With the new source coming up I'd like to see drastic balance changes to grinding spots

Discussion in 'Accepted' started by Emrah, Apr 27, 2015.

  1. Plenty
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    Plenty Well-Known Member

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    pls no
     
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  2. Matt
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    Also curious as to what suggestions or examples @Emrah means when mentioning changing drops.
     
  3. Nostaigia
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    Nostaigia Well-Known Member

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    There is definitely no monster that should have its exp reduced at any point of the grinding game.

    EDIT: And no this isnt because "i want fast leveling". From leveling a cleric and a spearman (cleric to 15x and spearman currently is 4x-5x) I have not found any places that give so much exp that it sshould be nerfed downwards. The only exp/hr that is ridiculous is CB's @ himes, as they can get from like level 70 to 90 in 2 hours
     
    Last edited: May 7, 2015
  4. Graces
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    What about balancing the HP in some cases, like Ludi mobs?
     
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  5. Andreas
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    Isn't the spawn in ludi still quite weak if you look at Ghost Ship, you still need to climb around and a lot of things that takes more time than moving in a flat map.
    I would rather see some places get more exp based of their hp and the difficulty of the map.
     
  6. Matt
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    In response to your statement which you gave no personal reasoning to - The only possible legitimate reason that I can see for not lowering EXP or increasing HP of mobs would be the unfairness to those who have been able to train on those particular mobs up until the time of the change.

    Yes that would be a choice too. Although, as an exaggerated example, it would seem a bit silly if a large monster like a Death Teddy had less HP than a little Slimy.

    Yes, the spawn does seem weaker when you compare those two areas. But I'd rather that the EXP or HP of the monster (or their competing monsters) were changed than the amount of mobs in the map or respawn rate as it is a lot easier to modify. It would also encourage more players to party together to ensure that mobs were being killed around the map so that players would not need to keep moving around it themselves as much. Whereas if there were loads of monsters on each platform on the map the player probably wouldn't care much about not having a party member.
     
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  7. Nostaigia
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    Nostaigia Well-Known Member

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    Well I see no way for there to be a "legitimate" reason. Technically there is never a legit reason to raise or lower any exp or any monster. Its all up to the developer. If you want all places to be equal exp and just lower all monsters exp to be even and lower %/hr gained by 30% at all places, then that is your decision (just an example). I dont see how there could possibly be a different "legit" reason. Personally, based on how fast/quick it is to level at each stage of the game relative to one another, I don't see any areas where the exp gained is too high to warrant a lowering in exp rate in order to "even" out training places. If the goal is to make more places viable, why would you lower the exp of a training spot? Instead of lowering the exp rate of a good training spot to even it out with the others just to please the people that want more training spots, why don't they just go somewhere else ? Them going somewhere that is relatively worse to train is exactly the same as lowering the exp rate of one monster to let them feel better about training somewhere worse. The proposed decision of lower the exp rate of one monster to make it even with others seems like a solution that is benefiting those that want 5 areas to train that are all equal and doing exactly the opposite to those that do not care.
     
    Last edited: May 7, 2015
  8. Plenty
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    Plenty Well-Known Member

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    Some prime examples I see that are in desperate need for change:
    • Level 60-79 Ludibrium mobs
    • Level 50+ Magatia mobs
    • Mr. Anchors
    • Mu Lung mobs
    • Leafre mobs
    Speaking of Magatia, tthe spawn isn't on par with how GMS had it's spawn.
     
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  9. Emrah
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    Emrah Donator

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    I hope this gives you an idea of what I mean by changing the item drops.

    [​IMG]

    As for:
    I do partly agree and that's why I decided to increase the HP on the Mixel Golem as well as the EXP to compensate for the difficulty of killing them. And I do realise Mr. Anchors reward you the same amount of EXP as I suggested for the Mixed Golems, but are almost twice as tough to beat. A huge HP decrease for Anchors is needed IMO (11500HP for 275 EXP compared to Slimies doesn't make sense, Nexon plz).

    And since you mentioned Death Teddies, I thought I might as well make another example:

    [​IMG]

    I checked the spawn for Death Teddies and I was in shock as the spawn is incredible! With huge maps such as DTs I suggest a direct buff. They're so tanky and tough to kill, but if you buff the maps, you encourage players to grind there together as the map isn't designed for soloing (tons of ladders and lots of moving, not braindead as GS where you stand in one spot). One thing Nexon fucked up the most was that they didn't encourage people to party more by rewarding them with something (extra EXP?). Ask yourselves, when is the last time you've grinded in a 6-man party? EMS in the Spirit Viking map is my last memory.
     
    Last edited: May 7, 2015
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  10. Andreas
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    This is were you add some party bonus exp to certain maps.
     
  11. Graces
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    All you need are party members to train there ~f14 That's the best thing about training there, its a party's place.
     
  12. runningboy
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    runningboy Well-Known Member

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    I dont think that training spots should be revamped. Part of the reason we play old maplestory rather than new is because of the nostalgia. We enjoy both what was good with the game, and what was not so good. I think revamping training spots ruins the nostalgia of the game and thus shouldn't be done.
     
  13. Graces
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    I don't find GS2/ULU more nostalgic than MP3, FoG, Dual ghost pirates or MDT's partys.
     
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  14. Cyndy
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    I don't find WS nostalgic either. Just saying.
     
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  15. Gags
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    I'm with you all the way :)
     
  16. GriZ
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    The "nostalgia" factor will be different for everyone.
    For me pig beach, ant tunel 1 party and exploration to balrog is nostalgic. With the new source code some people will find the game even more nostalgic while some people won't.

    Back on topic.
    Lets talk about exp,
    Like Sila said in her post, I think we should wait a little after new code because new map are going to emerge from it (Tornado corridor, Lower ascent) and some others we don't even think about (Jesters & Scarecrows).
    [quoted from another thread]
    Lets talk about drops,
    Game is filled with black and dark Crystal ores because people grind at GS2. If we make more map viable, more items are going to roll into the game and drop/economy will get better.
    I know some items are going to be left behind but changes like this should be done step by step to avoid messing up economy.
     
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  17. Joong
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    Taking steps towards balancing grinding spots even further is taking steps towards becoming the ultimate one-stop-shop for all things "nostalgic MapleStory", in my opinion. It's a legit suggestion, Emrah, kudos to you for forwarding it.
     
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  18. DomoLovesPie
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    DomoLovesPie Well-Known Member

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    Mannn y'all should just stop complaining and suggesting. The only thing that should be said about the new source is "Thank you Karven based god" and maybe some minor questions about the new source.
     
  19. Lacrima
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    As i think we shouldn't nerf anything, i think increasing the spawn rate or exp for some certain mobs isn't a bad idea at all. There so many maps which you could just remove from the game without anybody noticing. Therefore it wouldn't ruin the Nostalgica aswell if u had more options to train at nostalgic maps without wasting a huge amount of time because these maps are horrible bad compared to other ones (which are mostly the newer maps as Nexons way was allways "As more OP new content is as better it is" -.- ).
     
  20. Plenty
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    Plenty Well-Known Member

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    I suggest that we all come to a consensus on how much XP an hour someone at a certain level should get. From there, it should be easy to work out how much XP each monster should give depending on the spawn.
     

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