Auto pot was supposed to be a quality of life improvement, but it acts as a necessity to become strong by allowing people to play an attacker main with SE,SI,HS,etc. mules to tag along. This makes the gameplay pretty much a one dimensional thing where everybody is an attacker who just needs to alt+tab to rebuff. The solution is to nerf auto pots, to make playing too many mules challenging/ downright impossible to play, so that if someone really needs support classes on the team, there is a reason to actually fund and build a proper support character instead of "hold on im going to get my mules" solutions (choose 1 or more): 1. Make 1/1 bypass the auto pot Ever felt that 1/1 was threatening? i did as a kid back in 2007 in maplesea, but right now, its only when auto pot fails. Auto pot removes the challenge in surviving a 1/1 when a power elixir/elixir/ginger ale is set, meaning that multiple mules can afk safely. By allowing 1/1 to bypass, playing multiple characters at once to be more challenging as there is now a need to micromanage each character. Implementation: i noticed that self inflicted damage by using booster, sacrifice and dragon roar do not trigger auto pots, but external damage and any mp drains will trigger. not so sure if the game's code will allow 1/1 to act as self inflicted damage. 2. Disallow pets to be deployed in boss runs This is pretty much no auto pot allowed in boss runs. Implementation: have the pets auto kept when entering a boss instance, or by giving a "buff" to all players entering a boss instance that causes pets fullness to be set to 0, call it "fear of the beast" or something. 3. Make auto pot only trigger for 1 potion stack (eg. 100 elixirs) or less, while every trigger will cause pet fullness to -1 To limit the amount of "set and forget", as one can never have too many potions set on auto pot, but there can be too little. Going for multiple boss runs? just set 2000 potions on auto pot and everything will be fine for the next 2 hours or so. imagine if you could only auto pot 100 times or less before having to reset everything. just annoying Implementation: not so sure about the details of the game's code so i can't really comment too much i guess that is all that i can think of for now thank you for reading =)
I mean if the server had that from the beginning i wouldn't mind but people already spent lots of hours leveling their mules (especially me) implementing this thing will make a huge problem.
so the point of this thread is to implement something that almost no one would want bcos u feel it encourages use of mules? auto pot helps ppl to afk in boss in case they have something impt they hv to tend to its not just all mules. also it allows for more efficient dps since u dun hv to keep spamming pots after every hit from the boss for drks
at the current state of the game, classes like BM, MM and buccs are mostly used for the buffs, so even if there were buffs to the class as an attacker, there will be more interests in playing them, but they will still act as mules as long as they do not out dps the main attacker classes, and then its back to low diversity in play 1 eye for the game and 1 eye for anime well the thing is that auto pot is too easily gotten (1 day of voting), and it allows the game to be made trivial, like there is no need to play the game properly and all that needs to be done is jam 1 button and reposition when needed for 30 minutes. The auto pot is supposed to be a QOL improvement but it instead it acts as ez mode game upgrade, acting almost like a legal godmode with the inputs being potions instead of hacks.
Seeing as u seem to say removing auto pot means no more buff mules, i would like to point out that u dun nid auto pot to be a buff mule on shaolin, krex and cwkpq. U just nid to stand out of range of the boss attacks
Just a question, are you thinking for yourself or for the good of others? Imagine those new players who doesn't have much experience in bossing, they relly on pet Regen much instead of spamming pots, just 1 mistake without pressing pot, they die and lose the bossing run..
He's asking genuine, and relevant questions. I'd give him the benefit of the doubt before going directly to labelling him the next zofran, and i think we all know how much you want someone like that to come along @Don. I actually kinda like your idea, give the game a bit more involvement beyond standing there and pressing one button for 30 minutes, beyond the occasional re-positioning every time the boss knocks back. Would make bossing a little less mindless and boring i guess. I mean, when our main end game activity is even more mindless and boring than leeching, i think we have a problem. That said, i also recognize that it probably won't happen because its simply that convenient for a butt load of people who are happy to keep things at the status quo. However, it turns out, i wish you luck.
its not removing buff mules 100%, but just to throw an obstacle in so having 5+ chars on at once = you are a god at the game i am honoured, but i do not have the great powers of our god well bosses in games are usually the strong stuff with mechanics, high killing power, etc. they are supposed to be a challenge for players to kill. new players should not be able to ez 1 button game, but instead should be cautious when learning (DEATH IS NEAR). thanks
It was a challenge in the beginning when the server begun. But you got to understand that this game is already establish for years, so it's easy for people to kill bosses down. Further more this is a private server, where people come to here to have fun.. If you think of nerfing this down, then why would they add the increase HP feature on every job advancement, HP quest and HP medal all this stuff to help people to participate in bossing? You may want a challenge but others are struggling to even participate in bossing
They give max hp increases because some characters can't survive 1 hit from certain monsters and auto hp doesn't help with that. No way they're going to change how auto hp works since most people want the highest damage without having to pay much attention.
well adding hp from quests, job adv and stuff are to allow classes to participate in content without getting 1 shotted by the attacks (death by default) auto pot makes this 500hp left clutch auto fixed as long as there are potions set as for fun, i do not believe that jamming key gameplay is that interesting. adding a obstacle in the way of playing can add at the very least, some depth when playing for the case of established players having an easy time bossing, im pretty sure its caused by the strong gear + experience, and not just experience alone
i dont use auto pots (on my drk ) but the problem is that because auto pot makes multi client play (actually most gameplay) ez game, support classes become sidelined and bossing becomes a 30min - 1 hour ++ attacker jam key + alt tab game the old times (10 years ago in official servers) where people actually main support classes cuz they wanted to help the team are long gone
Increase HP is irrelevant to this thread because if people want to do so to make bossing easier and (for sake of argument) "less fun", then it's their choice and they have to spend money for it. On the other hand the point of removing auto pot is to add an actual danger element to the bosses that we've come to find so easy and monotonous to kill. When I first started, I remember doing a good number of zak runs early on without auto pot, because I never knew it was so convenient to have. Sure it's been much easier, but I won't deny that zak 1/1s felt scary af especially in 3b. Manual potting after 1/1 takes a good bit of focus and attention. Is an added challenge is not fun? I don't expect people to join the server thinking it'd be like Idle Heroes.. While I don't agree entirely with the idea (because this change will affect majority of active players enormously), you can't deny that a part of the nostalgic fun in original maplestory was actively juggling your hp and mp management and attacks. After all, isn't that the point of 1/1 attacks and 19k slaps? There you go. The risk involved is what should makes bosses fun. Reminds even the top players that they are prone to mistakes and losing daily runs too.
Why don't you go play another private server that rhymes with gaga that has this exact feature in their core gameplay?
I prefer the server to be much more challenging than now so I'm half appreciating this idea buuuuuuuuut... This will most likely reduce the population of unpopular classes like corsair, that require multiple input. Playing corsair is already more challenging than any other class with mount+dismount technique and if potting has to be done manually, it'll be another level of stress during every zakum/horntail runs that many won't be able to cope with. Back in old source, heroes were more favored than Drks because playing drk with 40% zerk and mana drain was a near-torture in zak/ht. Personally, ducking in Zak with manual potting + mana drain from 1/1 felt like playing Franz Liszt on piano. To date, increasing number of players pick Drk due to the convenience of missing mana drain and easier zerk control but if zerk control has to be done every second with manual pot + if mana drain of 1/1 gets fixed, I'm pretty sure the majority will move back to playing heroes as they'd consider drks too tedious or stressful. This may result in imbalance between classes again.