Last time I did OPQ the first two stages worked and that was it. We were rushing the PQ and gaining about 3-7% every 2 minutes. However I cannot comment if they have fixed it since.
CPQ is not even working. If anything, it should be disabled until it is properly programmed to function the way it is supposed to. Not with no spawning cap, monsters spawning in 1 location, and team buffs not working in-game! (When people hack to drop cpq items outside of the cpq game, the team poison and stun and darkness etc, works and hits the other team! Server probably still has those team variables there and available after the cpq ends...)
If you see this "hack" report it. If you mean players have cpq items in their inventories, this happens when pets loot them.
EXP for LPQ has now been increased by 50%. I have tried it with this increase and it is not "OP", however it should help players maybe think about LPQ'ing instead of doing some other PQ's. I'd also like to remind players that LPQ is open to anyone between the levels of 35 and 200.
@Oldie, you brought up a good point I had also thought when i was on the first page of this thread while I was reading through. That is, cpq as it is really isn't GMS CPQ yet. To really utilize the competition aspect of the pq, it required you to be able to use player/mob buffs and have mobs spawn correctly on all platforms and to a limited number. That along with a suitable amount of all cures/HP/mp potion drops. The way CPQ is now is limited to every class basically spamming their main attack on 1 platform in room 5/6 with no penalty for looting stuns or taking all the HP potions from your teammates. So when everyone talks about how CPQ is now, i think it deserves to be said that in GMS, CPQ was a bit more difficult in general and therefore more complicated to coordinate, because a couple people were making points about CPQ in gms that kinda half way don't make sense in relation to royals cpq I think.. It was a lot different than it is here. @Matt, when you say that the pq is 35-200, it is more of a deterrent rather than a simulant for me. When I lpqed, the fun came from seeing where you could stack up against your friends and how well you could fight against alishar. Those pqs where you were the last one fighting cause everyone else is hiding in the corner out of hp were the best. i Liked occasionally being the first one back after the rope jump quest portion as a warrior. I just think it ruins the fun for me when a hermit comes and flash jumps past everyone to ohko the boss before i get the chance to buff. I always thought about low level pqs as being a sort of competition in themselves. How good could you make a 6man team within a level range of 35-50. Personally, I will never lpq past 50, no matter the exp, and the fact the higher levels can get in even keeps me away within that range a little bit too. The players that always stuck in my head from gms were the players that could get through a pq the fastest through flawless cooperative and speedy gameplay. (And good internet for that matter). Not necessarily the ones with the highest numbers. It was the ones that did the best they could with what they had. Higher levels in low level pqes takes the light off these types of old school players. My opinion, of course. And this is becoming a separate issue since I'm kinda fighting the majority here, lol. Just some friendly player feedback. In all, I think yes, the exp increase was a good decision based off of how lpq stands up against CPQ in this server. I do not think I would say the same if royals CPQ was equivalent to its parent gms counterpart. [\B]
Other - Leave Comment I think it's a great idea improving LPQ to make it more popular, but I think you are going about it the wrong way. 50% is very excessive, and by the looks of things the majority of people want to increase the exp gained by 50% implying they know what LPQ is, they prefer it over CPQ and, most likely, know exactly how to do it. You mentioned that if a party knew exactly how to LPQ the exp gained would be more then that of CPQ (Even if you said it was only slim). Adding 50% additional exp to LPQ would then remove CPQ as a viable place and, believe it or not, CPQ is considered a nostalgic place aswell. I think raising the exp by 30% is sufficient with perhaps a bonus stage at the end or a reward system.
It is not excessive at all. Coordinating an LPQ run and getting the people necessary for it is way more bothersome than finding a CPQ FWer who will spam runs repeatedly. LPQ does not negate CPQ in the way CPQ did to LPQ because of how LPQ is inherently coordinated. Also, the popularity of CPQ today remains high, I've not seen it dwindle at all. On the contrary, I've hardly seen any smegas for LPQ parties despite this new implementation.
The thing that kills lpq isn't even the exp, it's the fact that the pq is mad long and you get like bugged out 4/5 times half way through the pq. All the bugs inside the pq is fixed, but u still get kicked out randomly. That's what kills it.
To avoid getting kicked out randomly from PQs, CC after each PQ to avoid issues with the timer. If you stay on the same channel, the timer keeps running even after you've finished your PQ and as far as we know, it will kick you when it runs out, even though you're now in another PQ with a fresh timer.
But upon cc'ing you'll have to remake pt again, or else you'll end up bugged again. So after finishing an LPQ go to next channel, quit party, readd everyone, click the stop sign and start pqing again.
I am pretty certain you don't need to make the party again. The above method has always worked for me.
For CPQ at least you need to remake the party, or else you get glitched- map won't start, or half the team goes inside and the other half gets stuck outside waiting.
I can check KPQ and LPQ sometime this week if no one else gets to it first. I'll also ask around and see if others have had the issue with other PQs.