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Everything posted by Kradia
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I feel like what you're trying to do with your suggestions is make it possible to kill Horntail now. It doesn't have to be. Horntail is supposed to be an endgame boss. Definitely not a level 145 boss, which by the way would be only 5 levels higher than Zakum? This is a 3rd job server so far. If the server is intended to stay 3rd job for a while, Horntail could just be adjusted to have less HP. A baseline could be set for what level all the different classes should be able to survive and the damage adjusted to that set baseline. A full squad of (30) players level 160+ should be able to beat Horntail. We definitely shouldn't be able to kill it now. Changing formulas, "3rd job+" with some 4th job skills is just weird. No need to change the fundementals of the game.
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Senja's post is well thought out and I agree with the theory behind it. I can't comment on the numbers proposed, because I never really did much CPQ to know about the numbers behind it. This is definitely a possible way to have CPQ co-exist with LPQ. Another way to handle this is lowering the CPQ level range from 30-50 down to 30-40. This way, the PQ could be kept mostly unchanged? The coin rewards would have to be higher to compensate for the fact, that you now have 10 levels less to farm coins. Maybe the mobs would need their avoid lowered. What this proposed change would do, is that CPQ would act as another stepping stone. It would no longer directly compete with LPQ. This would actually help players get to a higher level for LPQ, to be able to contribute with killing Alishar. Another thing I'd like to bring to light is the equipment rewards you can get from CPQ coins. Let me quickly mention that I don't know about the specifics, but people have said that the equipment are too good of a way to make a lot of mesos. This should definitely be investigated further. Finally, I'd like to say that I'm still of the opinion that CPQ is unnecessary and that there are other, more important things to do for the lower level content. The necklace could be made accessible in a different way.
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While I do like this idea, because there is no reason whatsoever for those mobs to drop White Potions, I do want to make people aware that this will indirectly buff Hermits and other classes who might be able to profit. A market will be made for these potions and Hermits are going to get slightly richer. If everyone is fine with that, I'm fine with it. I'm just making sure that everyone is aware. Another thing I wanted to touch on quickly, is assuming Reindeer Milk replaces White Potion, it will have a 1/50 drop rate. That will not be as impactful as people might think, when they read the numbers at first glance. You kill 50 mobs in roughly 3 minutes at Peak of The Big Nest. That is 20 Milks, or 116,000 mesos saved as a Warrior/other class per hour (assuming the NPC price of Milk). The drop rate has to be much better for this kind of change to make an impact for the weaker classes. Probably something like a 7/100 drop chance. But keep in mind, the more they drop, the richer the Hermits get. Other than that, +1.
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Looks solid for a first iteration. The system is very lenient like you said and that might be okay for now. Later, if you notice people getting around this too easily, like I am suspecting they will, you could add a damage % threshold on the mob. "Deal at least 60% of a mob's HP to be eligible of gaining party EXP for x amount of seconds". The cleric and priest heal handling is very creative and I like it. I think it should work well. Well done!
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Only str bandits would. The way I see it is, you chose to go with an alternate build to equip the cool daggers/shields. Not to be on equal to the better build. Yes, in a perfect world both builds are equally good, but that's simply not possible because of how weapon attack scales. It can however be tweaked so it's somewhat similar. The next thing I'm going to say is purely subjective. This will be my opinion. But because it isn't possible for both builds to be equally strong at all times, nor can it be equally strong endgame, you have to choose between the two. Which one should be better? I personally think the regular build should be better over the alternative build. With that being said, I think the right approach would be to remove weapon attack from shields and make shields do what they're supposed to - protect you so you take less damage. When I suggest item stat changes, it's because i'm just trying to make a little more sense of the game and bring it inline with everything else. While I agree that these item design choices were very interesting, I think these issues don't matter much in the overall scheme of things. Also these are early game oversights, which you don't benefit from for too long, because you're upgrading your gear shortly anyway. Ideally, you make adjustments to this kind of stuff too, but it's too miniscule of a difference to give it attention right now. 1. I have pointed this one out before and it's still surprising to me, how they came to the conclusion to add that amount of speed, but not for male top/bottom. 2. This one luckily gets band-aid "fixed" eventually, because top/bottom scrolls get added. Top/bottom will be a great alternative, but the spike is just at later levels. Finally, I'd like to point out that these items are early game items, while Khanjar/Dragon Khanjar is very late game. We're defining lategame CB items/build here and I think this is more important personally. I don't think it's the right choice to make all regular build bandits build towards str in the end. <---- my opinion
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+1 for both Khanjar and Dragon Khanjar to be added but with adjusted stats. Having weapon attack on a shield doesn't make much sense, but also it means that a str build on bandits would eventually outscale regular bandits. There is no need to push the str build, because it was clearly made as an alternative build to use more edgy looking weapons. With that being said, I think str bandits could use some love without affecting the regular bandit build at all. The level 80 Khanjar could be in a really good spot, if the weapon attack was removed but with a 7 or 9 LUK average stat. On top of that, you could make it to a total of 50 weapon defense and 20-30 magic defense. If we ever get level 120 items, Dragon Khanjar could get the same treatment, but with way higher stats. With the defensive stats, I took inspiration from warrior shields: https://bbb.hidden-street.net/eq/armours/shield?class=36
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When running the client with a higher resolution, many background images aren't supported in several maps. Please allow us to edit Map.wz for fixing backgrounds so the game looks better in higher res. I'm willing to put in the effort to fix a few maps every now and then and upload it to the forums as a background community mod. I could upload a modified Map.wz every patch and staff could verify its contents before it's shared on the forums. Examples: Before After
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+1 worse than maple tvs tbh
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A lot of people definitely calculate it on their own including myself. But there are some out there who don't. Adding a tool would be encouraging this min-maxing mindset and it can take away a lot from the game. We need players with a casual mindset, otherwise we will lack players who go out of their way to farm items that are usually not in the best exp maps. I hope that makes sense.
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I didn't state my opinion on these suggestions because it's going to be a very unpopular opinion. Players think these ideas are "nice to have", but these ideas do more bad than good for the players in terms of motivation. If players have access to this type of information they are more likely to feel discouraged if x player doesn't get y item before the average amount of kills expected for a certain item to drop. This is the trend we now see with people who have been hunting specific weapons. For DPS, it will basically do the same thing. It will just make it even more obvious how imbalanced the classes are in comparison to each other. If an Archer compares himself with a Hermit with the same level and equally scrolled gear, the Archer will very likely feel discouraged. Archer/Hermit is just one example of many. EPH is a little iffy, because all classes excel in different states of the game. Things like what class you play, map you're in, HP/EXP ratio on mobs, KB damage on mobs and much more, are all determining factors. I think it's highly unnecessary as it promotes the min-maxing mindset, which can potentially be bad for the game. This is what we see now, with new content replacing previous content. And even if there is one single item to go back for, in a map that used to be popular, but now dead, it's very unlikely for the players to go there unless more incentive is added to the older maps. In more simple words, players will always choose EXP maps over items, unless it's very specific items (usually weapons). If a specific item requires too much effort, they will just skip that item and get the second best option. Encouraging players to check their EPH will promote that min-maxing mindset. This mindset doesn't need to be promoted further. +1 for /roll, it's kinda cool
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Reduce mob damage for every mob from and past Dragon Forest
Kradia replied to Kradia's topic in Suggestions
While I agree, that on paper a -30% decrease isn't going to fix it I'm going to quote what I said in the opening post: This number should be adjusted accordingly from patch to patch. Mob by mob to find what seems to work. Of course you'll need to set a baseline for, when you think people should be able to grind at deep Leafre. Will the baseline be level 120+ with HB, 130+ with HB, 140+ with HB or something else entirely? I would argue that a -30% reduction in combination WITH the Leafre exchange that I have suggested might just do enough. It would depend on how rewarding the exchange quest is. Like I said in the opening post, Leafre exchange could just be a supplement. Something that helps with the sustain, but also to make Dragon Scales and Spirits more accessible. -
I recently proposed a custom Leafre exchange quest: While I think this would be a great addition to the game and an interesting way to make Dragon Spirit and Dragon Scales more accessible, along with newer scrolls, it just wouldn't make up for the meso loss that any of the weaker classes would have to endure. Not unless the rewards are crazy - but we don't want that. The Leafre exchange is supposed to be a supplement, not a permanent solution. As the title states, I'm proposing that all mob damage should be decreased from and past Dragon Forest (blue side of Leafre). These maps simply have mobs that deal too much damage, which require you to use a potion for every single time you get hit, unless you have a huge HP/MP pool or have meso guard. Hyper Body definitely helps and allows you to take 2 hits without dying (usually), but not everybody has HB available. If this were to be done I suggest doing a -30% damage decrease on all mobs to start with and for this number to be adjusted accordingly from patch to patch until we find a sweet spot. Together with the Leafre exchange quest, I'm assuming that a -30% damage reduction would do all the weaker classes wonders. We don't want Leafre to become too easy, but as it is right now, it's simply unsustainable without NLC potions. Please discuss and share your opinions about this and hopefully we will get a Leafre that is viable to all of us soon. The server needs something like this for players to come back and play.
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Leafre has been out for almost 2 months now and while people have been trying to make things work, I think it's safe to conclude that the Dragon Forest of Leafre is simply unsustainable for all classes, with the exception of F/P Magicians and Hermits. While Chief Bandits can definitely hold their ground, seemingly losing the least meso out of all melee classes, it is still just too harsh, especially considering the very minimal increase of EXP compared to places like Gobies. I'd like to mention NLC potions real quick - if these were in the game, Leafre would've been just fine, most likely for all classes across the board. However, they are simply too good and should be kept out of the game. Because we don't have the NLC potions available to us, I would like to propose a custom Leafre exchange quest. Similarly to how the Orbis exchange quest works, you turn in a 100 ETC from a mob and you gain some rewards. It's very important to mention that the exchange quest can not reward a player with EXP, because it would be very abusable, unless there was a level requirement added to the exchange quest. All mobs on the side of Dragon Nest should be included in this exchange quest and game design wise, it would perfectly mirror the Leafre forest exchange quest that players do for reducing the costs of Magic Seeds. Chief Tatamo is the most obvious NPC to use for this exchange. It could look a little something like this: You turn in: x 100 Old Neck Bone which drop from Skelosaurus In return, you can get one of these rewards: x 18-24 Melting Cheese x 12-18 Reindeer Milk x 34-40 Ice Cream Pop x 18-26 Pure Water x 54-60 Unagi x 12-20 Honster (NLC potion, low rate) x 8-16 Ginseng Root (NLC potion, low rate) x 15-23 Sorcerer Elixir x1 Scroll for Topwear for STR/LUK (should be added to the exchange when the scroll exists in the files, which should be version 56. Super low rate, similarly to Orbis Exchange) x1 Dragon Spirit (Super low rate) x1 Dragon Scale (Super low rate) + More "garbage items" could be added that so you don't always get useful stuff. I'd like to end by saying I did not spend my time calculating all these items in terms of value. I just eye-balled it and tried to visualize and explain the concept. It can be done entirely differently and the reward pool could be completely different from what I am proposing. Please discuss!
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this is ugly as fuck i'd prob uninstall tbh
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I'm of the opinion that there are enough PQs for the game. The issue with adding more PQs is that it replaces previously viable content if it's too good. Even if it's balanced inline with the older content, having too many alternate ways of levelling will become an issue. We are already a very small player base and I feel like adding more alternatives just sets the players apart even more. One could argue that PQs will make people come together - Yes, but at the cost of the previous content becoming obsolete. We already have very defined early game content from levels 1-120 with so many different things you can do. Instead of adding another alternative, we should focus on bringing the less active content back to viability by adding specific drops to incentivise players to go elsewhere. What I mean by "go elsewhere" is that, with games, certain "flowcharts" will establish once the meta has been figured out. At this level you go here, at that level you go there for efficiency and whatnot. We need to break that flowchart and make alternate content actually matter.
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I have mentioned this issue many times and it is a real issue that every single mage item is better off npc'd than used. It would add so much to the market if mage items were viable and there was a demand for it. The best solution I can think of is stripping away the luk requirement for all mage armor parts, but not their weapons. They'd still require luk to equip a higher level wand/staff, but they would be gaining huge bonuses from the rest of their gear, which they can also use to equip that weapon. This also aligns with the itemization design of archers.
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-4 But an option to mute smegas would be cool
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Check if you're missing the Phoenix.dll file 🙂
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Why not max SP then Avenger? I don't get it. A hermit with subis can go to gobies at 88 if they wanted to. In fact, I imagine it's probably more efficient. You'll level up quicker, kill faster by leveling and gain more mesos. Then you just buy ilbis in the market. I only chose to do vikings for 6 months and farm up my stars because it was a personal goal of mine and I wanted to enjoy the Ludi content. I could've just went to gobies until level 160, then farmed ilbis more efficiently then. Or I could've straight up bought all of them.
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This is why I was talking about class popularity. To make more people play the less popular classes, they need a reason to exist within the meta. It only makes sense that an immobile class does the most amount of dps, while thieves are about mobility, fun skills and having an overtuned kit in general. Take "balance" out of the equation because such a thing will never exist in Maple. You can only tweak things to make them more in-line with each other and that would make sense. But there should be a clear reason to choose either of the archer class over hermit. Right now, I believe there is none unless you like playing in a harder difficulty. 🙂 The difference in exp gain over time between 2nd job thieves and archers is crazy. Just because a class is capable of mobbing early doesn't mean it's good. Thieves kill shit way faster in general. You keep mentioning ilbis, but the reality is that you don't need ilbis to play the game as a hermit. You're just fine using kumbis or tobis and you'll still be faster at killing than either archer class. I'd even make the bold guess that a hermit on subis probably kills faster than either archer class. You can just choose to buy the ilbis at one point, when you can afford them. And the sickest thing is that you will be able to afford them. Regarding gobies, archers have an easier time there at lower levels, while hermits in general accelerate their exp with levels/gear. But hermits still end up on top in the end. I'm curious if we're even playing the same game.
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I'm all for slightly buffing less popular classes to bring them up to par with the rest. An immobile ranged class dealing less dps than the most mobile and arguably most fun class in the game is just absurd to me. All classes have different strengths and weaknesses. A hermit's only weakness is their gear/items being expensive, but that doesn't matter when you're profiting from level 10. They get drain and never have to use a hp potion from around level 5X-6X. There is absolutely no reason to choose an archer over hermit unless you want to play something different. As a hermit main, I'd love to see archers be best dps so there is actually more reason to choose the class over any other. In fact, a +10% crit chance increase wouldn't even be enough to make them even. Rangers specifically, should be given a +10% damage increase on Strafe as well, to differentiate a bit from Crossbowmen. Or like days mentioned, have their weapons' attack speed boosted. I make my arguments based on class popularity. There is a reason hermits are so much more popular. If they were remotely even, archers would've been played as much. When you're choosing a class to play, the decision you should be making is what you enjoy playing as and want to bring to the game/excel at. If you choose archer, you're choosing it to be best dps. If you're choosing thief, it's because of their fun skills. If you're choosing warrior, it's because you like being up close in their face, wacking them and being tanky. And so on. +1
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That's because there are several underlying issues with F/P mages. They scale depending on the EXP values the mobs have and don't have the natural progression like every other class does. F/P mages are an outlier, therefore an issue. A DK being OP is dependent on the content available. Whereas only EXP values/channels determine what experience F/P mages gain. I drew this to make my point clear. It's exaggarated and obviously not based on data, but that's probably somewhat how the graphs would look. So yes I'd agree, in conclusion I would say F/P mages are a problem. "But misting is very expensive.." well, so are Dragon Knights or any other classes for that matter. Edit: The fact that F/P mages gain so much EXP in a solo setting is absurd. For all other classes, partying is a necessity to gain good EXP. You boot up 3 clients and play a singleplayer game, yet you still gain more than others. If that's not an issue, I don't know what is.
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I have been around the private server community since its inception. I definitely do not think 4th job is necessary. In fact, Phoenix being 3rd job only is the biggest selling point. It's the single most unique aspect of Phoenix that differentiates itself from all other servers that have ever been around. Nobody has done 3rd job only with later "old school" GMS content. Except Maple Beta, but that server doesn't count because it's so underground. If you look at it from the average Mapler's perspective, there is no way they would choose a real 1x rate 4th job server over the big two. Yes, there are are more factors at play, like server stability, no p2w done right, less powercreep through items, etc., but players first judge a server based on the EXP rates and player count. I chose Phoenix over any other server, because of the server being limited to 3rd job only. If I wanted to play a 4th job server, I would've went to Legends, which is a way more attractive 4th job server than Phoenix would be. Other servers have tried fixing the issues that come with 4th job. I believe without a doubt that your version of 4th job would be better than the other attempts, but you're still going to have the already existing issues, like why would anyone choose 1x rates over other rates, when GMS/EMS wasn't even as hardcore as Phoenix is. You're not going to agree with this Arnah, but GMS/EMS or any of the other services for that matter, weren't really 1x because of EXP/drop cards, events and everything in-between. Committing to 4th job makes Phoenix directly comparable with other 4th job servers, while staying 3rd job, you're appealing to another market of players. Edit: Instead, let's customize future content to fit 3rd job better. It's a LOT of work, but that would be truly interesting and appealing for newer players. But first, it's time to properly put effort into fixing the already existing issues within the game.