The purpose they serve is making it so that you don't just tank your way through (I.E. survive the longest), and to prevent you from just wasting time. Why does Tengu have a time limit? He requires no funding whatsoever to beat, but the timer is there to prevent people from just wasting time. It would be far more effective to reduce the damage cap by making it easier to be unfunded, not by giving them unlimited time and hoping they don't get frustrated enough to just ragequit after an hour and only having chipped away a quarter of Lotus's health.
Why bring up Tengu when he is clearly a special circumstance?
I would, at the very least, like timers to be extended if not outright removed for non special-case bosses. Not having a timer opens up the possibility of players forming a party to take on bosses that are much stronger than them and still possibly pull out the win if they are skilled enough to live for an extended period of time. Now thats party play.
You can't just ignore him "because he's special".
Either way that wouldn't really encourage party play, since it's still far easier and more rewarding to just buy cubes and go solo. This community is all about how rewarding it is, so unless we start getting some incentives to go in a party all you're going to end up with are the same funded players going after Lotus and a couple people getting frustrated after an hour of barely scratching him.
bring back expeditions, it's as simple as that. These time limits and damage reqs would make complete sense if we were still able to bring in multiple parties worth of players to fight the bosses. With them exasperating the lives in basically all the boss fights, it's even more of a reason for it to be brought back. bosses were never unbeatable when expeditions existed, granted it still took a lot of time to beat them, you weren't required to get cubes in order to boss.
I have and always will believe the removal of the expedition system helped set up one of the biggest pay walls in the game.
Are you really gonna make me waste a post on saying yes you can? Ridiculous. If they can put a multi-hour timer on chaos horntail, but only a 30 minute timer on lotus, then they can certainly remove the timer on those two (and more) whilst keeping a timer on a few others.
What about @gamechanger and @AKradian? is their discussion moot because the "special-case" of the Gollux Jewel can't be ignored too?
Either way that wouldn't really encourage party play, since it's still far easier and more rewarding to just buy cubes and go solo. This community is all about how rewarding it is, so unless we start getting some incentives to go in a party all you're going to end up with are the same funded players going after Lotus and a couple people getting frustrated after an hour of barely scratching him.
You can't bring back party play via combat systems anymore simply because of how the game works. There is no interdependence. The only thing at this point that you're gonna change to encourage party play (without greatly overhauling the game) is the rewards for being in a party, but I'm not talking about that right now, we're talking about how removed timers could possibly encourage some more party play. There is a case where it would, and that is for players in a position similar to mine, where most/all of your gear has decent stats (for a mostly non-paying player)(full 70% spell trace, ~10-12 stars, pot around 6-15% stat on each item with ~9% being the average). To put it simply, I am more likely to increase the dps against a boss by inviting someone else to play with me than by playing by myself and collecting cubes - which would likely result in the loss of stat.
@bumbertyr - expeditions sound alright, just too bad our skills generally are quite flashy and vision blocky
Are you really gonna make me waste a post on saying yes you can? Ridiculous. If they can put a multi-hour timer on chaos horntail, but only a 30 minute timer on lotus, then they can certainly remove the timer on those two (and more) whilst keeping a timer on a few others.
What about @gamechanger and @AKradian? is their discussion moot because the "special-case" of the Gollux Jewel can't be ignored too?
Either way that wouldn't really encourage party play, since it's still far easier and more rewarding to just buy cubes and go solo. This community is all about how rewarding it is, so unless we start getting some incentives to go in a party all you're going to end up with are the same funded players going after Lotus and a couple people getting frustrated after an hour of barely scratching him.
You can't bring back party play via combat systems anymore simply because of how the game works. There is no interdependence. The only thing at this point that you're gonna change to encourage party play (without greatly overhauling the game) is the rewards for being in a party, but I'm not talking about that right now, we're talking about how removed timers could possibly encourage some more party play. There is a case where it would, and that is for players in a position similar to mine, where most/all of your gear has decent stats (for a mostly non-paying player)(full 70% spell trace, ~10-12 stars, pot around 6-15% stat on each item with ~9% being the average). To put it simply, I am more likely to increase the dps against a boss by inviting someone else to play with me than by playing by myself and collecting cubes - which would likely result in the loss of stat.
No, you can't ignore the Gollux jewel. I'm not sure why you think you think the discussion is moot, that makes no sense.
Removed timers won't increase party play because it doesn't do anything to affect party play. Funded players can still beat the boss solo, unfunded players are still highly unlikely to beat the boss. It's far easier to just buy cubes than it ever would be to sit around in Lotus all day.
If you want to encourage party play there should be incentives to party up; increased EXP, increased rewards, party buffs, those kinds of things. Removing the timer simply won't help.
You don't believe me? Look at Mabinogi. No timers on most dungeon bosses. And yet I still can't find a party to complete the Tir Na Nog quest. Because party play isn't based around dungeon timers, it's based around making partying mandatory (party member requirements) or making it rewarding to join with others (incentives).
You're talking about how you think it could possibly encourage party play. I don't think it would encourage party play. I certainly don't think you're going to win over this damage-obsessed community by doing it.
Why do the rewards need to be any different based on how long it took? You beat the boss, you get the exp and the drops. Doesn't matter if it took you five minutes or five hours, it's the same exp and the same drops. And whatever sense of accomplishment you feel.
It shouldn't be so simple, and nobody in todays community cares about that "sense of accomplishment" more than they care about "Superior Gollux Pendant" or "Charm EXP". If a player can dodge everything perfectly and beat the boss fast, they deserve a specific reward, but they shouldn't get that same reward if they can dodge everything perfectly over the course of 5 hours while chipping away at the boss 0.01% hp per minute. That only proves you have one boss strategy mastered, but not the other.can survive the boss, not conquer. A ranking system would just be how the game sorts the reward. The results don't need to be made public on a weekly basis or anything unless you come onto the forums to brag about your S rank on Pink Bean. I'm not even going to suggest locking up the end-game equipment behind some P2W "SSS Ultra" rank or anything, AND we can still get rid of the timer.
You're talking about how you think it could possibly encourage party play. I don't think it would encourage party play. I certainly don't think you're going to win over this damage-obsessed community by doing it.
I think it would encourage friends to take on bosses that would significantly challenge them even without the timer on it. Or just to fight bosses that have more health than the damage they can dish out in the time alotted. I'll spare you the details, but if boss timers didn't exist, then my friends and I would certainly have at least 1 chaos pierre victory under our belts'.
It obviously wouldn't solve the general problem of "people don't party up to do things like they used to", that problem has too many variables involved. Some of which are controllable with in-game mechanics, while others are more of a human behavior thing.
The combination of removing boss timers and adding back in expeditions could encourage partying for unfunded players. And as for the problem of flashy skills, there was a patch some time before the 5th job patch in KMS that allows players to make other people's skills transparent.
Answering a bunch of points without specific quotes because I'm rushed:
Expeditions Here's a riddle: If one man can dig a hole in a minute, can sixty men dig the same hole in a second?
Expeditions worked back when bosses were immobile, characters and skills were less flashy, and boss rewards were so valuable that splitting the proceeds 12 ways still gave everyone enough to be worth their time. Nowadays, with mobile bosses that are sometimes no larger than the characters themselves (e.g., Cygnus and her Knights), the more characters (and their summons, familiars, pets, and androids, as well as skill effects) are in the map, the more difficult the boss fight becomes. You can't see boss tells, boss aggro changes seemingly at random, and people are liable to make mistakes that set the run back instead of forward (e.g., accidentally killing the wrong Chaos Pierre). Reinstating expeditions will just let the superfunded bring in 30 loot mules instead of 5. It won't really help the unfunded kill major bosses within the existing time limit.
Tengu is irrelevant. It has a timer because the devs are now in the mindset that all boss fights should have a timer.
@Xenomata : Better rewards for a faster clear make sense in games where all players have much the same power, so a faster clear indicates higher skill. But in MapleStory, a faster clear means mostly more investment into one's gear. I don't think that needs an extra reward, on top of saving you time and making the boss fight easier.
Non-expedition partying @Neospector , you pointed out yourself that the solo mentality is not specific to MapleStory. The current timers don't encourage party play, so removing them won't hurt it. And as I pointed out several times, six unfunded people can't do what one funded one can, and it gets worse with the damage cap removal. The boss timers need to be removed to even give unfunded parties a chance.
Expeditions worked back when bosses were immobile, characters and skills were less flashy, and boss rewards were so valuable that splitting the proceeds 12 ways still gave everyone enough to be worth their time. Nowadays, with mobile bosses that are sometimes no larger than the characters themselves (e.g., Cygnus and her Knights), the more characters (and their summons, familiars, pets, and androids, as well as skill effects) are in the map, the more difficult the boss fight becomes. You can't see boss tells, boss aggro changes seemingly at random, and people are liable to make mistakes that set the run back instead of forward (e.g., accidentally killing the wrong Chaos Pierre). Reinstating expeditions will just let the superfunded bring in 30 loot mules instead of 5. It won't really help the unfunded kill major bosses within the existing time limit.
then don't form an expedition go with just six, these are pretty bad reasons for it not to be implemented, people should be given the option to form one, it's not like you would be forced to do it. if you're group is incapable of communicating well enough in order to make sure nobody "sets back the run" well sucks, just go in as 6. But tell me hows that a reason enough to deprive that option of a group that can communicate, that can work together well? To be completely honest, it seems to me that reasoning would be out of pure jealousy of being incapable to manage such a large group
. 2-3 parties = 12-18 people don't exaggerate how many mules would be brought in by that much, and if they're going to do that it's Their choice that would also mean their breaking the tos by multi clienting, so players can't have the option to go in as a big group because other people want to bring a bunch mules by breaking the tos? You're essentially saying punish the playerbase for a small portion of people who risk multi clienting that many accounts.
I'm fine with allowing larger expeditions for those that want them, but not if it means the overly strict boss timers remain in place.
Loot mules don't have to be multi-clients. They can be your entire guild (and their 2-3 computers each).
Non-expedition partying @Neospector , you pointed out yourself that the solo mentality is not specific to MapleStory. The current timers don't encourage party play, so removing them won't hurt it. And as I pointed out several times, six unfunded people can't do what one funded one can, and it gets worse with the damage cap removal. The boss timers need to be removed to even give unfunded parties a chance.
But 6 unfunded players can do what a funded player can. The point is that people don't even really try. They have a chance, they just don't utilize it because it's more rewarding and easier for them not to.
You have to make it more rewarding if you want people to party up, not just give existing parties longer times to do something. If I can go in with a party of 6 to beat Damien without a timer, why not just go by myself and spend a little more time to accomplish the same task, with the added bonus that I don't have to split the loot?
Maybe they should implement loot rolling, like what other MMOs have.
Of course, that would only work if A) drop rate modifiers weren't a thing(or as widespread a thing, at any rate) and equips above 140 weren't basically locked into a coin shop.
bring back expeditions, it's as simple as that. These time limits and damage reqs would make complete sense if we were still able to bring in multiple parties worth of players to fight the bosses. With them exasperating the lives in basically all the boss fights, it's even more of a reason for it to be brought back. bosses were never unbeatable when expeditions existed, granted it still took a lot of time to beat them, you weren't required to get cubes in order to boss.
I have and always will believe the removal of the expedition system helped set up one of the biggest pay walls in the game.
The biggest problem with expeditions is that it would be so hard to fill them now considering the solo mentality everyone has. I mean look at how hard it is to find a group to do Ursus with..... I do think that expeditions would help (provided the boss and their casts/effects were put on a new layer on top of everything else), but if you can't fill them up without waiting hours is it really any better?
Non-expedition partying @Neospector , you pointed out yourself that the solo mentality is not specific to MapleStory. The current timers don't encourage party play, so removing them won't hurt it. And as I pointed out several times, six unfunded people can't do what one funded one can, and it gets worse with the damage cap removal. The boss timers need to be removed to even give unfunded parties a chance.
But 6 unfunded players can do what a funded player can. The point is that people don't even really try. They have a chance, they just don't utilize it because it's more rewarding and easier for them not to.
You have to make it more rewarding if you want people to party up, not just give existing parties longer times to do something. If I can go in with a party of 6 to beat Damien without a timer, why not just go by myself and spend a little more time to accomplish the same task, with the added bonus that I don't have to split the loot?
Not really, not anymore. Now that the damage cap in KMS is 10billion, and considering that we already have people in GMS who can cap in Dojo (meaning they would be doing 500mil+ lines on bosses as soon as the patch drops), 6 unfunded players no longer equal 1 funded player. For the sake of argument assume that 6 unfunded players are each doing 30mil lines on the boss (which is more than the average). That's 180mil per line on the boss on average from the full party. 1 funded person can hit more than 5 times that by themselves if they are hittign the new cap. This argument no longer holds true
Not really, not anymore. Now that the damage cap in KMS is 10billion, and considering that we already have people in GMS who can cap in Dojo (meaning they would be doing 500mil+ lines on bosses as soon as the patch drops), 6 unfunded players no longer equal 1 funded player. For the sake of argument assume that 6 unfunded players are each doing 30mil lines on the boss (which is more than the average). That's 180mil per line on the boss on average from the full party. 1 funded person can hit more than 5 times that by themselves if they are hittign the new cap. This argument no longer holds true
What I mean is that a party of unfunded players can kill the same bosses that a party of funded players can, (we'll exclude Lucid based on the fact that she's 100% completely end-game). The only thing you're comparing is pure damage output, which is misleading to say the least.
It doesn't matter if a funded player hits 150m if the boss only requires 180m. You'd still be far better off making it easier for the unfunded player to hit 150m, not telling them that they still hit 30m lines but they get to do it for 3 hours instead of 30 minutes.
no that takes way too long, then haxers would take advantage of this no timer thing, they can stay in boss and keep attacking til it dies.
Hackers can kill bosses faster than legits.
They can also simply stop Magnus meteors from falling. So either they'd be rewarded for killing it quickly or rewarded for standing still. The former benefits hackers, and the latter benefits hackers and rewards people for not trying to beat the boss. I don't like either, but I much prefer the former.
The game should reward partying, not standing around to get more stuff (and rewarding for killing things faster would probably have the opposite of its intended effect). If there's a DPS check then unfunded players should be able to beat that check by using a party. I get that you want to help unfunded players, but I don't think removing the timer is the way to do that, personally.
yeah but ever since cubes were invented, the MM part of MMO died.
Once you give someone the ability to solo a boss, they will, and 90% of the time prefer to do so since only a hand full of bosses have instanced loot where "everybody wins"
Now since cubes have become part of maple so deeply, people would rather make mules and bot accounts rather than make a friend to bring into the bosses.
As an EMS player, I can say that Azzato holds much of the truth in the previous post. Before the GMS patch my guild did boss runs that allowed unfunded people to take the loot, simply because the higher leveled already had alot of mesos. Didn't need the pots nor equips. We weren't that greedy of it. Now that we have the GMS patch and that cubes drop from bosses. It's a grateful thing, however it killed the boss runs. It killed partying up, here in a low populated server of EMS, Demethos, some only party up to teleport to the boss only.
Going back to the remove boss timers Removing the boss timers is a good idea, like at ursus. It is one of the many reasons I really like this boss. But there's one more thing other than no boss timer that ursus has. Which is rewards even when not defeated. If this is implemented with the removing boss timers for all bosses. Then the party play could actually go up by alot. And also not to forget that 18 people can go in, if it gets too flashy, just turn-off remote effect ovo
Not really, not anymore. Now that the damage cap in KMS is 10billion, and considering that we already have people in GMS who can cap in Dojo (meaning they would be doing 500mil+ lines on bosses as soon as the patch drops), 6 unfunded players no longer equal 1 funded player. For the sake of argument assume that 6 unfunded players are each doing 30mil lines on the boss (which is more than the average). That's 180mil per line on the boss on average from the full party. 1 funded person can hit more than 5 times that by themselves if they are hittign the new cap. This argument no longer holds true
What I mean is that a party of unfunded players can kill the same bosses that a party of funded players can, (we'll exclude Lucid based on the fact that she's 100% completely end-game). The only thing you're comparing is pure damage output, which is misleading to say the least.
It doesn't matter if a funded player hits 150m if the boss only requires 180m. You'd still be far better off making it easier for the unfunded player to hit 150m, not telling them that they still hit 30m lines but they get to do it for 3 hours instead of 30 minutes.
Except none of the bosses require 180m DPS to kill......HMag is easy enough for a full party to clear now (assuming you don't die too often). cRA is much harder for an average party but technically doable, and it stops there. No average party will ever clear Lotus, Damien, or Lucid. Its just not going to happen as these bosses were designed for the super minority of players
Other than getting bosses to MC, I find no reason to dojo at all because I know there's simply no way for me to get up in the ranks w/o forcing myself into bankruptcy.
The funded players are already rewarded there and it's fine if I'm at the bottom of the food chain. I don't mind. But in the case of CPB, I can last the whole 30 minutes, I have mid-range damage but it's just not enough to kill him in time. A guildie and I tried to duo him and we failed because time ran out on the last body. It feels bad knowing you tried your best surviving and timing his DR for half an hour only to come up short then seeing someone with 50m lines go in, come out and go "get rekt m8". We tried our best, we had the patience, we had the skills, we just didn't have enough money to dish out on pro-er gear to kill him in time.
As for getting enough people, our guild has died. Members have moved on to other games, we tried recruiting but they end up leaving coz we have personal lives and can't play 24/7. At this point, here's how I see CPB:
Solo CPB is impossible even if continue working on my gear (and I am) as a F2P player Duo is still impossible - maybe eventually when we've spent enough years farming RP for black cubes and the RNG gods bless us w/ good stats. Or if they remove/extend the boss timer. Trio is possible but we have to pray for that magical window of time when that third guildie is on school break, I'm not working and other guildie is awake. Find nice buddies/guildies - hard and we're not that willing because honestly, I get the social aspect but it doesn't feel right to befriend someone just for your personal gain. Guildies part tackled up top.
So yeah, we already can't do any other pq than rex and kenta, we've given up on dojo, but we're still here. Hell we're not even asking for Hellux because we're fine w/ hard gollux. We already get something there. At least give us a fighting chance at CPB/Empress.
Comments
Either way that wouldn't really encourage party play, since it's still far easier and more rewarding to just buy cubes and go solo. This community is all about how rewarding it is, so unless we start getting some incentives to go in a party all you're going to end up with are the same funded players going after Lotus and a couple people getting frustrated after an hour of barely scratching him.
I have and always will believe the removal of the expedition system helped set up one of the biggest pay walls in the game.
What about @gamechanger and @AKradian? is their discussion moot because the "special-case" of the Gollux Jewel can't be ignored too? You can't bring back party play via combat systems anymore simply because of how the game works. There is no interdependence. The only thing at this point that you're gonna change to encourage party play (without greatly overhauling the game) is the rewards for being in a party, but I'm not talking about that right now, we're talking about how removed timers could possibly encourage some more party play. There is a case where it would, and that is for players in a position similar to mine, where most/all of your gear has decent stats (for a mostly non-paying player)(full 70% spell trace, ~10-12 stars, pot around 6-15% stat on each item with ~9% being the average). To put it simply, I am more likely to increase the dps against a boss by inviting someone else to play with me than by playing by myself and collecting cubes - which would likely result in the loss of stat.
@bumbertyr - expeditions sound alright, just too bad our skills generally are quite flashy and vision blocky
Removed timers won't increase party play because it doesn't do anything to affect party play. Funded players can still beat the boss solo, unfunded players are still highly unlikely to beat the boss. It's far easier to just buy cubes than it ever would be to sit around in Lotus all day.
If you want to encourage party play there should be incentives to party up; increased EXP, increased rewards, party buffs, those kinds of things. Removing the timer simply won't help.
You don't believe me? Look at Mabinogi. No timers on most dungeon bosses. And yet I still can't find a party to complete the Tir Na Nog quest. Because party play isn't based around dungeon timers, it's based around making partying mandatory (party member requirements) or making it rewarding to join with others (incentives).
You're talking about how you think it could possibly encourage party play. I don't think it would encourage party play. I certainly don't think you're going to win over this damage-obsessed community by doing it.
If a player can dodge everything perfectly and beat the boss fast, they deserve a specific reward, but they shouldn't get that same reward if they can dodge everything perfectly over the course of 5 hours while chipping away at the boss 0.01% hp per minute. That only proves you have one boss strategy mastered, but not the other.can survive the boss, not conquer.
A ranking system would just be how the game sorts the reward. The results don't need to be made public on a weekly basis or anything unless you come onto the forums to brag about your S rank on Pink Bean. I'm not even going to suggest locking up the end-game equipment behind some P2W "SSS Ultra" rank or anything, AND we can still get rid of the timer.
It obviously wouldn't solve the general problem of "people don't party up to do things like they used to", that problem has too many variables involved. Some of which are controllable with in-game mechanics, while others are more of a human behavior thing.
Expeditions
Here's a riddle: If one man can dig a hole in a minute, can sixty men dig the same hole in a second?
Expeditions worked back when bosses were immobile, characters and skills were less flashy, and boss rewards were so valuable that splitting the proceeds 12 ways still gave everyone enough to be worth their time.
Nowadays, with mobile bosses that are sometimes no larger than the characters themselves (e.g., Cygnus and her Knights), the more characters (and their summons, familiars, pets, and androids, as well as skill effects) are in the map, the more difficult the boss fight becomes. You can't see boss tells, boss aggro changes seemingly at random, and people are liable to make mistakes that set the run back instead of forward (e.g., accidentally killing the wrong Chaos Pierre).
Reinstating expeditions will just let the superfunded bring in 30 loot mules instead of 5. It won't really help the unfunded kill major bosses within the existing time limit.
Tengu is irrelevant. It has a timer because the devs are now in the mindset that all boss fights should have a timer.
@Xenomata : Better rewards for a faster clear make sense in games where all players have much the same power, so a faster clear indicates higher skill. But in MapleStory, a faster clear means mostly more investment into one's gear. I don't think that needs an extra reward, on top of saving you time and making the boss fight easier.
Non-expedition partying
@Neospector , you pointed out yourself that the solo mentality is not specific to MapleStory. The current timers don't encourage party play, so removing them won't hurt it. And as I pointed out several times, six unfunded people can't do what one funded one can, and it gets worse with the damage cap removal. The boss timers need to be removed to even give unfunded parties a chance.
Loot mules don't have to be multi-clients. They can be your entire guild (and their 2-3 computers each).
You have to make it more rewarding if you want people to party up, not just give existing parties longer times to do something. If I can go in with a party of 6 to beat Damien without a timer, why not just go by myself and spend a little more time to accomplish the same task, with the added bonus that I don't have to split the loot?
Of course, that would only work if A) drop rate modifiers weren't a thing(or as widespread a thing, at any rate) and equips above 140 weren't basically locked into a coin shop.
It doesn't matter if a funded player hits 150m if the boss only requires 180m. You'd still be far better off making it easier for the unfunded player to hit 150m, not telling them that they still hit 30m lines but they get to do it for 3 hours instead of 30 minutes.
Once you give someone the ability to solo a boss, they will, and 90% of the time prefer to do so since only a hand full of bosses have instanced loot where "everybody wins"
Now since cubes have become part of maple so deeply, people would rather make mules and bot accounts rather than make a friend to bring into the bosses.
Before the GMS patch my guild did boss runs that allowed unfunded people to take the loot, simply because the higher leveled already had alot of mesos.
Didn't need the pots nor equips.
We weren't that greedy of it.
Now that we have the GMS patch and that cubes drop from bosses.
It's a grateful thing, however it killed the boss runs.
It killed partying up, here in a low populated server of EMS, Demethos, some only party up to teleport to the boss only.
Going back to the remove boss timers
Removing the boss timers is a good idea, like at ursus.
It is one of the many reasons I really like this boss.
But there's one more thing other than no boss timer that ursus has.
Which is rewards even when not defeated.
If this is implemented with the removing boss timers for all bosses.
Then the party play could actually go up by alot.
And also not to forget that 18 people can go in, if it gets too flashy, just turn-off remote effect ovo
Other than getting bosses to MC, I find no reason to dojo at all because I know there's simply no way for me to get up in the ranks w/o forcing myself into bankruptcy.
The funded players are already rewarded there and it's fine if I'm at the bottom of the food chain. I don't mind.
But in the case of CPB, I can last the whole 30 minutes, I have mid-range damage but it's just not enough to kill him in time. A guildie and I tried to duo him and we failed because time ran out on the last body. It feels bad knowing you tried your best surviving and timing his DR for half an hour only to come up short then seeing someone with 50m lines go in, come out and go "get rekt m8". We tried our best, we had the patience, we had the skills, we just didn't have enough money to dish out on pro-er gear to kill him in time.
As for getting enough people, our guild has died. Members have moved on to other games, we tried recruiting but they end up leaving coz we have personal lives and can't play 24/7. At this point, here's how I see CPB:
Solo CPB is impossible even if continue working on my gear (and I am) as a F2P player
Duo is still impossible - maybe eventually when we've spent enough years farming RP for black cubes and the RNG gods bless us w/ good stats. Or if they remove/extend the boss timer.
Trio is possible but we have to pray for that magical window of time when that third guildie is on school break, I'm not working and other guildie is awake.
Find nice buddies/guildies - hard and we're not that willing because honestly, I get the social aspect but it doesn't feel right to befriend someone just for your personal gain. Guildies part tackled up top.
So yeah, we already can't do any other pq than rex and kenta, we've given up on dojo, but we're still here. Hell we're not even asking for Hellux because we're fine w/ hard gollux. We already get something there. At least give us a fighting chance at CPB/Empress.