v86 Skill Tables

Discussion in 'Accepted' started by Alcolizzato, Mar 25, 2014.

?

Would you like a skill table update to v86/balancing of skills for UP classes?

  1. Yes

    73.3%
  2. No

    26.7%
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  1. UrbanJuggernaut
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    UrbanJuggernaut Donator

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    People are always going to complain though, no matter what you're working on :(
     
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  2. Gags
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    Huh? I know that it is a famous version... I just said that the site you linked says that those bosses were released in the same update with the new skill table, but it's werid since you can find thhose bosses in version 83.
     
  3. maggles
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    Sorry, that's because I posted the MapleSea patch notes, here is the gMS patch notice.

    http://www.basilmarket.com/forum/1551123
     
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  4. Flickaflick
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    Wow what a long read, I personally wish they updated Paladins a bit, I don't feel like it will ruin nostalgia but instead make people create these "under powered" classes. Also in terms of Paladins after these buffs their dmg will not be increased by a lot but atleast skills like Threaten will actually be useful.
    Note: I only used Paladin examples cause its my only experience
     
  5. Goofy
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    Problem with that being Nexon never fixes anything. They only shift things around so a new class takes over.
     
  6. Alcolizzato
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    Alcolizzato Well-Known Member

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    Well to be fair, in dialectics the point is not to win an argument for argument's sake, but to try to get as close to an issue's veracity as possible.

    We are not adding new classes, if that is what you mean; if not...

    Underplayed classes are not going to take over; instead, currently overplayed classes (i.e. classes which have taken over) will has less of a hold on the game.

    (Nexon never fixes anything is quite a stretch bt dubs.)

    I am a tad uncomfortable leaving this decided by so overwhelming a majority vote, and the issue I see here is that since there are far less people who play underpowered classes, the strong flaws which accompany these classes may not be as apparent to them. I also suspect that most of the negative voters are simply indifferent, not against; for they would not be affected at all by this change and could only benefit.

    On the other hand, if it were not implemented, players of underpowered classes (those who are not indifferent to being underpowered, like me, because I do not see the point of play when investing overwhelming effort and upset punishes me with underwhelming results) will continue to be very strongly affected.

    In the end, it's all a matter of mild preference on one hand, and necessity on the other. It almost reminds me of gay marriage for some reason o.0
     
  7. Rob
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    This is what I've believed the whole time, I don't want more projects for the Devs than they already have. Sure, a balance would be nice but, and I repeat, not all that necessary.

    It's for this reason I haven't voted, I don't see it as a black and white yes/no.
     
  8. maggles
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    maggles Donator

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    If the Devs are stuck on something, then maybe they should move on no? it's like a math problem, if you don't know how to do one part, then you do the rest of the paper. I mean they have been trying to fix SI for 8 months. I think this update would be a great patch for re-balancing once new content arrives.

    I mean what else are you waiting for? We have a few pqs, a lot of quests, and one or two broken skills. All those things we have been trying to fix since before the wipe.
     
  9. Katsuruka
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    Katsuruka Donator

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    No, Ty, it's not that simple, unfortunately. It's more a case that we have a huge list of things to be fixed, some of which are very time-consuming, and a small team of people who are able to work on fixing things. Dealing with everything that needs doing at any given point in time is a tricky balancing act, and sometimes updating or fixing one thing will unexpectedly break another. (See my sig.)

    To give you an example, one of our main priorities at the moment is slowly working through the cause of the Zakum D/Cs. This needs certain specific members of staff to be online and available at the same time of day to test things out and work through a large list of files that might potentially be causing the problem in order to isolate the cause or causes of the errors.

    We have been discussing the feasibility and the priority of the suggested updates to the skill tables, but please don't assume that just because something hasn't been fixed yet that we are stuck on it. We have, in fact, been slowly working our way closer to an understanding of certain long-term problems, but you need to be aware that to work on one thing, we sometimes have to temporarily shelve working on something else.

    Please let us decide what needs to be done, what can be done and how best to prioritize things. =)
     
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  10. David
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    Oooooooooooooook... I think you actually helped his point. You just used the example of Zakum D/Cs, and said you have very strict requirements for the number of staff online to be able to work on this problem. Well, that means when the required number is not on, other things can be worked on. Obviously you do have other things to work on, but considering what he was saying is that, when you can't work on one issue, this could be something you can move on to to work on in the meantime, it fits very well with your example. I'm not saying you guys aren't busy with a lot of things to do, though, at all. Anyways, up to you guys what you want to do, but I don't think the whole nostalgia point is a very viable bit, and if it's an issue of having to many things on your plate, you could at least put this in a queue and come to it later. I just don't really see a good reason to shoot this down permanently.
     
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  11. Katsuruka
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    The people who are required to work on the Zakum D/C issue happen to be the same ones who are required to work on the updating the skill table, and we are continually working on other fixes and updates.

    We also have not shot this idea down permanently and I'm really not sure where you got that impression from. No definite decision has been made at this point in time, so it would be misleading to say it is in a queue. As I said, it is being discussed, it is being considered, and when we have made a decision, we will let you know and give you some idea of how we've prioritized it.

    Nostalgia - nope, I didn't bring that up, go discuss that with whoever did, please! =)
     
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  12. maggles
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    maggles Donator

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    I do realise that, but like I said, it could always be a side project, unlike the Zak dc's you know what you are aiming to do, and in this case, toggling skills. I personally don't know how hard this is compared to fixing something like a Zakum DC, where you do not know what the problem is, and you actually have to find it (which is much harder to do in my opinion then implementing something). I only know from experience (******) that customising skills is not terribly time-consuming, as **** updates/nerfs/buffs skills almost every other-day. Altering skills like the % damage of Shadow Partner from 80% to 60%.

    I don't see how one can spend a lot of time a week fixing a bug that has existed for 4 months. I would of given up by now, or at least gotten bored, hence my suggestion. But again, like you said, I don't expected it to be implemented anytime soon, i'm just suggesting that if we are releasing future content, then future skill changes could be a nice desert to go with the meal. I can be very patient (waiting for GPQ for almost 9 months).
     
    Last edited by a moderator: Mar 28, 2014
  13. Matt
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    Matt Administrator

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    I have spent quite a lot of time trying to implement cash shop inventory before the Zakum issue was brought to my attention. We have had to temporarily abandon the cash shop inventory after getting so close to completing it, due to one major bug, which was terribly frustrating. I also pretty much have a full time job. Working like 15 hours a day at the moment. So I am literally unable to do anything for the time being. But we have recruited a developer recently and some other team members are learning little things such as NPC editing and WZ editing. But it takes a while for people to get to know how our system works. They also have lives too. Unfortunately it is also literally impossible to 'employ' a developer at the moment because most MapleStory developers work in C whilst our source is very old and uses Java. We could change from Java to C but that would mean a major overhaul. It would literally take months. Although this is something we have been thinking about as it should make the games code run faster and would give us an opportunity to only add everything we need in the source. Would also give us the possibility of actually hiring a developer if we need on and the funds from donations allow so. But would also mean yet another steep learning curve for me and possibly other developers.

    We do try our best to prioritise what needs doing. At the moment our top priority is sorting out Zakum and possibly figuring out the Mac issue at the same time. We are pretty sure they are related. This is something we need to fix as soon as possible as it is affecting numerous players in the game.

    For things like skills like Speed Infusion, and PQ's like GPQ. We have worked on them whenever we have had free time when there have not been any major issues to fix. However we have not spent 9 months-worth of time on them probably more like 6 hours or something on each. As other more important issues arise all the time.

    In regards to doing this skill revamp. It seems like there are a lot more skills than I first though which would need changing. Most of which should not be incredibly difficult unless there are ones which entirely new features are added. For the most part it should be just changing the calculations. We would also need to do a wz patch to edit the skill descriptions of the skills. We'd also need to ensure that the changes to each skill will not cause issues with the autoban system. As with most bug fixes or changes, they usually end up causing other bugs to occur which can sometimes be incredibly stressful.
     
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  14. UrbanJuggernaut
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    That is totally understandable. Fixing Zak is definitely a priority over something like this. But once Zak is fixed I think this should be given heavy consideration as the next big project. The benefits are overwhelming, the amount of work needed to put in isn't going to swamp you guys for months, and a majority of the people in this thread at least think its a good idea (I will make another poll once discussion in this one dies down.) We trust in your ability to prioritize and make things happen for us <3

    While we do appreciate your work on things like cash shop inventory, and it IS a very nifty feature, I think a boost to underpowered classes would do more for the diversity of the community and improvement of the server as a whole. We would be the ONLY v62 server with custom balance changes like this, which would only boost the popularity, and give us a nice little edge over other v62 servers (not that we need it, since we're already the best, BUT WE COULD BE THE BESTEST)

    As far as other bugs go, I'm not saying we should put them on the back burner. As Kat said, once Zak is fixed, you could work on this skill table switch while the necessary staff members are online, and then work on things like PQ bugs and Speed Infusion when they are not.

    Yes, there are QUITE a lot of skills to fix, I won't deny that. 90% of them are simply percentage tweaks, and a couple delay reductions (don't know how that works, so I won't comment on the difficulty) I don't think this would make the autoban derp out, since its not huge increases (10-20% for most of them afaik).

    I implore you to really mull this over with the staff. I and a lot of other players have been asking for it for a while, and it would do so much good for the server in general. We trust in your decisions though, you've never done us wrong before.
     
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  15. maggles
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    Just re-reading this thread now, and I was just a little bit curious, do fire poison mages naturally have more magic than bishops? Because 1999 magic seems impossible to obtain ~f12
     
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  16. Katsuruka
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    Not afaik - I've got lousy stats on my mage babies (one's +70 int from equips, the other +86 int from equips, both lukless and still 3rd job), but I'm not quite sure how much magic you can reach in this version with godly equips.

    What I can tell you is that using a (GM) mage on the test server with 1999 magic doesn't bring particularly rewarding results. The damage is still very low compared with that of the physical damage classes, even at max magic. That's why I said earlier about the limitations of the (pre-BB) magic damage formula and the low magic cap, and it's also why I don't feel that much enthusiasm for the Archmage boosts. More interested in the changes to Beserk in later versions, tbh.
     
    Last edited: Mar 29, 2014
  17. Gags
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    70% voted yes.
     
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  18. Matt
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    Well done for your observation? ~f6
     
  19. Katsuruka
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    I'm guessing this is what she's referring to:

     
  20. Gags
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    ^
     
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