Shouldn't it be called a Solo Event and Daily Login Game?
Couldnt agree more with this, if you party with someone u share mesos, nodes, exp gets reduced, whats the f point of partying at all nexon?
We should both get the amount of mesos wed get if we were alone,nodes should be instanced, exp should increase if we are in party.
Maple Story lack regular monster that requires more than one party member to kill efficiently.
A beefier monster with increased HP/EXP doesn't add much to game play, unless the monster is very threatening to anyone that is not in a party.
For example, in a map with 3 second potion cool down, there should be monsters that does a 50% HP as damage if tanked solo, and is split evenly for every party member there to tank the attack (or a stackable buff that reduces damage taken when you are near a party member).
Or a very large map (Orbis size) with a 3% HP periodic dot damage with beefier monster with very good HP/EXP ratio where every few minutes an event occurs where 15 extra beefier monster would spawn all spread out throughout the map and a healing block is imposed until they are all killed. 2 minute locked out of the map if you die or if you exit the map during the event.
Maple Story lack regular monster that requires more than one party member to kill efficiently.
A beefier monster with increased HP/EXP doesn't add much to game play, unless the monster is very threatening to anyone that is not in a party.
For example, in a map with 3 second potion cool down, there should be monsters that does a 50% HP as damage if tanked solo, and is split evenly for every party member there to tank the attack (or a stackable buff that reduces damage taken when you are near a party member).
Or a very large map (Orbis size) with a 3% HP periodic dot damage with beefier monster with very good HP/EXP ratio where every few minutes an event occurs where 15 extra beefier monster would spawn all spread out throughout the map and a healing block is imposed until they are all killed. 2 minute locked out of the map if you die or if you exit the map during the event.
Sounds cool. Player interaction feels very dry since mobs have very little mechanical identity and exist only as exp fodder, and the only retaliation they can do to you is a projectile attack or touch damage. Reminiscent of musou games. They made classes too strong for enemies that are literally braindead. Even for bosses, since they are more reactive than interactive (i.e. hero's will not being able to cleanse Damien cursemark, has to be cured with unique mechanic) .
This game actually used to be a MMORPG. When I was about 12, everyone was actively partying and certain activities could not be done without a party. Now, everything got too easy and with the intention of being done alone, and the discouragement of going to something as a party, is even higher.
The game does actually, as you described it, feels like a Solo Story, etc. It's very sad, and disappointing. But I dont think there's a way to save the situation anymore.
Comments
Couldnt agree more with this, if you party with someone u share mesos, nodes, exp gets reduced, whats the f point of partying at all nexon?
We should both get the amount of mesos wed get if we were alone,nodes should be instanced, exp should increase if we are in party.
A beefier monster with increased HP/EXP doesn't add much to game play, unless the monster is very threatening to anyone that is not in a party.
For example, in a map with 3 second potion cool down, there should be monsters that does a 50% HP as damage if tanked solo, and is split evenly for every party member there to tank the attack (or a stackable buff that reduces damage taken when you are near a party member).
Or a very large map (Orbis size) with a 3% HP periodic dot damage with beefier monster with very good HP/EXP ratio where every few minutes an event occurs where 15 extra beefier monster would spawn all spread out throughout the map and a healing block is imposed until they are all killed. 2 minute locked out of the map if you die or if you exit the map during the event.
Sounds cool. Player interaction feels very dry since mobs have very little mechanical identity and exist only as exp fodder, and the only retaliation they can do to you is a projectile attack or touch damage. Reminiscent of musou games. They made classes too strong for enemies that are literally braindead. Even for bosses, since they are more reactive than interactive (i.e. hero's will not being able to cleanse Damien cursemark, has to be cured with unique mechanic) .
The game does actually, as you described it, feels like a Solo Story, etc. It's very sad, and disappointing. But I dont think there's a way to save the situation anymore.