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Check out the v.254 - Midnight Carnival - Ludibrium Patch Notes
here!
Balanced Solution to Uncap Sol Erda Energy Farming
This involves keeping the daily for Sol Erda Energy and Fragments.
For weekly players, add Sol Erda (the result of 1,000 Sol Erda Energy) and Sol Erda Fragments to Guild Castle's Weekly Reward, probably would need to be unlocked from Personal Research first.
To allow infinite Sol Erda Energy farming and be balanced with the daily and still fulfill the same purpose of favouring the majourity of players that are playing the game that have limited free time for MapleStory, here is my suggestion:
Create a dynamic drop rate for Sol Erda Energy.
The base drop rate for Sol Erda Energy would start really high for the first 3,000 Sacred Monsters that you kill (this matches the requirement of the daily quest).
After 3,000 Sacred Monsters are killed, the current drop rate at base is reduced by 50%.
Every 1,000 Sacred Monsters after this point will keep reducing the drop rate by 50%.
(Daily reset will reset the drop rate to its best value.)
Since the drop rate will keep being halved, it will never hit zero, so it is always possible to receive Sol Erda Energy from Sacred Monsters, but after a couple of hours, the drop rate is so low that you are not really progressing anymore.
This allows players that want to continue farming for Sol Erda Energy beyond their dailies to do so while keeping the insane farmers that play to an unhealthy extreme of hours in check.
Also, do not add any pay for progression items please.
Comments
Because the game needs to be balanced, you cannot just do something and have it be okay.
If you do not balance the game, it is just power creeped to an insane degree, you might as well just remove the progression in the game outright and start everyone with 25 stars, perfect 3 line items, maxed out arcane/sacred orbs, liberated genesis weapon, and 5th and 6th job just maxed out on character creation and be level capped immediately.
Does this sound like a fun game to you?
The purpose to the cap is for game balance reasons. They made it where instead forcing players to farm for hours, they just need to do it for less than 30 minutes per day.
The timegate is for stalling so that the devs can make new content and finish 6th job. The timegate will occur no matter what, uncap or cap, will be the same amount of time regardless to max out the current HEXA Matrix.
As they add to the HEXA Matrix, they will speed up progression with it. When 6th job is finished, they will make it blazing fast to progress through it just like 4th job and 5th job became, which both of these started out painfully slow to progress through.
Lastly, the aim right now is for you NOT to max out your 6th job skills, you will be able to max them out in the future when progression is sped up, but not at this moment. This is the alpha very early access test version of 6th job.
No it's not. This is 6th job proper. There will be more content later that adds even more to grind which defeats the entire argument you have about "finishing". Even if you max these skills in any reasonable amount of time (by the way, the order of magnitude we are talking about is multiple months at normal spawn rates and drop rates), you're still not done and there will always be more to be engaged with for the foreseeable future. 5 more "origin skills", 3 more mastery skills, and 6 common skills. All of that combined is all the reason to not arbitrarily stall this particular portion of 6th job to be so incredibly slow.
Let. People. Play.
They speed it up as they add more stuff.
What are you even going on about?