been roughly 2 weeks with anti-leech in the game now and I feel like we've had enough time to play with it and figure out what could further be improved. Leaving the map breaks your leech timer At the moment, when you are in a party with someone, if you leave the map by cc'ing, entering cash shop or simply moving to another map, anti-leech will kick in. This shouldn't be the case. In fact, anti-leech shouldn't affect your character if you're in a party, but solo in a map. As an example, you should be able to have a party of 4, with 2 players in seperate maps/channels without either map/channel affecting each other. To further elaborate, EXP should only be calculated with players present in the same map, that have passed the anti-leech check. Hypothetically, if you have a party of 6 and only 5/6 players are present in one map, the EXP should only be calculated between those 5 players, assuming they have all passed the anti-leech check. The person who is missing should not be counted, but they should receive full solo EXP, should they be killing mobs solo in another map. Clerics & Priests special handling From what I have heard from Priests, heal EXP is still a little inconsistent in certain maps. It sounds like Priests have a difficult time passing their heal EXP check consistently, because the timer simply runs out too quick. This is specfically at Himes, but I assume there are other maps similar to this. Maybe changing this to +5 seconds/heal and a cap of 30 seconds would be sufficient. Anti-leech message gets printed irregularly during Zakum I can't wrap my head around this one, but every single time an arm dies, the message is printed in the chat. This is probably also the case for other mobs that have multiple transformations. Not much else I can say about this one. Besides these small issues, I think anti-leech is doing its job really well.
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Yes I have thought about that, which is why I specifically say: Just like Zakum was out for months before it was killable, there is no need for Horntail to be killable anytime soon. Maybe in a year or two, or however long it takes 30 players to get to level 160, which is Horntail's level. It's an endgame boss, not Zakum 2.0.