Party Quests Why not make cwk 5man at this point

Discussion in 'Accepted' started by Dash, Apr 5, 2021.

?

5man cwk

  1. Stay 10man min

    67 vote(s)
    30.7%
  2. Change to 5man

    151 vote(s)
    69.3%
  1. Dash
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    Dash Donator

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    Why dont we just make cwk 5man (1 of each class) this is effectively what is happening atm I never see anyone run cwk thats not 4-5man without mules anymore.
    So enless you have multiple classes you dont run cwk why not remove this from gating the content?
     
    Last edited: Apr 5, 2021
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  2. Zancks
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    I think this could be a fair change as veteran player do their 2-4man runs easily even in the current version of 2 chars/job. If they lack a char (mule) they just smega and buy the specific sign(s).

    This would probably help the newer players (without mules) to have a better time recruiting a run themselves.

    The only downside I can see is that a range check could replace the current „mule check“ but then again most endgame player won’t take low level/range players with mules anyways and rather buy signs.

    Edit: @Kharnage I think you should add a Poll to easily gather the communities opinion
     
    Last edited: Apr 5, 2021
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  3. Dash
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    alright 0:)
     
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  4. CupOfJoe
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    I regularly run 3-4 man cwk and I strongly support this! I often like to try to take my friends/guildies on runs but it is somewhat challenging if none of them have any mules or signs, even if I have one of each class.
     
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  5. LichWiz
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    This was a concern even when cwkpq was first added. Royals is not as big as gms was back then, making a 10 man party and coordinating 10 people in a pq in a small population server was not sustainable. As soon as more people got mules with the prequest, big parties straight up disappeared. I don't see a reason for it to still remain a 10 man min req.
     
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  6. GunzGaming
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    im trying so fucking hard to think of a negative side effect for this and I can't find it. great idea.
     
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  7. Zancks
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    The only one I can imagine is being a person who does 2-4 man runs regularly and not wanting Bonus room drops to slightly drop in value due to this PQ being easier accessible for everyone

    Keeping it the way it is for this greedy argument which I myself don’t share would be a decision against the servers health in general imo

    maybe the ppl voting for No could share their thoughts and reasons aswell
     
  8. FireHeart
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    I think the reason it was originally made to be 10 man was perhaps back in the GMS days people did it a lot slower and if somebody died or DCed with only 5 man then the run might be over because of the class requirements.

    I think this would make the game easier enjoyable but it might be too minor to change. If we change every little thing like this to try to make V62 Maplestory 2.0 or whatever the game might become even more unrecognizable and lose it's appeal.
     
  9. Cooler
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    Cwk drops would definitely devalue if this changes was made, I thought about everything I could and this would be the main negative, not that cheaper BFC is bad imo.
    But it also more greatly rewards better funded players as well, which distends the gap between levels/funds more for those who can and can't, while devaluing the market

    If five is changed to the min, more could still be brought for noob parties of course. So, to pare with the ease of organizing and low/no muling for higher leveled and funded parties to reap the rewards of bonus, time limit should be lowered if you have five, and increased if you have more (to help newer/lower level parties, and to put pressure on parties that can finish the pq faster
     
  10. GunzGaming
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    Yea I talked about that just now with a friend in discord. after a debate, we agreed that it wouldn't really increase the amount of cwkPQs people do, maybe very slightly. then if it does, and market saturation could happen, lowering prices of capes and such. In my opinion, it's a good thing though. Lower prices mean new players are able to afford the gear. I fail to remember sometimes that new players are playing catch-up with us funded players. we grind for mesos and the lowering prices means we have to grind more, but for new players, it means they are able to catch up to our ranges easier. I like that, it's good for player retention. Also, market saturation is commonly a good competitor for market inflation. I'm not like, an economics major, but commonly in games market saturation is introduced to assist in balance of market inflation and making items more accessible for casuals. Casuals usually make up the majority of players in most MMORPG.

    in theory, it would balance out. once things get too low to sell, you can hold items and find other efficient ways to make mesos. I get that prices dropping is sad for us bossers/pq/farmers, but it's better for the growth of the game. As long as staff stops nerfing ways to make mesos legitimately and inventing terrible "meso inks" it should be fine. Example: HT skill books dropping price. Sad we don't get those juicy high splits. But now more players can afford MW20 and other SBs, making gameplay faster and more enjoyable for all players.

    sidebar conversation:
    I believe a good combatant to RWT is making items more accessible to casual players from methods other than leeching/farming. But I also think leechers/farmers should not be blamed for market inflation and nerfed in any way, and should actually be rewarded for the time/effort. Inflation is from hackers/RWT. Not legit players.
     
  11. Jooon
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    Won’t it just be 4 man with a bishop mule then? ~f1
     
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  12. GunzGaming
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    lol I brought an ice mage mule instead of BS to use Ice Demon (makes monsters weak to fire) on the bottom 3 bosses so I can use Paladin Fire charge with ACB. back in GMS, paladin was great paired with archmages which Nexon intended. not meta at all, but fun to do.
     
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  13. Hugoob
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    MoN service pricing would probably be affected by this as well.
    Another thing I can think of is CWK leech. I run with my guildies/friends and we frequently leech our 120+ chars in CWK as the XP is pretty decent at those levels too. So, limiting it to 5 man would make it much easier to bring characters to leech as we no longer have to bring 3 or even 4 clients inside. This could have adverse effects on leech selling at those particular levels.
     
  14. Zancks
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  15. GunzGaming
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    i think the intent of OP is just lowering the requirement of needed signs be 5 (one per job), but the limit of 12 to enter should stay the same. for leeching/mons purposes

    wait I think I misread you. you mean it would make cwkpq a better leech spot?
     
    Last edited: Apr 5, 2021
  16. Jooon
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    Add “Tokens of teamwork” in CWKPQ too! ~f14
    X3 twice a day.
     
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  17. GunzGaming
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    lol if Tokens stayed for cosmetics only, this is a good idea. but uh, I'm VERY sure it's not staying cosmetic only. wink wink hush hush ~f13~f13~f13. i think then, the tokens for cwkpq would be op. it's already so rewarding as is!
     
  18. LichWiz
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    Always has been ~imboss
     
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    no...
    instead CWK (other content aswell) can get buff +%exp&drop based on active players participating
    not encourage "solos" and mules

    cwk bonus room is allready nerfed (3-4man is like full party few years ago maybe even worse if you don't manage to sell the MoNs)
     
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