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Disable elite boss system
Well let's addmit the ugly truth.
All the game is full with bot/hackers that abusing the elite boss system. I think that at this circumstances the its better without that system.
Comments
I think it'd be pretty cool if elite boss spawns (elite monsters stay as is) were tied to sudden missions. Say after completing three an elite boss would spawn the next time you enter a map with monsters around your level. Or it could spawn right then and there when you complete your rd mission, but it should scale to your level appropriately. Obviously the "kill an elite boss" mission would need to be removed. Something like that would make it much more difficult for botters while still keeping the spawn rate somewhat low and not making it overly tedious. We'll lose the elite boss spawn chain that often happens in theme dungeons however.
It's really annoying when they spawn while grinding, waste your exp and most of the time only give garbage. That ~1 minute it takes to kill an elite and wait through the bonus stage is a notable amount of exp lost, in the higher levels especially.
Or maybe I'm just too precise with my exp gain.
It needs to go back to that system. If you cannot spawn elite monsters on your own in a map, you should not be getting the rewards from killing an elite boss.
By the way, in regards to the rest of you in this thread, potential is not going anywhere. Regardless of whether you like it or not, or what you feel about it, it is simply not being removed. It would do significantly more damage to the game to have the system that people have sunk literally thousands of dollars into be up and removed from the game than to leave it in.
Would you keep playing if the feature you've spent a good $5000 on over the course of three or four years was suddenly removed with no offer of compensation. No, you wouldn't. And neither would the people who have spent mass amounts of money on potential. And if you think the game is dead now, just think of how dead it would be if everyone who has spent money on cubes or anything relating to potential up and quit en masse because the system was removed.
I remember they went so far in Brazil Maple Story they even removed megaphones because of that, which was pretty important back then...
Throughout the years many sort of anti-hack gimmicks are only temporary. Does anyone remember the Anti-Bot Monsters? Those things may have been useful but cheaters got around by going to less popular maps or creation of new hacks to avoid Anti-Bot Mobs altogether.
Another great example is the "Boss recorded" system. It originally got so many people banned during Tempest on Hard Magnus due to it's impossibility of being defeated in that state in the game with the 999,999 damage cap. The only class that was able to beat it was Angelic Buster, but that had not been released during the first Hard Magnus clears. Nowadays I don't even know what that system is used for besides the illusion of a good anti-hack measure.
Magnus Anti-Hack itself... I mean the concept is great but the execution is horrible. If someone even lags a slight bit your run is doomed to be bombarded by thousands of paint-balls. But now even that is useless because hackers have made a counter to avoiding those balls completely. Along with the fact people can clear it faster with the raise of the 50 million damage cap, and soon the 10 billion damage cap.
If we really want to target botters it should really be more of attacking the source. Most of the botters are hackers, go after the hacks itself. The Elite System is just an added benefit. If it's removed it'll discourage a slower farm but it won't actually stop them from cheating by botting every other monster or system. They'll just move on to the next best thing.
But, that's just my opinion.
What they need to do is overhaul parties. Readjust exp distribution so that it's not wholly split in half for pretty much every person that joins. Add an actual loot rolling function similar to, y'know, several other MMOs. That's one of the main reasons people will solo things, so that they don't have to worry about sharing drops, or having some rando come in and snipe drops for their own purposes.
Tyrant capes are a very good example of something that needs to be put behind a loot roll before it's given to players. Allow players to see what it is, what class it's for, and to roll for need/want between themselves. Either that, or remove the class-based restrictions, make them visibly different while on the floor or remove the bind-on-pickup.
When something drops of a certain rarity, you're met with this, and you can either roll or pass on the item:
Rolling picks a random number between 1-100, highest gets whatever is being rolled for as you can see by this:
A common courtesy associated with loot rolling is that of "need before greed". If you don't need it, but someone else in your group does, you pass on it instead of trying to get it for yourself so you can sell it.
@Aggraphine
They could change the loot formula and party exp, would certanly be better to incentivate people to party, just not sure about the loot one tought....
What they REALLY could do to the party exp system is stay the same, but increase the amount you receive if members of your party are also killing monsters..., that way this wouldn't turn out to be a party-afkers but actually party-play.
I image there can be a system that active players would get more exp. Also when you were with 4 party members and the good exp was with 6, was quite frustrating to only get good exp with 6 members, so maybe one system that can also be good with less than 5/6 members.