Content Level 160+ grinding spots

Discussion in 'Accepted' started by Wonderstruck, Dec 5, 2022.

  1. Kung
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    Kung Well-Known Member

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    lol yea my bad I am not sure why I have read it wrong but of course you did put "cant". my bad!

    the questline is quite popular though, and the map is still good despite the funky platforms. I trained there as a BM which could be seen as one of the least favorite for this map, it was still good. But yea could be the reasons ...
     
  2. xDarkomantis
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    xDarkomantis Well-Known Member

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    Not sure what you mean but all the guildies/buddies and randoms I helped in return for coins/cheap coins, they hated spending several hours trying to grind the special etcs for each zone. The Tokyo Park area was the most hated part of the NT questline along with the Park PQ itself (from my observation, can take with a grain of salt). It's a miracle the Staff had listened to my request to switch the Card effect of Overlord to Protolord which made the Tokyo Park area somewhat feasible to do.

    The Maverick map is a decent grinding spot but as I said before, the platforming is awkward on the map. Weird platforms (especially on right side) and mobs leaking through top platform to bottom if you rush them too far into the corner or them falling down to bottom on right side or the mobs getting stuck.
     
  3. Kung
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    Kung Well-Known Member

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    You brought up that Tokio Park, but I never talked about that. The Mavericks map is a good map for 160+. That is all I am saying. The invisible borders are funky but it is still a good map already by now before any bug fixes.
     
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  4. Zancks
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    Zancks Game Balancer

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    Footholds are fixed!
     
  5. Wonderstruck
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    Wonderstruck Donator

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    Ooh what are fixed, is it the part on the right side? Where mavericks can fall from the upper platform.

    little confused what you mean by fixed.
     
  6. Zancks
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    Zancks Game Balancer

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  7. Shiratsuyu
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    Shiratsuyu Donator

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    It may have taken me only 4 years instead of 4.5 to reach level 200 if we had higher level mobs available :chillin:
    I approve
     
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  8. Kenny
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    @Zancks and I rework the footholds (where you can stand on) completely so the map should be as smooth as butter now! also added an additional teleport and rope
     
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  9. Pure
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    Pure Well-Known Member

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    You and me both... lol
     
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  10. PakChoi
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    PakChoi Well-Known Member

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    Hey guys, I really appreciate that you listened to some suggestions of the royals community by adjusting the mavericks map. However, it feels as if the spawn got reduced , which is also reflected in the exp./hour ratio (before the change it was ~8 mil exp./hour more).
     
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  11. Kung
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    Kung Well-Known Member

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    Another thing that came to my mind, could be possible to rework an existing region to become high-lvl content.

    I am thinking of Shanghai China, which has an amazing Anime title song in the city and super lame outskirts around it, offering some low lvl content that is somewhat not played as far as I see it (everytime I am there for Quest Specialist I see never anybody ever).

    I assume it is less work to rework the mobs to lvl160+ than creating a new area - adjust mobs, adjust drop tables and also buffing this area caterpillar boss to be somewhat significant, maybe add some Ring scrolls to it.

    It is even not that bad, from a Quest perspective, since the region is all about farm animals gone crazy because of this toxic caterpillar (if i remember correctly), so it would not be that strange to see a goat lv170 running around with 1m HP, dishing out 3k dmg while dropping VL belts (kidding :D). If droprates were to be kept low, it would not be that attractive for power farming but instead serve as a somewhat fine and fun region for higher lvled players to whack some sheep together and enjoy oldschool DBZ soundtrack in the city ..

    Could be worthwhile to think about that region to become a high lvl content area, unless it is regularly played and enjoyed by lower lvl player of course.

    btw: if that was going to happen, would be cool if the caterpillar entered a full toxic mode below 5% HP, shouting swears in all chat and randomly creating blacklist posts on the forums lmao :D
     
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  12. Shiratsuyu
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    Shiratsuyu Donator

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    Maybe some high level quests being more generous with EXP rewards would be neat too.
    Like, I'll turn in a 120+ quest, get like 12579346784545 exp and think "WOW that's alot", click OK and get like, 0.6% LOL :chillin:
    There are exceptions to this, but most quests feel like oldschool maple if not worse when you are above third job
     
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  13. xDarkomantis
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    xDarkomantis Well-Known Member

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    I guess this was actual lore:
    Zancks and Kenny on their break after fixing map
    [​IMG]
     
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  14. Green Mind
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    Green Mind Donator

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    I like the changes to Old Fox Flagship but developer confirmation regarding the spawn rate would be nice. The spawn rate does feel lower but it could be an illusion due to the new ease of looting.
     
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  15. Green Mind
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    Green Mind Donator

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    I think the second Eruwater map needs a look. Not only is the spawn terrible, there are glitchy footholds where if an Eruwater walks over them, she dies instantly.

    What I would really do to make her a viable monster to grind on though is shorten that spawning animation that takes a million years.

    Some interesting drops there like endgame high LUK mage glove and shoe (lapiz alternative), dark lucida skirt and red pirate blouse, though I guess to most people those are hardly an incentive :X

    Also please either add a good scroll to her (OA int 10?) or remove one or two of the crap ones, talk about having some of the worst scrolls in her drop pool (pet hp 10, not even dummy-ers want that -.-').
     
    Last edited: Jan 31, 2023
  16. Zancks
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    Zancks Game Balancer

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    We didn’t change anything regarding spawns. My guess would be that it might feel this way because mobs can no longer glitch from top platform to bottom platform.

    Since some time has passed how is you grinding experience in the map now?
     
  17. Green Mind
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    Green Mind Donator

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    I did have a feeling this was the case, but I attributed it to the removal of tiny platforms that once trapped loot, so less time is wasted trying to loot equips and coins while getting swatted around. The confirmation is greatly appreciated.

    Comments below: (TRIGGER WARNING: archmage perspective)

    The changes are mostly for the better, the added warp really helps and looting is no longer an annoying platform ordeal. There is one unintended side effect in that there's no more semi-safe spot to spam an ultimate, because bottom row Mavericks are now more willing to jump and knock you off. I don't mind losing that since they resist it anyway.

    This map is like ToT (and unlike ulu) in that the full spawn doesn't appear all at once. The way I grind here (ice demon lure and then 2 hit them) clears the map fast so it's quite sad when I see only 4 or 5 spawning immediately afterwards. I think a little spawn boost here would help a lot.

    In terms of exp it is certainly behind oblivion 4 (even considering HS, estimating since my HS mule is not NT-ready) but with much higher potion burn. I come here because of the interesting drops and for a change of pace. For FP, I think this is their endgame grinding spot when they're not LHCing.

    I like that this map rewards geared archmages and does not facilitate multimage cheese (and you need high level demon!) Probably 1500+ magic is needed for demon + 2 hit with 1 hp finisher if necessary, and more for clean ice demon + 2 hit. I think I saw a comment about wanting more maps like this on some other thread.

    Right now though, I'm not grinding there as the map does not spawn fireworks monsters (separate known issue that you've addressed).
     
  18. Kung
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    Kung Well-Known Member

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    However @PakChoi was training there for literally ages and he said it is definitely worse, and it was so obvious that he now stopped training there.

    I mean if the % xp per hour is definitely worse, it is hard to believe that this is only a feeling.

    so maybe there is some function in the code that is triggered by the changed map layout that only in second instance really reduces the spawn rate - you know one of these "bugs" that are not that obvious cause you did nothing with the spawn rate, but there is some responsive module that reacts to the shape or size or pathing of a map and adjusts the spawn rate according to it?

    Just asking this cause maybe this rings a bell (had situations myself where a simple question led me to the error in the code) :)
     
  19. Zancks
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    Zancks Game Balancer

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    Im not denying the fact that the exp/hr might have changed. @PakChoi was the one who told me it could be because the mobs that he hit, but didn’t finish off yet, don’t follow him down anymore. So those mobs originally from top lane that used to die bottom lane do not respawn until you go back up to finish them off.

    Since our goal was not to nerf this grinding spot we are still open to fine tune it more.
     
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  20. Wonderstruck
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    Wonderstruck Donator

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    I love the change it made the whole grinding experience much smoother. I too did feel some sort of reduction in spawn. However, I would choose not to have this map changed.

    It is pretty decent for grinding solo or a party of two. We should focus on the new high level maps as players who find the spawn too low are probably way over levelled for this map anyways. Furthermore, having too high a spawn on restricted maps may cause a hindrance to night lords grinding here.

    Perhaps we can focus and release a whole new area with improved maps and spawn and mobs and drops yay~f16
     

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