Hello guys, this is my first thread, i've been thinking something the past few days since i started playing in this server. Has it been considered boosting the spawn in certain areas around the maple world to make it an appealing alternative/fun way to train through different level ranges? there are so many maps around the world with unique cool designs/bgm/monsters but they are not concurrent/viable because the cost/benefit in terms of EXP is not worth it. (it is not hard to match the XP/Hour attainable in average by job in each training map between different level ranges to equilibrate it just by modifying the spawn rate without touching the EXP given individually by mobs). If this has been suggested before and got rejected i would like to know the reasons why not doing it, thanks
The only problem I see with this is that pre-BB MS is so Mage focus in non-bossing PvE that this will just buff mages and DK. However, considering they've already nerfed several events and quests SPECIFICALLY towards map nukes, I don't see why they can't just do it with world maps- apart from having the actual incentive and free time to code it of course. As a Hero/MM player, I support.
If we are talking for instance about maps spawning mobs like Tauromacis / Taurospear, or other specific monster subsets and/or really bad maps, I do not see why this should not be done. No need to nerf mages there either since if u introduce changes that only get a map from absolute garbo to at least playable at some sort, there is also no need to nerf anything, so even better for players that just want to enjoy
It is hard to be very specific but i was thinking in first deciding how many "good" training spots should there be between selected level ranges (10-15), (15-20), (20-25), etc. Make it for example at least 5 good training spots in each one of those level ranges, after that you should search how many unique mobs are there in total between those level ranges (e.g. if there are 15 mobs between levels 10-15 then you should choose the ones who are located in different biomes to make it more versatile, after you will be left with some good map options to decide buffing, also you can take into consideration the structure of the map (platforms, ropes, traps, mobility options, size, etc). That is my thought process , there can also be a flowchart starting from the idea of "how many good monsters should there be between selected level ranges" and then eventually you will end up getting to which maps should get buffed. I think this is one of the hardest things developers in vanilla MS had to think off when they planned new maps and monsters, maybe the intention of making it balanced was there but they didnt have enough time to think it in that much detail, probably because they had the pressure from their bosses/co-workers to get things done before deadlines.
Hard to vote Yes or No without any suggestions of the maps The idea of "good" training jobs depends on individuals and also varies according to jobs (such as elemental weakness ones) Assuming if you leave it to Staff to just decide all and they did adjusted some maps, their conclusions may not meet what you wanted You don't have any maps you wanna revamp at all?
Do these low levels really take that long to level up through though, with the increased exp rate on this server? Doesn't seem very nostalgic to make them even quicker. Also, this will only benefit classes with a good mobbing skill. Also, many mobs are bad due to a crap hp to exp ratio rather than a low spawn rate. And it's not like anybody is ever in many of the good low level training spots anyway. I agree with Dave, really needs some specific suggestions to be useful. The staff have enough other work and probably won't be keen on vague suggestions. Surely you had certain maps in mind where you have thought wow this spawn is too slow.
Speaking as a player: I do like the idea. As Dave has mentioned, more specifics would be useful. The only other factor I want to mention (to keep in mind for maps/mobs) is that with more spawns = more drops = more mesos/godly rolled equips acquired and put into the market. Which under the right circumstances, could be overpowered if we are using mob spawn increases to meet EXP rates in comparison to other areas. Lower level maps, this is less of an issue, but the higher level maps would have potential to be overpowered. Once again, this is just a factor worth keeping in mind when deciding. (Drop tables of the mobs should be considered as well)