MapleRoyals is a pretty good server, it does some things well that other servers, in my experience, have not, but yet, at the same time, fail where other servers do not. The Pro's: 1. PQs and bosses give people an incentive to do them no matter how high level they are. This actually lets the nostalgia feeling and social interaction come forth in the game. 2. Drks are not HB mules. Unlike many other pre-BB servers, the Berzerk function makes it so that Drks are nearly impossible to play in certain bosses (like Boss/Anego, HT and others) that they are relegated to being HB mules. In Royals, the mechanics of bosses and balancing changes have made Drks as actual attackers. 3. The Godly System - its a nice alternative to Maker Skill (but more on this later) 4. HP washing, its nice that there is a quest that gives players some extra HP, but overall it's still an issue. I hate having fucking lvl 35 assassins or 80 hermits being useless because theyre forced to have 300 points in INT. This needs more work. And that's about it. The Con's: 1. Progression in this game is garbage. There's a cap that you achieve very easily, and then after that to make improvements in your gear, you need to spend billions. A new player could vote everyday, and after enough time, have enough mesos to get their Zhelm, decent scrolled top/bottom/overall, a low attack cape, a decent weapon, 10 attack gloves with str/dex/luk. After this, everything else is super expensive and worst of all, locked behind Gach. The materials needed to craft things like Facestompers, SCGs, Crystal Ilbis, Furies, all locked behind Gach. Therefore, all these things are super expensive, and when things are super expensive, you need to make lots of mesos and that leads to the second point- 2. Effecient moneymaking is locked behind Bishops- In order to progress decently in this game, you need to make a mage, you need to sell leech, and just make raw mesos. This funnels players into playing classes they dont want to play. This meta has existed for a long time and its utter trash. Sure you can boss, or you can APQ for mesos, but there really does need to be more options for other classes to make mesos. 3. This game is Mulestory and it's fucking ugly and disgusting. It is such a giant change in scenery to play on other servers where bossing required 6 human beings actually playing their characters to hopping into CWKPQ where 6/10 people are mules. And so in order to min-max, what do people do? Make NLs and other classes which are just mules. That is as tryhard as it gets. Like I hardly see any fucking bowmasters or marksmen running around. In other servers, Bowmasters and Marksmen were always looked for because they were valuable to NLs, people actually mained those classes because they know they're wanted. Instead, whenever I see people trying to run a boss or PQ, I see "LF>Attacker with SE mule" instead of just "LF>SE". Most Buccaneers are just SI mules. Most Paladins are just crash mules. And if you can just mule these characters, the incentive to actually main these classes is much much lower and so its all just NLs and Drks/Heroes running around. The diversity of classes here is different, but much more stale than other servers. Like skillbooks such as Berzerk or Advanced Combo attack or Sharp Eyes should actually be valuable, but theyre pennies compared to chaos scrolls or white scrolls. I hear this point that without mulestory, people then start to gatekeep range. Well part of the issue to that is that progression is garbage. These issues are linked together. If it's so damn hard to progress, of course you're going to have more people who are weak. If people need to HP wash so damn much, of course youre going to have NLs with low range. The boss pool is variable enough so that it's not solely favoring NL/Bowmaster meta. If Drks are actual attackers in stuff like Krexel and Shao, then SI is more desired, so its not like people who main a Bucc are going to be denied for being weak when they still benefit by providing SI. And this issue goes both ways. People will gatekeep range/classes if they can mule. Why pick up a Paladin if you have a crash mule already and you can just get a NL instead? 4. Crafting is restricted. The highest thing you can craft are 110 weapons, everything else is gached or you loot it if youre lucky. This is an unnecessary roadblock to progression. Like why can't I be able to craft Dragon Armors and try to scroll them? Why can't i try to craft Overlords and try to scroll them? 5. There is no Reverse/Timeless. How about some end game content that has l ittle to do with bossing and less to do with mages? Would be nice. It's coming, but we don't know how it will be implemented. 6. MoNs are nerfed and they're required to be lvl 140. In original GMS, MoNs had 10 weapon attack as base. The reason MoNs are nerfed is because they're so much better than HTPs. Yea well spending 100m to get on a run to get a pendant that is so much weaker than what you remember that you cant even wear until youre lvl 140 is bullshit. My ideas for solutions: 1. Items required to make stuff like Facestompers, SCGs, Crystal Ilbis, etc, should not be locked behind gach. They should be earnable through some way, with a custom rewards system or added to the drops of bosses. Even items such as chaos scrolls should be more available so people can actually scroll their damn capes and facestompers and not be stuck doing shit on a mage to earn mesos. 2. Implementation of Reverse/Timeless - We know it's coming, but how it's going to be implemented yet, we don't know. But hopefully, how it's done should make it so that it is not as efficient for mages to farm it, and that other classes can farm it just fine. 3. Get rid of multiclienting in Bosses/PQs. The social element of some of these things are dead. You SHOULD actually have 5 unique people with 5 different classes doing CWKPQ. If yo uwant to do Zakum, you SHOULD want actual human beings playing bowmasters or someone with Crash and there would be more people actually maining those classes knowing that they're wanted in runs even if their DPS isn't great. Mulestory is the opposite of nostalgia 4. Every class that is brought along as a mule in runs should be buffed if they're too weak. Extending Crash to Drks wouldn't be a bad idea as well. 5. Revert MoNs to the original stats without the Godly system, lower their level requirement back to 110m and BUFF HTPs. HTP +3 which add 77 to all stats is possible. Implement it. This way MoNs and HTPs are of equal strength and people would actually run HT more. 6. Enable crafting of armor whether through Maker or an NPC REEEEEEEEE 7. That HP quest should be repeatable more than once.
OR, make the HP quest rewarding enough so it justifies the 24hr time restriction. Guess both ways can work as well.
or just dont play royals my friend. progression is way too slow which is why new players resort to real world trading or vote abuse to progress faster which is why those ban appeal you see everyday ;/
hi hmmm I disagree with you on some points ... for example I am active bow master level 200 I play every day. (because I like my job) I think if you want 6 humans to be against zak in a party without mules, it is to meet people who like to play those jobs that give those buff and are attackers at the same time ... And yes, we should have many jobs buff so that it does not inspire and motivate us to play the class we have and that most do not use those classes as mules. (in the forum they suggested it many times xD The issue that magicians is something worrisome because if you are not a bishop they do not take you to any boss for the simple fact of not having hs / ress (making the magician of fire and ice only serve to leech ohhh and with mule hs) If they apply chaos zak helm or chaos ht pendant I think people will prefer that before the MoN since those bosses are to pay much more attention and it takes a long time to kill them ... I think Chaos Ht has more life than pink bean lol.. But this pendant can reach +10 or + de att I think that releasing those 2 would be the best and very entertaining because they are a challenge f2. I don't know why many people complain about the wash ... (i take 1 hard year to reach 30k bm) where the apr cost between 17 - 18m ea ... Now they cost 11m I think that it would be easier for the new ones it would be impossible hehe mapleroyal is a good server ... the only thing I don't like about the server is: Recycled events from previous years (all the same except egg pq with the Cardigans that I loved that event) the maple anniversary was the same as previous years and the most uncomfortable of all from my point of view is that when an event ends a great drought arrives ... +15 days without events or anything ... and just wait and wait and pray that the new patch brings something good to revive people in playing royals f2. By the way I also hope pink bean 3 I would not like there to be reverse weapons, but timeless as these will force you to farm them luckily to drop in pb. If reverse weapons come out, the 110 perfect and scrolled weapons will not cost half of what they paid for it ...
Instead of thinking about how many people will quit/stay why don't we think about the new people that may join because of this and hp washing improvements? Just look at the server next door, they're having more players than royals at some times now and it is not allowed no mule on bosses, no vote to win and no hp washing required. We should think in getting new players to the game instead of just pleasing everybody that is playing now, most feedback threads that I've read it just goes this way, people reasoning in pro of the current players and metas, if they will quit or not, if people will complaint because they already have 20 mules and can solo everything and will "loose their progression". Right now people just join the game, realize they need to wash (yes, most people still washing instead of doing the hp quest) they go to fm and see most of the scrolls are worthless but the ones that comes from gacha, to get invited in most runs people ask them to invest around 15b on their gears and most just quit. I've seen this happening with a lot of new players that i had on my buddy list and guild, we should find a way to benefit casual and new players while hurting the less to the actual playerbase. Right now royals is just a hardcore game for people that can play a lot of hours dialy and invest a lot of time not having fun just to enjoy the game later on lol
I got a bit bored at royals lately to be honest, it's always the same bosses and content and it's not really exciting anymore
Yeah no, having a Lv110 pendant with 8 default WA nerfed to 3WA and Level Requirement increased to 140 is B U L L S H I T Like, it is that hard to make 2 versions of this pendant? One which has the default 1-2-3WA which we know is garbage compared to HTP, this one should be Lv110 And those affected with the Godly system resulting in +5WA onwards which is close to the average 21-22stats HTP should have the higher level requirement. Also afaik, magicians do prefer HTP because the raw amount of INT and LUK they offer allows them to wear high-LUK demanding equipments such as the Lapiz sandals without need to spend those points in Base LUK right? And I'm sure bandits would also prefer the HTP over the MoN as they require 2 secondary stats (STR and DEX) to equip their endgame gear. Sure this point is neglected for shads if you somehow meet your minimum required base stats for Lv110/120 gear while also having 25 of base Dex and 4 base STR but idk how difficult is to achieve this as I don't main shads yet. I don't think having a 8WA mon justifies increasing its level requirement, there are other ways in which could be nerfed such as for as example, removing their extra 300/300 HP/MP, and instead giving it to the HTP which makes sense as the latter is more defensively oriented. Something like: Average 1-2-3ATT MON: 110 Average/Godly HTP: 120 Godly 5ATT-8ATT MON: 140 That way we can have old mons which their worthless att which makes them worse than the worst possible (21)HTP at lower level requirement, where semiperfect and perfect ATT mons which gives more WA must demand more Level. Also due to the fact the MoN is of a demonic nature, it could make you nerf your HP/MP (-300/-300) instead so it makes it more balanced and fits perfectly in the role of cursed item tropes as we see it gives no meaningful amount of defense, instead HTP is the one that is good at defense (which is useless in this server anyways except maybe for summon farming in places you can afford to minimize damage to 1 with proper defensive gear). If you're so worried about endgame items having broken stats and accesible on a relatively early level, why not as well nerf them in some other ways so they gain they unique features? For one time I would this game to be played like an actual RPG where not every item is flawless and you have to consider their advantages/disadvantages instead of resorting to the mindset where there is only 1 single item that guarantees maximum attack potential and everything else isn't even considered. For god sake, this is still an (MMO)RPG. And I don't feel like it's like one with the current state of how things are now. MoN: Cursed Offense item, increases attack but decreases DEF and HP/MP. HTP: Blessed Defensive item, increases DEF, MDEF, HP/MP and all base stats by a large margin but has lower offensive potential. That way I see it more balanced without resorting to the Lv140 req which is too high considering you're not guaranteed a godly MoN on your early 4th job levels unless you get extremely, really lucky.
With regards to gear and progression. There's hard, and then there's ridiculously hard. Even if you made end game items more accessible, that doesn't make min maxing not hard, it still is. Maybe you haven't had the experience, but in another server where facestompers and SCGs are readily available and chaos scrolls are farmable, you have more capes and shoes that are in the 6 att -> 15 att range. They're still expensive. 20 ATT and beyond is still extremely difficult and expensive. But in this scenarios there's a degree of progression, a player can upgrade from 2 att to 5 to 12 to 17. The major end game becomes 22+ attack, not 10+. But in Royals you're stuck with low attack until you can save billions to even get anything decent. That is notnprogression. And let me tell you now, with how weak a lot of these items are and how expensive they are, when Pink Bean is released you can't find a party of 12 who can do PB within the 2 hour time limit. Also idk why MoN "being OP" is justification for making it a ridiculously high level requirement. You ain't doing damage at lvl 110 anyways. Zhelms lvl 50, scarga is 80, pacs 50, scgs 50, facestompers 50, and all these are in degrees better than MoN. But my shitty 3 ATT MoN is lvl 140.
ZHelms , scarga helms, SCGs, and facestompers all have potential to be better than MoNs but have lower lvl requirement by a lot. The 140 lvl requirement is actually completely arbitrary.
That depends, if you use the extra stats the HTP gives, you can maximize your base stat while keeping your secondary stat to the minimun. This is possible with the HTP because of the ludicrous stat gain you can have (+27STR equals +27DEX+2.7 extra from MW20 from an archers perspective). You can still do this with a perfect 10/10 mon but the stat gain isn't that much to replace your secondary stat. Right now I have my base STR optimized to 4 while also equipping the lowest demanding STR weapon, which is a Level 80 bow with 120ATT. That equals a 120ATT Nisrock with -20 STRpoints you can replace into DEX for more damage outpout, if not the same.
Im sorry but I cannot take you seriously if you are going to post a reply with such a half-assed analogy. Are you seriously going to use those as examples or are you trying to contradict yourself? So given that theres already so many op gears which are obtainable, you are trying to say that all op gears should be as easily obtainable? Is that the point you are trying to bring across?
This doesn't really make much sense, considering what Germyyy pointed out. Why MoN is the only nerfed item? Why are even we allowed to bring Lv50 mules to Zakum if they can't even attack and some even die without HB? Some things in this server don't make fucking sense at all. We could have as well Lv50 requirement MoN and HTPs and instead nerf Zakum/Scarga to Lv140+++ What is really the difference if none of the above has a constant pattern?
Im a lvl 200 bowmaster and a wa8 mon is far superior than a 28 all stat htp. Also, you are assuming that all htps are 28 all stats which is untrue. You need to use analogies which are realistic and accurate.
Maple warrior only affects base stats, not stats from gear. Mon is great as it is lol a lvl 110 can't go around with a 8 att 22 stats pendant and also getting it in their first 2 trie, the only moment where an HTP can be better is at 120 and if you dont wanna/can run/buy enough cwkpq runs to get a better stats one.
No, a wa8 mon is and will always be superior to a 28 all stat htp for most if not all attacking classes. Most people regard 1 wa as 5 main stats a wa8 mon with 10 all stats is basically 50 all stats. Now tell me, what good is a 28 all stats htp even with mw20 going to do? Still loses to a godroll mon by 20 stats. btw, mw only affects base stats so your calculations are off This is a bad way of calculating because wa and stats are linked but different. It was the only way I could explain in layman's terms for you Lets not forget godroll mons have stats up to 11 or 12 as well
I never said they are 28all. That's pretty much as saying all MoN are 8ATT which is also untrue, I only said so in a hypotethical scenario where for some reason you benefit more from a perfected HTP, rather than MoN. BUT eventually you would switch to the MoN as sooner or later you'll gather enough of your secondary stats to minimize it to 4 base and maximizing your attack potential without needing a HTP with high stats, it can go even higher than that if you get lucky at chaosing them. It just happens that you have an easier time with HTP while you gather to funds to maximize your endgame gear and therefore boost your attack potential to the maximum possible stat. You don't gain as much ATT compared to a 8ATT mon which is true, but also you would need proper funding to be able to maximize attack potential while keeping your secondary stat to the lowest minimum possible.
You never said they are 28 all but you were referring to a wa8 mon which is godroll. It seems only fair to compare both necklaces with godroll stats. Eitherway, a mon will always be superior to the htp for most attacking classes and it shouldnt have its level requirement lowered.