1. I know maple island exp rate has been discussed in the past and declined.. But what about drop rate? Is it a possibility for change drop rate to 1x? Just makes the whole experience more enjoyable as you have to work harder for your equips and feel more rewarded when you have gained them. Let me know what you think 2. I think (If it wouldn't ruin the nostalgia completely) that you could include a boss on maple island? E.g. Mano, Slime King Boss or custom boss who knows.. Give me your thoughts!
Just my 2 cents on this... Concerning the first point, I'd say this would be nice. It will give you that nostalgic feeling for sure. However, the second point would take exactly that away: The nostalgia. There are no bosses on Maple Island, and that's how it's supposed to be (at least, to my mind).
Defeats the point in an islander, but was just suggestion... Maybe you could get black ragged cape at an EXTREMELY low rate or maybe some coloured bandanas from the boss, anything. I just thought it would be pretty awesome ^^
If the drop rate is to be halved on the island I would like to request my personal drop rate, if at all possible, halved again for a period of two or three months to compensate in the name of fairness. Edit: In response to the sense of accomplishment I should add that the godly item drops and their utter rarity, to me, nicely compensate for the influx of equipment you receive. I do not much fancy the notion of bringing new monsters to the island—I personally find it quite adequate as is—but if such a thing is to be considered I would be remiss not to submit my thoughts and reservations: If bosses are to be brought to the island at all I wish for them to be sensible. That is, they ought to fit with the island: Mano, Slime King or Mushmom all have their lesser counterparts found on the island and so seem topical. Further I would argue for their appearance to demand substantial user intervention. It ought to be challenging to summon the boss of the snails; perhaps one must collect (at least) a thousand of each possible snail shell to be able to call forth his might. Finally I would suggest that any bosses brought to the island weren't provided as a source of superior equipment or scrolls or even experience; let them be a test of skill, not somewhere for the few islanders to contend for experience or loot.
Thats a good idea, make the boss a test of skill. I'm definitely all for that. But there has to be some kind of reward? Ragged Black Cape was just an example.. and the fact that mobs on the island drop cape m.def, cape w.def, cape hp scrolls etc etc it just kinda made sense. As for exp form the boss, I say it should be made worthwhile, but you're right not so amazingly good that people will fight over it. Maybe an idea could be that it requires, like you said, 1000 of ea snail shell (Or any other etc depending on the boss) and a minimum party of 3 or something. Adding to this, make it so that it has an extraordinary amount of HP so it is also a challenge for all islanders... I could be going into too much detail and COMPLETELY ruining the nostalgia.. but I'm getting pretty excited just talking about it. To me it sounds like an awesome idea.
This is pretty much starting to look like AmherstPQ . I think I would be pretty nice, but that's just me.
Haha, a PQ for islanders sounds pretty awesome.. just the problem is with the nostalgic side of the server.. Depends if people would sacrifice nostalgia for something like this?
We still have to fix the current PQs before we even think about a custom PQ. I am against the idea for adding any custom content for maple island. If you are a islander it should be a challenge.
I think there's more than nostalgia to be considered here. We have a lot of partially-working, barely working and non-working PQs which people have been wanting us to fix for ages. I would prefer that we worked on getting the existing PQs working before creating any new ones. (Ninja'd by Kenny on this, as I take ages to write a post, but hey, there's no harm in us both saying it!) There is also the question of the long-term regular Islander population to think about. Right now, that consists of one person: Chokladkakan. Creating anything which needs an actual party to complete it doesn't make a lot of sense to me under the circumstances. As for the drop rate, I think it's fine as it is. As Chok says, there is the challenge of hunting for rare godly items. I do recall there being a recent discussion about changing the experience rate for players below level 10 on Maple Island to 1x in order to allow them chance to complete all the quests. I do not, however, recall this idea being rejected. On the contrary, I thought it had been generally agreed upon, but unfortunately, I haven't managed to locate the thread in question yet. (I would be grateful if anyone who remembers where this thread was could link it here!)
Allow me to emphasise the veracity of this: it has taken me months to find (and in certain cases successfully scroll) things I have been yearning for, and even now I am far from 'finished'. The only thread I've read on the subject is this. Whether it is what you seek I don't know, particularly because no consensus appears to have been reached.
That's fine, was just thinking maybe it could be cool. I know there are current PQ's to be fixed and it is completely understandable to put them at a higher priority then a custom PQ. As for the drop rate, it just doesn't seem nostalgic to me (I know that PQ's and bosses aren't nostalgic either on the island, but it could be considered a unique feature of the server). I got level 20 yesterday and in that time I had received 3-4 Leather purses, 5 skullcaps, and 4 scrolls.. and this was in the space of about 2-3 hours. I know godly items are rare, and as far as I'm concerned there is nothing wrong with them. The items, however, are just way too easy to find. Maybe the drop rate could be lowered and there could still be godly equipment being dropped? Or maybe that's making it TOO hard @Kenny Just because it is custom content does not mean it wont be a challenge. I would definitely prefer the PQ/Boss to be a HUUUGE challenge.. something that islanders would really have to work for and/or work in a party for without really getting much of a bonus. But of course there would really be no point without some sort of bonus, so maybe a minor bonus could be implemented (Like a cape, seen as though there are SOO MANY CAPE SCROLLS ON THE ISLAND, but at an extremely low rate. E.G: 150 boss kills/PQ's gives a cape) At the end of the day I'm just suggesting my point of view.
I don't think it is possible to lower the drop rate in one area. For the custom content, I don't want to edit the mob.wz and from what you are saying is you want to add some different items to the island? That would decrease the nostalgia tremendously. If you want to go kill bosses go to Victoria island.
I think it would be interesting to turn maple island into a sort of super-simple maplestory, with more equipment options and perhaps even a custom PQ. Having something like gloves and a cape would give islanders more to work towards, and more reason to admire your peers who have obtained them. I really dig the idea of islanding (islandering?), but there are only a few people out there who can do it without getting bored very quickly (I managed level 30 on GMS and even I can't bring myself to do that here).
Besides, the nostalgia for me is already kinda ruined.. :/ I used to LOVE grinding for agggeeessss finding my equipment and.. in my opinion.. godly equips don't really compensate for this.
I still agree with the challenging aspect of the island. Permanent beginners are one thing, but an islander never leeches, levels with powerful skills or powerful mobs for that matter. It shows which players can actually grind like a bawss. Not only that but buffing the exp gainings would also spoil the work that other islanders have worked so hard for. It would be very unfair to them pros.
I don't really know what you mean, but the PQ will be roughly the same amount of exp gained from killing mobs. In no way did I mean add it to increase the exp obtained for an islander, just something else to do.
How about you guys try and think of complete details of how a Maple Island PQ would work, the stages, monsters, rewards etc. And we will see what we can do in the future once we get some of these major bugs out of the way.
This is a general idea, and if anyone wants to add/improve please do so. Please note that this is also not final. If anyone has any improvements please say so. I also created "stages" based on my theme (creating cannon or boat). I'm sure the stages can be changed to suit the real goal of the PQ. The NPC, I think, should be Mai. And her quests could be "Pre-quests" for the PQ, heck you could probably add another quest that you obtain from her and THAT could be the prequest. The PQ will consist of 3-6 party members, and perhaps at least 1 person with "Three Snails" or a larger amount of Jump for one of the later stages. The purpose of the PQ can be to Create or Destroy the boat leading to Victoria Island (Just an idea). Maybe they want to escape? Or they want people to stay.. who knows? All of the places I have typed "Ticket(s)" Can be pieces of a cannon, or a piece of the boat? -(Let me know what you guys think of that). I was thinking something along the lines of GPQ, KPQ or LudiPQ in the sense that it can include stages or areas. There could also be a "Center Map". By this I mean 1 map with no mobs, JQ's or puzzles just a map with teleportals in it to lead to each stage. This could save confusion over who will do each stage and maybe even solve party members fighting over who gets to participate in the PQ and who has to stand on the lines. First map: Entrance map. Sort of self-explanatory, just a map leading to the second one. It is where all party members begin the PQ. Second map: Center Map. This map holds all the teleportals to each of the stages so that every stage can be accessed at any time. It can also hold the cannon/boat if thats the theme you decide to go for. Party members start here and possibly finish here. Mai will be at the end(or start) of this map to retrieve all PQ items that build up to the main goal of the PQ. You could implement a visual effect so that every time you hand her a piece, it appears on the map but I don't think that is neccesary. Stage 1: This could be a collection stage, like that of KPQ. A reasonably large map full of all the mobs on the island (Snail, Shroom Orange mush etc..) Each player is given a certain amount of items to collect and you could implement a question like KPQ does (be it tickets, ores or the mobs etc item, it can be anything) and hand it in to an NPC. These items could be crafted (SOMEHOW) to make a piece of the goal. Stage 2: This stage could be non-mob based. Meaning, a JQ or puzzle. A few idea's I had: (Like KPQ) find the correct combination. E.g. 4-6 Barrels/Boxes/[Mushrooms??] on this map, and a random combination could be generated in which the party must guess to pass the stage. The amount of numbers in the correct combination will of course be 3. Another puzzle (Like GPQ) go into different maps and in each of these maps there is a JQ or a map where you must destroy boxes to find "tickets" and you must then drop them somewhere and find the correct combination to open up a teleportal to get (yet another) piece of the goal. Stage 3: This could be something different. This stage could include the use of Three Snails or maybe someone needs a certain amount of Jump (Get Scroll for Shoes for Jump 10% and white gomushin from orange mushroom) to do either a JQ or even just to make 1 jump of a map to get to the "ticket" or an NPC that could be a "dealer" and ask you to answer questions to give you what you want (a piece of the goal) [I DONT KNOW]. These last few stages were hard to think of, and merely suggestions. I dont want to copy KPQ/GPQ too much but I want to keep the same kind of theme. Stage 4: Stage 4 can be a map full of platforms/teleportals. It's based on luck at the beginning then becomes a pattern after failing so many times (Unless you're extremely lucky). The map is split into levels, and players must guess the teleportal to get to the next level, to get to the next and so on until they reach the top. Most PQ's that use this have an equal amount of teleportals on each level. This could be an interesting twist. Level 1 Will have 2 teleportals, level 2 will have 3, level 3 will have 4 and level 4 will have 5. Stage 5 (1): This stage will be a flat map. Just a single platform reasonably long filled with mobs. Simple, just kill every mob, only when every mob is killed will you be able to exit (through a teleportal or a NPC). Idk if thats hard to code/implement, but seems rather cool. Stage 5 (2): Heena (Or any other NPC) could have been trying to find a piece of the goal you are trying to achieve (Boat, cannon or whatever) when she got ambushed! This idea is from moon bunny or KentaPQ, in that every 5-10 secs a wave of mobs appear and try to hurt the NPC. You must defend this NPC. The only downfall in this is that unless you use a low amount of mobs, the whole party will need to be here, resulting in this stage most like the first or last stage to do, meaning that party members cannot do a stage ea. (I stated above). The only way that I see round this will be to make a Duo stage. Change stage 1-4 to a stage that requires 2 people. Perhaps a map with 2 JQ's so it CAN be done alone, but is better with 2 people. A boss (?): This could be implemented..? I dont really see how it will fit in with the themes that I suggested, but was is a PQ without a boss? The boss could be Shanks.. (the guy that takes 150 meso [unless you completed all quests] to get you off the island). I know this is extremely lengthy and most likely challenging to code, but again this isn't required. Exp: Each stage will offer the same amount of exp. I think the PQ itself will offer exp based on the average level of all party members. P.S. exp doesn't have to be implemented, it can just be a PQ to get some cool-looking vanity items/helpful equips. I wouldnt mind receiving 0% exp for doing this quest if the reward was something awesome. Rewards: (These rewards have nothing similar to the theme of the PQ or maple island, and can be changed to suit these) Common rewards (Crap rewards): 50 Snail shells (Green/Blue/Red) 30 Orange Mushroom Caps 15k Meso 20 Red potions 8 Orange potions 3 White Potions (?) Uncommon rewards (Average rewards): Any equips that can be found on the maple island. 50k Meso 3-7 of any ore Rare rewards: Red/Yellow/White rose (Polearm) Camo Pants (Level 26 bottom) Whitebottom shoes (?) (The level 26 shoes equipable by beginners) 100k meso 10% / 60% Scrolls (Mainly DEF, Shoes for jump etc..) Ultra Rare rewards (By this I mean rewards you get after 100's of PQ's): Maroon Mop Blue Valentines rose (Polearm) ? amount of NX cash (0.5k - 3k NX) 10% / 60% Scrolls (Weapon att scrolls, top for str/dex, bottom for dex, Cape scrolls, stuff like this..) 500k meso Ragged Black Cape Ragged Yellow Cape Ragged Brown Cape (If you have any more rewards, or you would like to change the rarity of an item please state below) This was created in 1 hour of thinking. Please don't judge, if you don't like any ideas i've said I'd rather you state the improvements YOU think is better. *Edit: Just realised about 5 mins later, that Stage 2 requires 3 people to complete, so more stages aren't necessary to prevent fighting/dawdling.