General Feedback Thread: Mules and Multi Client

Discussion in 'Closed' started by Dasha, Mar 14, 2021.

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  1. nut
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    nut Donator

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    Do you have mules? If so, How many and what do you use them for?
    I have a bunch for storage and 1 CPQ seller.

    Do you think multi-client gameplay has contributed positively or negatively to your experience playing MapleRoyals?
    Both. There are pros and cons to everything. Bossing wise, I like the time saving with crash mules. Additionally, I hate waiting for 30 mins + some times to find an attacker with SE to please the NL over lords. Most effects have been positive.

    Negatively, I feel like as a bishop main I'm basically considered a mule. Why boss with me when you probably have an HS mule, saving your party split drops and exp. Of course I have some more utility in higher end bosses (mob control), but I believe my point is still valid. I'm finding it harder to find a party for things like Krex and Zakum.

    What's your opinion on the effect of mules on the game?
    Overall, I think it's not a big deal. I think it allows those who want to minmax the opportunity to scale their gameplay to the highest levels, but also filthy casuals like me to have an opportunity to still get ahead a tiny bit.
     
  2. Al3x
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    Do you have mules? If so, How many and what do you use them for?
    • All sorts of mules, including bossing, farming, party questing and storage mules
    Do you think multi-client gameplay has contributed positively or negatively to your experience playing MapleRoyals?
    • Both positively and negatively
    • Positively | 1. provides convenience and efficiency in boss expeditions, questing and party quests | 2. faster progression | 3. able to socialize in free market while doing other tasks in royals
    • Negatively | 1. forced to adapt to mule meta in boss expeditions as I believe in the inclusivity of variety classes and to play with others
    What's your opinion on the effect of mules on the game?
    • I believe mules is inevitable as human tends to find ways that is effective and convenient for themselves
    • It is too late to revert back to limiting multi clienting as many individuals has already invested time and mesos on mules
    • It ages the server at a faster pace and it forces the new players to make mules to adapt to meta
    • The implementation of "Total Crash" for paladin did encourage muling
    • I do believe bosses or upcoming bosses should be challenging so it will be harder to mule. i.e pink bean or knowing at any moment you can die in a boss fight
     
    Last edited: Mar 14, 2021
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  3. Dash
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    Do you have mules? If so, How many and what do you use them for?
    i have cr/hs/se/hb mules as well as 3 130 mages i mainly use them for convenience when bossing and mages for farming

    Do you think multi-client gameplay has contributed positively or negatively to your experience playing MapleRoyals?
    I think its a mixed bag. Ive only even put serious time into this server, so i dont know what its like on other servers with 1 client rules. So the only positivity that i know for sure is people dont have to wait around tying to find people to fill every roll.

    Negative aspects i see everyday are only groups running cwk are 4-5man and HT groups are also using for mules, you also see this for some zak groups now. People now days have a preference to just mule anything that isnt the meta damage dealers for larger rewards. I see this as a big problem for new players when the barrier to entry is so large now, But not only that i prefer to not mule in bossing and atm i feel its almost required to do so.

    What's your opinion on the effect of mules on the game?
    Its fine mostly, I think it just means even less people will play the common muled classes because of where the server is atm and i think that alittle sad
     
  4. Lowly
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    I'm going to try to keep my answer short here. I have 182bm/152shad/156bishop/140fp. I've been extreme end game with my bowmaster as it's been washed to over 20k hp and is set to boss.

    That being said I'll start with multi clienting to leech. Leech has never been a social aspect of the game and always been a get it what you put in as far as effort compared to the leech services you can provide. I have no issue with 3+ mages to leech. That's basically a day job at that point in terms of activeness in front of the screen.

    However, on the other side of it in the bossing scene while the same "get out what you put in" thing still applies it's ruined the social aspect of it. Now bossing doesn't require finding a diverse party that each has a benefit to bring to the table. Jobs have been reduced to being called their buffs now over their actual name. R>se or R>si over R>Archer/BM/MM or R>bucc.. As far as multi clienting goes it's killing the bossing scene as it spirals into more and more solo play.

    It's almost why I prefer playing on maple island over my bossing characters I spent 9 months washing and creating.
     
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  5. xDarkomantis
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    xDarkomantis Well-Known Member

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    I have:
    BS mule
    FP mule
    CPQ mule
    2x CPQ2 mule (RIP)
    HB mule
    Cr mule
    3x SE mules - one for Shao/Cwk solo/Neo Tokyo, another for Shao/Toad, another for Cwk solo
    TL/SI mule
    3x scroll mules
    2x potion mules
    skillbook mule
    Thief cwk sign mule

    After @ZJZJ beat me with a wooden stick after begging her so many times for mule carry in Shao and other bosses, I made my own mules and it changed my life. I became a man.

    I say it's fine. Some people go overboard (4+ client Stopper farmers taking almost all the channels ~f7). Lyka camping was remedied by removing Chaos Scroll from drop and now you can actually complete ToT questline. One can argue that Crash mule should be remedied too (so that Paladins can get a buff in their kits to be more useful/played more often) but that was a mechanic decided upon by the Staff.
     
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  6. klee383
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    - Do you have mules? If so, How many and what do you use them for?
    I have 0 mules, but am in the process of making one for HS and HS only
    - Do you think multi-client gameplay has contributed positively or negatively to your experience playing MapleRoyals?
    I started Royals about 2 months ago. The multi-client gameplay indirectly made my life easier because my guild and alliance members would use them to help me. For example, when I hit level 135, 3 of my guild members took me on CWKPQ for the first time with their mules. Without those mules, we probably would have had to join with random people who would've been ultimately frustrated because I would ultimately slow down the PQ because I was still learning the ropes. Because I was with my guild members, I felt comforted knowing that I wasn't being a detriment to others.

    Even without leeching, I honestly have made a decent amount of Mesos but still not enough to afford leech for my alternative character. My other friend is a bishop who is also unfunded and cannot 1-hit mobs in normal leeching maps. Because of this reason, he is unable to sell leech to level up his alternate character. You could say to save up NX to buy APRs, but in this current economy unfunded players essentially have to wait 3 days to afford 1 hour of leech - This is insanity. MapleRoyals offers an alternative solution: Multiclient. My bishop friend can leech his OWN alternate character. Our solution for our broke *sses was for his bishop to leech our alternative characters while I gather supplies with my Buccaneer for quests to increase the efficiency in gaining experience. Multiclienting offers an alternate solution for those who are unfunded and cannot afford leech. If this was not the case, we would have to do the same way of leveling -> KPQ, CPQ, CPQ2, PPQ, HH/BF and because of this braindead grinding, we'll ultimately burn out and lose interest in the game.

    Finally, having mules means making your own character. Like Warhammer 40k, I'm invested in my mules and craft them to look a certain way because they're MINE. I have no issues spending mesos and (from a business standpoint) RP on my characters for them to look unique. For example, my FM/Storage mule I put specs, smiling mask, and other speed items on her to increase her speed. For my HS mule, I spent RP and NX to make her look similar to my buccaneer's style. Having multiple characters means having unique characters we can emotionally invest in.

    Multiclienting offers a better life for newer players, alternative solutions to level up characters for unfunded players, and an opportunity to show creativity while boosting the games economy and YOUR money.
    - What's your opinion on the effect of mules on the game?
    Keep mules. That's what keeps us going in the game. It gives alternatives to playing this game. Need to level faster? Make an HS mule. Need to have more damage, but you don't have the funds to make your character better? SE mule. Need to make a new character, but you don't want to do the same leveling process all over again? Multiclient. Mules and multi-client makes this game shine and keeps us from coming back. Please don't get rid of either. Thank you.
     
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  7. benkrong
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    Really like that Staff is actually engaging in this discussion with the community.

    I personally don't believe there is an absolute "right" or "wrong" when it comes to the issue of muling and multi-clienting. Different players, depending on their profile and playstyle, will always have different views and preferences. I think it's great that this thread is serving as a platform for these views and preferences to be expressed. However, given how much muling and multi-clienting is central to this server's identity, I would also take into consideration that feedback from this thread might be exposed to some extent of sampling bias. Many players who are vehemently against muling/multi-clienting might either have already left the server, or chosen not to join at all in the first place. Conversely, longstanding veterans who have chosen to stick around over the years are likely to be proponents of the mule/multi-client concept. I personally have mixed feelings toward the issue, but I hope some of these perspectives might come in useful.

    Do you have mules? If so, How many and what do you use them for?
    I mainly play on 3 characters (190 NL, 154 MM and 159 BS), and don't have any characters that were created solely for the purpose of muling. However, my Marksman and Bishop tend to end up being used as SE and HS mules respectively from time to time, though I believe this is partly a function of game design in specific bosses.

    As a quick-and-dirty example, the design for Krexel as a boss makes it such that Bishops add absolutely no value to the expedition right until they need to cast HS as each eye dies. At the same time, the bottom area of the map is virtually safe throughout the entire run (Bacal mobs don't really pose any material danger). Why would a party recruit an active Bishop for splits in exp/drops, when the Bishop's role is to afk and press a single key twice (HS) in the entire run? The point is, when boss maps provide safezones, and when the design of the boss concurrently makes active roles in specific classes near-redundant, muling naturally makes much more sense. This is how I tend to use my support characters as mules.

    Do you think multi-client gameplay has contributed positively or negatively to your experience playing MapleRoyals?
    In my answer to the previous question, I mentioned that I have not created any characters solely for muling purposes - I suppose this question would be an appropriate avenue to elaborate a bit more. I joined the server about 2.5 years ago, not knowing anything about the server meta in Royals. I just wanted to re-live Old School Maplestory, which was a big part of my childhood - doing party quests, grinding mobs, making friends, etc. On the whole, I would classify myself as a casual player and if given a choice, I would rather not have to multi-client in boss runs. (Just ask my friends, I hate it when I get asked to bring SE/HS lol). Right now, I play on Royals to have a good time and relax after work, so I personally don't feel much desire to min-max and have that "added challenge in gameplay" that perhaps some of the more dedicated and hardcore players are into.

    That being said, multi-client gameplay has had mixed effects on my experience on Royals. Please note that these are only opinions - what is positive/negative to me might differ from the perception of others.

    Positive
    - Convenience in securing buffs such as SE/HS (for specific bosses including but not limited to Krexel, NMM, Dunas v1)
    - Ability to self-leech
    Negative
    - Exclusion from boss expeditions due to not having a mule (crash mules are basically mandatory for HT at this point, which is a bummer for me)
    - Lack of reason to main specific classes because they can be so easily replaced by mules, which some parties prefer (Marksman lmao)

    If I had to take a side, as a casual player, I would say that the negatives outweigh the positives for me. I personally enjoy the co-operative aspect of the game more than I enjoy maximising profits/range/exp. That being said, I also agree with the majority sentiment on this thread that players who are dedicated enough to run multiple mules should be rewarded for their effort and creativity. Things like quad-mage farming still blow my mind (I'm amazed at how far some people have been able to push Maplestory gameplay), and I do believe that it is right for this effort to be met with reward. So on the whole - mixed feelings from me on this front.

    What's your opinion on the effect of mules on the game?
    When I joined in 2018, mules were a thing, but definitely nowhere near near the degree of what they are now. Smegas recruiting for bosses usually asked for "pm your range" - this has been replaced by "pm your mules" in today's Royals. Over time, I feel like this has led to:
    - Diminished social and party-based aspects of gameplay
    - Increased obsession over min-max (which is completely fine, but personally not how I like to play the game)

    Final thoughts: pros and cons all around, but I think that we are where we are because the server has reached an equilibrium point over the years. Making hard-changes around multi-clienting and muling at this point will surely lead to drastic fallout and backlash, which I'm not sure would outweigh the perceived benefits.
     
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  8. Stephen
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    I am going to respond to this Thread as a player.

    Do you have mules? If so, How many and what do you use them for?
    I do not have any skill mules, and I don't plan on ever making any. I have storage mules.

    Do you think multi-client gameplay has contributed positively or negatively to your experience playing MapleRoyals?

    Negatively. Multi-clienting (other than for storage mules), kills the nostalgia. A person cannot play more than one character effectively at one time. I don't care if you have 3 computers and 3 keyboards on your desk at the same time. It is not effective gameplay.

    What's your opinion on the effect of mules on the game? We are interested in hearing your opinions on mules so feel free to share thoughts and ideas beyond your answers to the questions above!

    This is a double edged sword. Mules help bossing runs and such form faster, instead of players using time to try and find the number of people necessary to run a boss fight or PQ (Has anyone here ever done a 10-person Crimsonwood Keep with no mules?)

    I would be lying if I didn't say I would rather have Holy Symbol than no Holy Symbol. Who wouldn't want more exp? But I also would much rather have an active Bishop in the party using heal, cleanse, genesis, and holy shield. And I honestly would love having Sharp Eyes rather than not having Sharp Eyes, but to a lesser extent than Holy Symbol. Same with Speed Infusion and Crash.

    I find it insulting that the work I put into my characters is only seen by others as a "mule". I never want to be seen that way. I want to be seen as a contributor to the party, with the damage and the interactions with the party, not as a "necessity" because I have a desired party skill. That is such a morale killer in my opinion.

    Of course, if your character is level 200, or if you don't play them anymore, that's different. But calling someone who actively plays a character who happens to have a party skill a "mule" is insulting in my opinion. I was guilty of this only a few days ago, and I felt horrible about it. I apologized three times to the player.

    Another thing that mules have affected is the number of active players people want to take to boss fights and Party Quests. Seeing SMegas with "R>Duo KRex" or "R>Quad Zak" and"PM Mules" has become very common. Even "R>Quad CWK". Some players aren't taken because they don't have mules, or they don't have the specific mule the party the leader requires. It is a big deterrent for players who are lower level, low geared, or inexperienced. I've asked many times, when someone says "R>Strong Attacker", what qualifies as a "Strong Attacker"?

    If someone doesn't have a friend or the once-in-a-blue-moon willing stranger to take some time to explain what to do in a boss run, new and inexperienced players never get to experience the runs. I am one of those players. And let's not forget some parties Requiring people to use Onyx Apples for the boss fight. That's another deterrent.
     
  9. Snake
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    There is a ton of conjecture in your feedback that you are posing as a fact, and that rubs me the wrong way.

    How can you comment on the effectiveness and abilities of certain players when you have never attempted, practiced, or experienced multi-client play? You cannot state anything as a fact when you yourself have no basis or experience to say so. Effectiveness is also subjective - what do you define as effective?
    • If it is DPS per minute and time taken to down bosses, then rest assured any player with two NLs can comment that they are able to be twice as effective controlling two NL attackers than using just one
    • If it is in terms of DPS per character, again it is not that hard to macro a skill x3 on space bar and click space between clients every 2 seconds without any DPS loss
    • If it is in terms of the most effective, fastest runs with maximum splits, then a 3-4 attacker run with mules will always be more optimal than finding 6 full party members with all of the required classes
    • If it is in terms of mob clearing and farming, I think it is obvious that no solo client can scale to anywhere near the effectiveness of a multi-client set up
    To be honest - your statements are out of touch. If it is not effective gameplay, why would there be a multi-client and muling meta across players regardless of their start date?

    The argument on nostalgia is also one that needs to be retired. Royals is not the same game as vanilla V.83. You can argue that any skill changes, buffs, potion / recharge price changes, or even removal of P2W features (IRL currency for NX, MTS) is not nostalgic either.

    There is some wishful thinking that without multi-clienting and mules, anyone and everyone regardless of their character gears will magically be accepted into any boss or PQ expedition. A more realistic outcome will be that bosses / PQs will be run less often, rather than them being more inclusive.
     
    Last edited: Mar 15, 2021
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  10. Donn1e
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    Lots of things u said in this comment are just weird to me but this one is just straight up wrong.
    You can easily play multiple characters at the same time and be just as efficient, and I think it's needless for me to give examples.
    I don't really think multiclienting hurts "nostalgia" in any way, if you want to play in a nostalgic way, nobody is gonna stop you - but don't expect to get into decent endgame runs without people wondering why you don't mule.
    Multiclienting makes this game rise above nostalgia, and gives players more options for progression and a reason to keep playing.
     
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  11. Kethoe
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    Kethoe Well-Known Member

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    They must not have seen my, and some others’, multi-clienting in HT.

    For real though, there are single clienters who have been far worse and less “effective” than some multi-clienters I’ve ran with. This game is NOT a mechanically intensive game. Holding down a single button for an hour long boss run is not fun to me, and I doubt for others, and does not require someone’s full attention to be “effective”. By adding extra clients adds to the skill cap and complexity of the game, and has made my experience with the game significantly better.
     
    Last edited: Mar 14, 2021
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  12. Manu666
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    Do you have mules? If so, How many and what do you use them for?

    I have HS ,Crash & SI mule. Since i play main DK (faltizan user) i like to buff SI myself (it also serves as a sign) in trio cwk runs but if i have to do HT as DK i prefer have a Bucc buddy in the party.

    Do you think multi-client gameplay has contributed positively or negatively to your experience playing MapleRoyals?

    I only use the multi client in boss runs and i never open more than 2 clients which i think is the case for most when bossing. I have also used multi client to give myself low level leech with my 13x bish. After that I am almost always with just one open client, so i would say that the multi client is beneficial for me.

    What's your opinion on the effect of mules on the game?


    Due to the large supply of attackers that exists in the game, naturally you will have to select those who do the most efficient run. It is there that when, for example, in a HT run you will prefer someone with a crash mule over someone who does not have it even if the second contributes higher dps to the run than the first. The same happens in cwk to complete all the signs. So yes, mules have made life easier for us, it can be difficult for some new players but in the end they end up adapting to the meta of this server, either creating at least one mule with which they would be accepted in any HT / cwk run or looking for a party that already has full mules.
     
    Last edited: Mar 14, 2021
  13. Mandems
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    Do you have mules? If so, How many and what do you use them for?

    1521 mules and i use them to raise my own fame

    Do you think multi-client gameplay has contributed positively or negatively to your experience playing MapleRoyals?

    positive duh

    What's your opinion on the effect of mules on the game?

    the real problem is why gachapon keeps giving me fuck all every time i go
     
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  14. 3ggs
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    Do you have mules? If so, How many and what do you use them for?

    Yes:

    Hero (soon to be Echo + CWK mule), BS mule, HS mule, Haste mule, SE mule x2, SI mule, CR mule, SED mule (incomplete), FP mule. Use them for CWK, farming stoppers, leeching, HT, mini-bosses, Shao, etc.

    Do you think multi-client gameplay has contributed positively or negatively to your experience playing MapleRoyals / What's your opinion on the effect of mules on the game?

    Positive. One common "issue" I see being brought up is that muling promotes exclusivity while limiting the amount of unique individuals who can run in a party. Theoretically this notion may seem plausible, assuming that there is a consistent surplus of active players who want to boss; reality, though, is often disappointing. Anyone who has actively tried to recruit end game bosses will probably agree with me when I say that finding people alone (regardless of mules) is a constant struggle. One way to combat this? Mules. Muling provides active players the opportunity to continue progressing in the game without needing to WAIT on the CHANCE people will log on. Party needs SE but no BM/MMs online? SE mule. Party need SI but no active Buccaneer online? SI mule. The reality is that this game is not (and will never be) as populated as GMS was, and that's completely okay! What this means, though, is there won't be a consistent supply of active players eager to join parties to boss. Why should we punish other active players who may want to continue progressing by forcing them to wait on others?

    Another argument I see is nostalgia. While I believe this is a fair point, those who decide to follow through with this comment should be prepared to advocate against Ellin Party Quest, Neo Tokyo, and any other new update the developers have spent their blood, sweat, and tears to implement. I believe someone else mentioned it as well, but MapleRoyals is NOT GMS, and doesn't have to try and fit it to the T. Once again, MapleRoyals will never be as populated as GMS was. As a result, some "nostalgic" aspects must be compromised in order to ensure the continued health of the game.
     
    Last edited: Mar 15, 2021
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  15. Abdus
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    Do you have mules? If so, How many and what do you use them for?
    - HS, 2x SE (+1 Echo), SI/TL, Crash/SED, 2x storage mules, IGN holders for any future characters
    - I also have a low-level shad with maxed smoke, but it has very low hp (one of my first characters before I learned what HP washing was) so I'm currently washing a different shad to mostly use as an attacker but also as SED/smoke mule wherever needed

    Do you think multi-client gameplay has contributed positively or negatively to your experience playing MapleRoyals?
    - Positive: It doesn't take away from the fun that I personally experience and saves me a lot of time when bossing (and saving time is important to me as a student lol)
    - Negative: There's nothing really nostalgic about it, to me at least.

    What's your opinion on the effect of mules on the game?
    - I like the idea of mules only because I have them and have spent a lot of time making them. Even though I am an on and off player because of school, I have spent countless hours making mules and several attacker classes to make the game convenient for me.
    - The only problem is that it makes new players feel less welcome sometimes because they haven't had the time to make mules and may have trouble joining runs because muling has become such a standard in this server. Creating a mule is a pretty boring task and a lot of people come here to have fun, not to spend hours making a character just for it to stand there and cast a buff every once in a while during a boss run. Only after new players are invested in this server will they start thinking about making mules. But before that, the idea of mule play is a wall that blocks the path of new and casual players which only veteran and no-life players can climb over.
    - Overall, I'm okay with muling but I do think it takes away from the server being nostalgic and fun to new players.
     
  16. ddawg
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    ddawg Active Member

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    So the logic statement for this would be:
    Every person who plays a character, cannot play multiple characters effectively at one time.

    To refute you just need 1 example of a single person playing multiple characters effectively.

    Scenario:
    You are a FP Mage clearing ULU 1 to farm mesos/hunt items.

    As a FP to clear ULU 1 you would need to clear either the top or bottom half first with Meteor, then move towards the other half of the map and clear it.

    Let's give you the benefit of the doubt and say that optimally you can clear this by performing these actions:
    From top of map to bottom of map:
    Meteor(~2s)
    Jump down
    Meteor(~2s)
    Teleport back to the top(2 to teleports to the right, then 2 to the left to return to your starting position)
    Total Actions: 7

    This must all be done within ~7s to clear be efficient with the map spawn.

    Now imagine you have 2 FP Mages and you are trying to clear ULU 1 to farm mesos/hunt items.

    Mages placed on top and bottom.
    Actions:
    Meteor on first FP
    Meteor on second FP
    Total Actions:2

    These actions can be performed within <= 1s of each other. This can easily be done within the ~7s map respawn.
    Just based on total actions, playing multiple(2) FPs is more effective than playing a single FP in this scenario.

    In this scenario you have played multiple characters effectively, effectively disproving the statement : Every person who plays a character, cannot play multiple characters effectively at one time. derived from the quote "A person cannot play more than one character effectively at one time."
     
  17. Hugoob
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    Hugoob Well-Known Member

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    I want to preface this by saying that I started this game as an unwashed Bowmaster. I picked this class knowing that SE was an important buff and wanted to get an easier time being accepted into parties and bossing. However, over time, there is only so much enjoyment you can gain out of this game by maining a single class that holds down a single key to do damage. It also sucked seeing that no matter what effort I put into making money to gear up this character, Night Lords would always out damage me as long as I was in the same party. Naturally, I ended up making my own mage and HS mules to leech a second attacker as I was tired of being 'just' an SE mule despite actively playing my character.

    Do you have mules? If so, How many and what do you use them for?

    191 SE mule, 134 I/L leech mule, 84 HS mule, CR mule, CPQ mule, storage mules

    Do you think multi-client gameplay has contributed positively or negatively to your experience playing MapleRoyals?
    Positive and negative. Without the ability to multi-client in this game, I probably would have quit a long time ago knowing that I'd never be able to afford to fully leech and wash a second attacker. The main reason I effectively quit my first bowmaster was because it just took way too much effort doing HP quest daily for minimal returns to even do end game content (my first HT run was with guildies when I was level 180 because I did not have enough HP, and my first Auf run was with Kuma who brought 7 mules and I still could not survive until the end with 3 bishops and 2 TL's).

    In addition, as I progressed through the game, I found that without mules, specifically crash mules, bossing would just take way too much time and organizing parties for those needy Night Lords would take forever (who plays SE nowadays anyways?). For CWKPQ, it is nigh impossible to find 10 people with the correct signs to do this in a timely fashion. Even just trying to find specific classes to fill in for missing signs was a hassle. If you could just bring your own mule to save time, why wouldn't players choose this option instead of trying to actually find someone to fill in?

    On the negative aspects, I think muling takes away certain classes ability to be relevant in the meta game, although I think this is due to the nature of the imbalances of the different classes. I think I would have been less inclined to retire my bowmaster if I was given the opportunity to play it as a class that could contribute in more ways than just Sharp Eyes. Other bowmasters can attest to trying to match the DPS of Night Lords when you get hit every 2 seconds and having to readjust your positioning (and don't even get me started on trying to maneuver a crash mule in HT at the same time while staying on the top platforms).

    One other thing I highly dislike about mulestory is requiring a crash mule for HT. Even as an SE main, I had trouble joining public parties because they would always ask if I had a crash mule. Even the fact that I was an SE was not enough for some parties. In the end, I ended up making one anyways just for the convenience, although I hate having to bring a crash mule if I can avoid it.

    What's your opinion on the effect of mules on the game?
    Overall, I think mules should not be removed as it seems to have been engrained into the DNA of this server. Without it, I doubt the lifespan of this server would have lasted this long, and I am quite sure I also would not have lasted this long either. There is only so much content you can do before you get bored playing the same character doing the same bosses everyday for diminishing returns on gear upgrades.

    In my opinion, buffing certain classes or changing them to be more relevant instead of just for their party buffs would dramatically incentivize players to actively play on and use those classes. For example, other than Total Crash, what use does a melee, single target, damage dealer bring to the table? Why not just use a Night Lord who outdamages them and bring a crash mule instead? What use does a bowmaster have other than to use SE when their damage is hindered by low avoidability, inability to attack while in the air (Auf?????), and high cost of washing?

    I want to end this off by giving some suggestions to buffs/changes that could help mitigate the necessity to have/bring mules for bossing and encourage active players on those characters instead. I will only speak on what I have personally seen muled most often as well as having experienced muling/playing those classes:
    - Reduce cooldown of Total Crash, or change it so that it requires actively playing to maximize the efficiency of the ability. For example, for every 100 attacks you deal, the cooldown is reduced by 1 minute. That way, this encourages an active Paladin in the party, and removes the need for multiple people to bring one.
    - Buff Bowmaster/MM damage, or give some kind of skill/passive that allows them to have a Power Stance-like ability. It honestly is extremely frustrating having to readjust every 2 seconds while you watch the Night Lord in your party constantly dishing out damage without having to move. I think the change to MM Snipe was a step in the right direction, and perhaps another buff it could receive is that every time it is used, it reduces the weapon cancel by 5 or 10 seconds as a pseudo-crash like ability?
    - Change how bosses weapon/magic cancel. What I mean by this is, if the boss takes a certain amount of physical or magic damage, then it has a higher chance to do that specific type of cancel. Let's say an active bishop is constantly casting Genesis. After a certain magic damage threshold, the boss will have a higher chance to magic cancel in that cycle instead of a weapon cancel.

    I think the above changes will do three things:
    1. Encourage players to actively play these classes
    2. Reduce the number of people having to bring these classes as mules
    3. Keep the opportunity for players who want to maximize efficiency and/or challenge themselves to still have the ability to multi-client these classes and attempt to actively play on 2 or more characters at once
     
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  18. Ethelle
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    Ethelle Member

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    I have one mule and that's also my only character so far, my cleric. I'm a little new, and I'm also super casual.

    I have to admit, it's quite daunting to level up the cleric just so I can make an attacker later. I don't want to main a cleric. I want to main a MM. But MM aren't great. They're behind BM in damage. At least they bring SE. I'll probably end up being an SE "mule" because of it. That prospect isn't particularly fun. It would be nice if I wouldn't have to make a bishop to be able to make anything else. I just wanna jump in and play, you know? Not spend such a long time setting up.
     
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  19. Bahamoot
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    Bahamoot Well-Known Member

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    Do you have mules? If so, How many and what do you use them for?

    Yes I have mules. I have 6 for storage. 2-3 for APQ? Rest of the accounts/characters (~4) I either screwed up in terms of building them or I got bored and stopped playing them.


    Do you think multi-client gameplay has contributed positively or negatively to your experience playing MapleRoyals?

    This is a highly debatable question. To give my opinion, I'll briefly set you up with what I have since MANY people in this comments are in the upper echelon category (high level characters >lev183 and multiple accs). I started this game in 2017 and I've been on and off (if combined ill say 1.5 years). My highest level is a lev168 bishop and 166 NL (below average range <4.2k), rest are well <90.

    To answer the question now, I think multi-client has contributed positively in certain areas such as leeching-> able to level faster, creates economy of leech selling, and able to solve certain issues such as example: running apq and one person decides to not go for a 4th run (then bring in a spare account to solve this ezpz).



    What's your opinion on the effect of mules on the game?

    In terms of mulestory, I think it negatively impact on "average/casual" (loosely used terms) players who looks to join in bosses beyond Krex/Zak. The environment of hyper-efficiency and maximum exp gainage (via duo/trio/quad) mentality such as requiring a crash or SE mules (Hp washed with sole purpose of bossing) is emphasized a lot more and pressurized the people who look to play this game casually and just party with friends/randos to boss together.
    This may or may not have an adverse on new players looking to join the game for nostalgia factor and may have never reached super high levels (from the people I encounter) and realizing to make money = need to leech/merchant. Thankfully the support of newly made friends and guild may help relieve this and encourage them to strive forward (this really resonated with me).
     
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  20. Tail
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    Tail Donator

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    - Do you have mules? If so, How many and what do you use them for?

    Yes,
    A high level bishop i sometimes use as a hs mule
    An SI mule
    A Crash mule

    Usually just use them in case the party is missing some of their important skills ( such as going to a boss run as a dark knight with no Bucc around, or going to HT without any Pally's to provide enough Crash)

    - Do you think multi-client gameplay has contributed positively or negatively to your experience playing MapleRoyals?

    I think since mules are a bit annoying to control, and somewhat expensive, it is a fair trade because personally, i wouldnt bother bringing my SI mule to horntail per say, when there's the option of getting a Buccaneer to serve the same purpose and more.

    - What's your opinion on the effect of mules on the game?

    I think muling has helped some players/classes play together, for example instead of Night Lords having to always duo shaolin with bowmasters for their SE, a Night Lord with SE mule can run shao with almost any other class.

    Another scenario would be like, bringing a SED mule so that none of the main attackers have to risk dying & waste time in general being seduced left and right.
     
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