The reward is too good to the extent that exp alone is almost twice as good as duo krex in terms of EXP:time ratio. Without any limit, power creeps will grind to 200 within a week. Also, we added the exchange quest so even at 200, player still can grind at LHC for income.
By all means lower the exp then or make the exchange available at 200 only. There are a million ways to adjust the content without arbitrary time limits. Edit: Also, lets not kid ourselves. Bossing isn't hard, and it's not like people can't reach 200 in record time chaining bosses for a few weeks. Edit 2: Matter of fact, having "good" exp via grinding where HP washing is absolutely not needed in any shape or form, might actually make it more popular, as a lot of people boss because exp rates in grinding is ass to begin with after a certain point.
It's endgame content that currently provides nothing unique that other content gives, it simply gives it in bigger numbers - if you can be assed getting a full party together all with the same timers. I'm going to digress and talk about tokyo - tokyo maps were also supposed to be a viable alternative for endgame grinding. I did a bit of levelling at mavericks on my pally in the 150s, but I have never seen a public or even small tokyo levelling party because it's too much of a hassle to get everyone together and hope they've all done the prequests to even get access, but at least tokyo has some things you can only find there - like face acc 60% scrolls, and silver coins for the mtks/bullets. The only comparably rare items in LHC are the purification totem rewards, which boils down to even more RNG and blind luck without even knowing what's in the item pool yet because nobody's spaded it. Looking at the book entries for golems and vultures, the best semi rare item that's dropped is earring dex 70% from golems. Sure, they drop a lot of equips and a couple other moderate value scrolls, but none of the gear is exclusive to LHC or even hard to find anywhere else. Part of the problem also stems from not having Von Leon in the game yet, so once most people are done with the prequests, there's no reason to go back to LHC just for exp. Bossing is almost as good, can give more money, and requires a lot less effort getting people together. LHC is also way down in El Nath which makes it a chore to get to or get out of without burning VIP rocks. Maybe once the boss is released we'll see more people grinding LHC, but unfortunately the only ticket needed to get access to VL is the golem scroll, so people will just farm golems for a few minutes and leave the other maps completely abandoned. Maybe add the scroll to every other monster but at a lower drop rate, so levelling parties will be able to stock up plenty of VL scrolls in advance? Or add an additional turn in reward for the etc drops, maybe even without the RNG factor - just choose what to get, like 100x etcs for a guaranteed rare item you can't reliably find elsewhere. Maybe belt/ring scrolls since there aren't a lot of places to find them outside tokyo bosses and events.
if we consider attackers lv135+ just lvl in boss and some times it's hard to find a PT for zak, krex or try hunt any mini boss when everybody do the same thing, would be nice if remove timer or increase time like +1 hour for 10 purification totem on NPC exchange.
Kenny, maybe i can impart a different perspective from my end with some of your points being adequately addressed. 1) LHC exp in a 6 man party >= Duo krex with HS mule For one, the major difference in these 2 is that the duo krex makes use of only 2 or less active players to hit the boss (muling) whereas LHC requires to a certain degree that all 6 players must be “active” in hitting the mobs as the timer for reset is so short. This entails an active full party of people doing a normal mob run - or expedition if you wanna call it - to fulfil a certain goal of gaining exp. Would this be very deterimental in terms of user experience vs maple exp? literally 6 people are grinding a map together to have fun with no “RH DS, HS HS, Ress” calls in chat or discord VC. A simply chill experience to gain exp. The next difference is that krex is almost afk (with the extent of melee classes like DK which can still die) whereas LHC promotes an actual incentive to hit mobs and actively participate and get rewarded for it! Also, i would like to add that since you taken into consideration duo krex, could it be safe to assume (from non-staff PoV) that it was at least mid-high tier levels with decent-strong weapons? Reason being is duo krex takes around 30-40 mins on avg for low tier people with sub-par gear. And i’m pretty sure krex will still be relevant due to alrighty ring being one of the best rings in the game. So the question becomes, is staff willing to accept that groups of players with decent-strong gear sit down on their computer and grind for X hrs straight per day so that they achieve lv200 in a record time? 1) Will that be detrimental to the game & 2) Do people (99% of players) even do that? To address staff’s meso concern: Is it possible to limit the NPC to 2-3 daily exchanges? Similarly to chair gacha or other NPCs (KFT goblin exchange/Halloween grandma/idk what else) where there was a timer or limit as to how many times you can exchange for goodies? This will clearly disincentivise people from sitting there and afk all day just to reap the highest potential benefits from occurring and hence the way to solve the meso generated from LHC. It doesn’t get any simpler than that. Literally. Also people are more inclined to head back over to that map to exchange once more. 1) Yes you can pre-farm like that of KFT goblin exchange rewards, but would that be costly in any means? Will the exchange quest being reduced to 2-3 times daily fully replace all sorts of income gained from other sources? Will HT/Krex be irrelevant after this change? Pretty sure most players searching for income also wants NX… so i highly doubt the exchange quest has NX.. right? Second way i see that meso generated can be “nerfed” is to reduce the drop rate of meso or items gained from the maps. I am for one, not a big fan of this as it’s just overall a bad strategy as it might disincentivise people from going to that map ever (as the totems count as drops too). Therefore, i do hope staff is able to consider and hopefully undo the damage caused soon because it’s like i said, competition is not far behind.
Please just make the alternative to bossing a viable one! I don't understand the trend on this server to nerf or limit vanilla content by imposing arbitrary limits on them. Cough cough Mark of Narcain, Ellin Forest rewards, and LHC.
Yeah i totally understand where the devs and staff are coming from. The problem about this is that the staff points are valid, they aren’t wrong is any way or fashion. But maple is a game that (i feel) should reward time vs exp and clearly the devs wanted to put a big stop on that with a 60minutes timer. And the worst part about this is that they aren’t wrong! Not at least the way they originally implemented it. But seeing as how terribly populated the maps are, a separate approach should be deemed wise and (i don’t wanna say should but) should be implemented asap to preserve the life of LHC. Like literally go around your guilds within your characters and ask if anyone is willing to do LHC. Not sure if your response will match mine but there is literally always <6 willing to do it. Heck, <= 3 if i can be honest about it. Royals is already losing a lot of its high end player base to similar dreaming competition. Sorry to say but it won’t be long that the content in royals is grossly exceeded by content elsewhere. Royals has always been about the, and the community is the only reason keeping the community-at-large here, and occasionally dropping in on royals is it’s new content. Which sadly so far, is none.
I dont understand some of the main criticisms here. The exp is fantastic and the content/party-dynamic stays fresh with a 1hr timer. Finding full parties may only be harder and more exclusive/less-accessible if the timer is removed and exp lowered. Casual players would get bored af or not invited to long grind sessions. I don't think many suggested tweaks would change the currently low participation or be desirable for the majority of players. I personally love this version of LHC and think the team has done a great job. I'm just hoping it becomes more popular, because finding a full party is fairly painful rn. For reference on rewards, ive been getting consistently ~4x shao exp over 1hr of LHC (60% @lv169), and this number could be higher with a more optimal party composition. I think the limitations are good, i think the exp rewards are good, and I think the incentive to have a large raid party is good. The only tweak I might suggest is to change the maximum bonus-exp to 4 players instead of 6. This would still allow the party to grind if a member or 2 dips out without reducing the exp per kill by ~100k.
More cough cough HP Quest. My guess is that since they spent lots of hours into the game to get their actual funding, HP wash, etc, then they refuse to make the game any easier for the new players, because all players must pass for the nostalgic process of making leech mages to sell leech during 18325912652 hours (MAN THAT IS SO FUN LMAO) to be able to start funding a decent attacker and spend tedious long hours on unrewarding quests with arbitrary daily limit after certain arbitrary HP treshold. Like what's so wrong in making the game slightly easier by lowering the dificulty in certain daunting tasks like the mentioned above, it is really that bad to let players have fun and enjoy the game by removing the LHC time limit instead of seeing the actual a gameplay more like a chore? Why not just rename Royals to TryHardStory
I'd prefer nerfed rewards in exchange for no limit. The time limit makes finding a party for the actual hour a nightmare and it usually ends with you only really getting to spend 40-45 mins actually participating in the content. I'd rather see the gachapon exchange removed, it feels extraneous considering how good the EXP is; I don't think there is a need for additional incentive to go.
Agree with this. It would be nice if this coupon is a consumable, or something that the player can start only when they have found a party.
I don't think we'll see more people using the content than we are now till something is changed. As stated previously by others, once "more" is released, itll be more concentrated to certain maps, if at all, so it'll make progressing thru the zone more difficult, parties will be more scarce, and it'll likely become another boss hub instead of something like it was on GMS with parties on most channels grinding. Hard disagree. That will only downplay the party aspect of these maps. It should be not only most viable but also one of the best grinding spots for leveling in the game with a full party of active players, with steep drops the fewer you have. This is why the mobs have such high HP, it encourages party play, and the exp multiplier is the other half of this. Getting rid of the timer means you aren't penalized when someone leaves and allows you to keep grinding while someone else shows up, without wasting time.
How low do you think the exp should to go for the timer to be removed? Just got 138.55m exp @ bearwolves so it's undeniably insane. The "requirement" is that you're active on or around reset because LHC becomes real dry if you live in the wrong timezone or go to work. +1 I would agree here, the sharp drop off in exp from 6 player to 5 player makes it absolutely worthless. I just personally dream to be able to walk through ch1 and find a 5 man group and jump in whenever
remove the time limit please!! The fact that whenever a party member/s needs to go toilet or whatever or dc the rest of the party have to wait for it , is plain stupid and waste of time. Also its hard to find replacement member if you are left with 30mins, imo grinding means we can leave/join at any time for any length of time we like. and the process is chill and almost meditating, please keep it that way
Currently about 90 % of the Exp at Bearwolves in a 6 man pt comes from the Party Bonus Exp System so that’s Exp that will not get divided between the people killing these mobs. If you had 4 vs 6 attackers it would nerf the exp/hour naturally anyways because there are 2 less ppl helping to kill the mobs which Leads to longer times to kill/less killed mobs per hour. I might even be worth considering to just give them Flat exp values regardless of the party size and the balance will be natural due to the time to kill the mobs. More people will always be better that way while groups of 3-5 might still be ok-ish.
I'm glad most people here are in favor of buffing the timer. Although the exp might be just as good as any boss, we still need at least 5 active people in party to make it viable. Like someone already said here, bossing is about multi-clients only. There's no way to do duo krex without any mules (SE,HS,SI,CR...) while LHC obligates a full party of active players. No room for mules at all. Isn't it what people are looking for these days? Fun party content without having to bring 3 different accounts? IMO the less mules we got in party, the better it is. And I'm pretty sure that's what the staff were looking for when they opted to implant LHC on the server; an alternative to bossing with full party-play
The LHC content is great for party play and I do believe parties should be made just like any boss expeditions before attempting the grind. However, I do understand the struggle of forming a party. Time limitations whether one or two hours, it prevents power creep to reach 200 which is reasonable from the mob exp. If exp/drop rate were to be lowered and time limitations to be removed, I think results will be the same. The main question here “what incentives does people have to grind at LHC with reduced rate? & how consistent will people grind at LHC with reduced rates?”. Another question to ask “what are the implication for the adjustments?” These are just my thoughts.