Party Quests Party Quest QoL/Balance sugggestions

Discussion in 'Accepted' started by xDarkomantis, Dec 9, 2022.

  1. xDarkomantis
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    xDarkomantis Well-Known Member

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    I wanted to propose some suggestions for some of the Party Quests in MapleRoyals.

    [-] Remove Skill Restrictions that was placed on KPQ/LPQ/OPQ/LMPQ/RJPQ

    - Revert the skill restrictions on PQs

    Why?: @whitemagejames made a great argument against the skill restrictions

    I still don't understand why the skill restrictions were placed and who was it intended to please. I feel it disincentives high level players from participating in low lv PQs with the skill restrictions in place since they can no longer have fun. The Staff members who overseered putting no skill restrictions when level limits were removed had a better idea of fun than the ones who placed it.

    [-] General Party Quest Member Size variation

    - Certain PQs can now be run with varied party numbers:
    • KPQ: Party size of 4 -> 3~6
    • LPQ: Party size of 6 -> 5~6
    • OPQ: Party size of 6 -> 5~6
    Why: I tried out this change on the other big server and it makes running the PQs slightly easier. KPQ is kind of already ran with ~3 party members with a high level helping 3 newb players inside KPQ and then relogging to exit out.

    [-] Kerning Party Quest - Can obtain Shoes from PQ completions rather than only Slime boss

    - You can now acquire a clean Squishy Slime shoes after completing KPQ 10 or 15 times. (Still retains chance of being godly)

    Why?: I tried out this change on the other big server and it made KPQ a bit more forgiving for players who ran KPQ instead of grinding/questing and wanted slime shoe but wasn't able to get a shoe at all (either from poor RNG drop or teammates getting the sole slime shoe(s)).

    [-] Amoria Party Quest - Make Stage 2 completable via clicking Adobis on Star, Moon, & Sun images

    - PQ Leader can now click on Adobis via Star, Moon, & Sun images (above the ropes), allowing Stage 2 to be completed if 1 person disconnects in Stage 1/2 (or 1 person is afk during Stage 2).

    Why?: This has been suggested before and I got to try out this change on other big server. HUGE QOL for APQ goers and highly recommended. Not sure why Staff hasn't implemented.

    [-] Romeo & Juliet Party Quest (MPQ) revamped from lv71+ to lv90+ (Difficulty, EXP, & Rewards changed to account for this)

    - PQ is revamped to become lv90+ from the current lv71+. Difficulty, EXP, & Rewards changed to support this.

    - Horus Eye changed from +3 all to +4 all (can become godly, varied stats will be 3~5 normal | 3~10 Godly potential).

    - Rock of Wisdom changed from +70 hp/mp -> +1 all stats, 100 hp/mp, +2 Speed/Jump, and +3 accuracy

    Potential Max Stat Horus Eye:

    • STR: 7; 6~13 (from 3~8)
    • DEX: 7; 6~13 (from 3~8)
    • INT: 7; 6~13 (from 3~8)
    • LUK: 7; 6~13 (from 3~8)
    • HP/MP: +300 hp/mp (from +210 hp/mp)
    • Avoid: 12~21 (unchanged unless it couldn't become godly before)
    • Accuracy: +9 (from none)
    • Speed/Jump: +6 (from none)
    Why?: I feel that MPQ could be repurposed to fit players in the lv90~100+ range rather than competing with PPQ and ultimately losing. This would also place MPQ as a good party alternative and encourage bonding between players up until Ellin Forest questline/Epq.

    [-] Romeo & Juliet Party Quest (MPQ) - Romeo & Juliet rooms are now merged

    - Romeo and Juliet (Alcando/Zenumist) rooms are now merged into one room. Merged room will feature a wide room (Romeo on Left and Juliet on Right) with a wall in the center which can be transverse via teleporter

    Why?: To remove awkward situations where players are looking to do R&Jpq but are on one side waiting while another is waiting on the side (and potentially leave due to frustration of not seeing anyone). Players will be visibly seen and easier to party up if present. Also, less walking to do on one side and potentially missing future party members

    [-] Ellin Forest PQ - Glittering Altaire Earring Crafting: Earring Production Simulator removed; now benefits from Godly roll crafting it with base requirements

    - Earring Production Simulator is now removed from crafting of Glittering Altaire Earrings. Will benefit from Godly roll chance

    Why?: I wanted to give a nod to this thread: "Change Glittering Altaire Earring Crafting". I can sort of see where Staff was going with this in order to not make this eclipse Element Pierce earrings. However, the boom chance creates an awkward situation of destroying a lot of your effort doing EPQ and dissuades players from continuing EPQ past acquiring the Ephenia ring. Element Pierce will always hold a huge advantage over Glittering Altaire earrings by being tradeable and therefore being better for min-maxing and/or resell value.

    [-] Ellin Forest PQ - Add chance for RNG rewards

    - Add random rewards from completing EPQ

    Why?: I wanted to give a nod to this thread: "Add (actual) RNG rewards to Ellin PQ". EPQ can feel a bit stale running multiple PQs and the only thing you can get from the PQ is fragments and exp. There's nothing wrong with that except... having chance of a good RNG reward feels nice as mentioned by @winwinjelly :

     
  2. LichWiz
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    LichWiz Well-Known Member

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    +1
    Great feedback post :PBLove:

    Lemmi add two more suggestions!

    1. For the few individuals out there that wanted to try out HPQ, lower party size limit to 2, and when the party has only 2, lower the amount of spawn a little bit.

    2. Lower the amount of hits required to break "box" entities in most if not all PQs by 1 hit (so from 3 hits to break, to 2), but not including the bonus round. Apply this change especially on pqs where most of the experience is around breaking these box entities instead of just the bonus area. So stuff like HPQ, LMPQ, LPQ, etc. This would reduce the time players do arguably one of the most boring things to ever appear in PQs: prone punching.
     
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  3. Plu1337
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    Plu1337 Well-Known Member

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    I suggest opq reward glove to have 6 slot instead of 5 since its untradble it wont change anything but ppl will do to get it
     
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  4. xDarkomantis
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    xDarkomantis Well-Known Member

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    Hmmm... Let me show example from other server:
    ML_OPQ and MPQ equips.png
    You can sort of tell they took inspiration from Royals in reducing the PQs to acquire the glove from 40 -> 20. However, they had their own idea of making it 3atk/4int instead of 1atk/1matk, eliminating the need to land a scroll on the end of the player. I'd like to see something similar. Maybe add HP/MP to the gloves also? :p
     
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  5. Plu1337
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    Plu1337 Well-Known Member

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    Rock of wisdom is a fail now. i havent done 50 pq yet but got like 19 of them in inv. Mayb because ppl used to gacha the pendant in the past
     
  6. Pure
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    Pure Well-Known Member

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    +1 I really like a lot of these ideas!
     
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  7. winwinjelly
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    winwinjelly Well-Known Member

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    +1 for these changes.

    Make PQs great somewhat relevant again


    Unfortunately, I have absolutely no doubt it will take at the very least another 3 years for staff to make changes (honestly really simple - increase EXP, or even a small RNG chance of desirable awards upon completion) that incentivize more PQs.


    Or please, Dear Mapleroyals staff: At least this one time. Surprise me. please.


    Merry Christmas everyone.
     
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  8. bob123
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    bob123 Well-Known Member

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    I wonder if adding an untradeable NX item to the list of rewards after a X amount of completions, that expires in say, a month, would encourage more PQ engagements. The equip could consist of +stats/att/matt/hp/mp and/or just some fancy effects. Each PQ from each region would have it's own unique untradeable NX item. This would be somewhat similar to the concept for some events where we have special redeemable equips but expires after a certain amount of time.
     
  9. patt
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    patt Donator

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    I would like to echo some of the suggestions here and provide some of my own experience on the matter.

    Firstly, I agree that reducing the minimum number of participants, is a good idea. It is nearly impossible to find people for some of the PQs, and if you are looking to do the related quests, that difficulty becomes exponential. I've found myself trying to run some of these PQs solo with mules simply in order to finish some of the quests involved. This makes it A) take forever to do, and B) negates the party aspect entirely. For example, I spent several hours waiting in the OPQ lobby and using megaphones to try and find one person to do the PQ with, as I had prepped 5 character of my own but needed a 6th. I never found anyone to do it with and it is still incomplete in my log today.

    I'd also like to echo that the prevention of certain skills (above the PQs targeted range) sounds like a good idea in theory, but it further gatekeeps people doing the PQ, and is wildly unbalanced anyways.

    For example, my 15x FP mage is next to useless in most of these PQs, particularly Magatia PQ. It has 0 single target capability as Paralysis is disabled and its generally agreed upon to not put points into Elemental Composition in 3rd job and Fire Arrow in 2nd. Since most skill builds revolve around use in 4th job, it's silly to consider resetting a ton of SP just to PQ (and subsequently resetting it back).

    Conversely, this restriction does not seem to apply to passives as my Dark Knight can still use Berserk. This makes Dark Knight considerably stronger than pretty much every other class.

    One final consideration about disabled skills is that this also includes Maple Warrior, which also disincentives people who are actively HP washing to do PQs thus lowering the pool of people even more. Since most PQs are puzzle oriented and don't require too much attacking, it's completely viable to do (assuming your party is ok with it).

    The extreme class disparity and limitations only lends to the frustration of PQing and drives people away without solving any issue. Removing this limit would at the very least make PQs easier to complete with a lack of individual players. This paired with unrealistic entry requirements increases the barrier to entry and turns people off the idea of PQing entirely.
     
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  10. Dentology
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    Given how much grind and risk (with simulator) is required to obtain Glittering Altaire Earrings - I would like to suggest that from the original +2 all stat, 150hp/mp, and 7 slots (+7 godly), the earrings should be +3 all stat, 250hp/mp, 7 slots with godly roll leading to +8. I think this would be much more fair for players whom are willing to invest the time and effort in grinding a minimum of 20 EPQs as well as farming Ellin Crystal, Chao's Tusk, and Ephenia's Soul Shard. Although the stats suggested here may seem high to some, it shouldn't be forgotten that these earrings are untradeable and hold no market value as they cannot be transferred to characters. I only grinded these earrings for the HP on them otherwise I probably wouldn't have went for them and I feel that a buff would be beneficial for the time spent.
     
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  11. Sylafia
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    Current max godly IS 8: 2 average + 1 variance + 5 godly = 8
     
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  12. Stiggynner
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    Stiggynner Well-Known Member

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    I didn't know they added a skills restriction to PQs. It's been a while since I did KPQ with a 4th job mage, and the last time I did it years ago I think the ultimate spells worked fine. Maybe there's a technical reason, but if it's only to slow down the kills then that is kinda silly as leeching from mages is kind of the meta for leveling anyways.

    Party sizes being more liberal is a good update imo, iirc it was implemented in og Maplestory too when they changed the level restrictions for party quests.

    I think the boots are common enough. I'm sure you will get a pair if you do 15 runs of KPQ. I guess the rate could be a little better, but I see no reason for that as the PQ has no level restriction so you can just keep on grinding until you get them.

    I feel like all the remaining PQ level cap restrictions could and should be removed (except CPQ obviously). RJPQ is already so dead with such odd requirements (max haste and teleport) with only 13 levels gap where you can do it, raising the max lvl wouldn't hurt. No downside in allowing higher levels in PPQ either imo, even if the PQ is kind of broken already.

    The others I really have no opinion about.
     
  13. Green Mind
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    RNJ has many problems that prevent it from being viable... truly many and the glitch that teleports you to the Romeo side after you do a Juliet run is still active too -.-'

    I've mentioned it somewhere before but it would be an interesting place to add the ring 30/70 scrolls, it even fits the theme.

    Also as someone who's KPQed 250+ times I can tell you the shoe drop rate is trash (but it's arguably not a must-have item)...

    Instead of removing earring stim requirement from EPQ, remove the destruction chance from it. Otherwise the stim will be completely worthless.

    Even without changing OPQ, someone needs to have a look at the bonus. You can hit a box for nothing but 1-3 coins. That can't be intended. Of course the layout of the bonus is beyond horrible too (half the loot from higher boxes drops 1 kilometer below) .
     
    Last edited: Feb 17, 2023
  14. Stiggynner
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    Stiggynner Well-Known Member

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    OPQ Bonus stage is infamous for the bad loot it gives. I think back in the days we just skipped it in EMS.
    Also I've just noticed that the Pirate PQ boss quests are bugged. We killed Enraged Lord Pirate a few days ago, and nothing happened after that. Kill didn't count for the quest and we couldn't finish the PQ as no npc spawned after the boss :(
    Hopefully one day we get a PQ overhaul, with bugfixes and some balancing.
     
  15. Green Mind
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    Green Mind Donator

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    Something I've thought of: maybe for OPQ, LPQ and Magatia PQ, make them keep awarding tokens to encourage people to do them. Ideally they can keep awarding 3 tokens but maybe reduce it to 1 token if the staff deems this too OP especially if the revamp brings some amazing token rewards. They're not very soloable pqs so I can't see people spamming them solo for tokens.

    I admit you can solo Magatia PQ under 30 mins with a strong mage and a haste provider and but it's a massive headache in the platforms stage especially if your alliance chat decides to pop off ~f3
     
  16. winwinjelly
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    winwinjelly Well-Known Member

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    Honestly it is very sad that there have been so many "Buff PQ" threads and discussions over the last 5 years, with people complaining of 1 PQ dying after another.


    And it took every single PQ dying out as is the state of the current game (where there are threads of newcomers asking why no one even does KPQ now) for staff to finally decide to introduce some changes and buffs (hopefully which are thought out . . .)


    Talk about the lack of foresight.
     
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  17. xDarkomantis
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    xDarkomantis Well-Known Member

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    I like to think Royals has been the better of the servers in terms of providing adequate exp for participation of the PQ. The other big server has abysmal exp (pqs are half the exp of a single target atker grinding) with subpar rewards depending on your circumstances.

    Usually servers don't care about the PQs since the veterans will be focused on endgame bosses/rewards. But I like to think that PQs are a staple experience for the more casual playerbase.
     
  18. Zancks
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    Zancks Game Balancer

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  19. xDarkomantis
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    xDarkomantis Well-Known Member

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    No problem. I'd like to thank all the people who were supportive of this thread ~f2

    I'm still interested in seeing:
    • Removal of Skill Restrictions that was placed on KPQ/LPQ/OPQ/LMPQ/RJPQ
    • KPQ: Party size of 4 -> 3~6 & Slime Shoe
    • RnJPQ (MPQ) level change (for lv90~110 bracket) & merged rooms
    If Staff didn't like these ideas (or can't due to constraints), then I'd like to hear what the argument was so it's possible for me to write a detailed counter argument for my ideas or come up with another idea.
     

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