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HHG1

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HHG1
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If you can't defend a statement, why bother making one.
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  • Official Character Rankings

    Blue good, red bad.
    FuhreakRavelet
  • Maple Relay: Black Cube Twelve Pack Coupon

    Did you check your cash shop tab.
    NitroTONICDnaman101
  • Beginners can't finish the Convergence quest line

    You've probably already tried, but maybe you're able to use (some) mounts there?
    YinYangX
  • Community Topic Regarding Suicide Kanna

    Aggraphine wrote:
    So then we add a decay period to the counter. If no deaths/no level-ups in x-amount of days, reset counter.
    I think this misunderstands the problem entirely. Dying is not the problem here, the vilification of it is. Dying is not a punishment, its a carrot on a stick. Its suppose to make you want to succeed more, it's not meant to be some kind of three strikes and your out rule. It never was.

    The only time dying is even an issue here is when we are talking specifically about suicide kanna's, and people are only caring because suicide kanna's have turned something that is meant to dissuade dying into something encouraging it. Ergo the whole "unintended gameplay".

    Punishing all players of all levels and all classes for making too many mistakes, forgetting to pot, forgetting to buy safety charms, forgetting to turn on pet, or just playing maple distracted or drunk, is not a solution, its stupid. You're all suggesting things that would basically kill the game. No one wants to play a game where having a bad day is enough to get you banned.

    How about people stop making suggestions that punish people for making mistakes, or just playing badly. Implementing a rule like this is absurd, and even if you aimed to only apply it to kanna's, and only during the level ranges of which suicide kanna's is a thing, it would still be singling out an entire class, and punishing players for incidental game mechanics that are fundamentally built into the game.

    No, these are not good solutions. If you want a reasonable solution, the simpler ones are better. Eliminate exp loss on death, entirely. Boom, every conceivable problem from this is solved. And yet, even that is a bad solution, because now dying doesn't mean anything, its a meaningless action, might as well make everyone not lose exp too.

    How about a way to have a character turn off exp growth? Then kanna farmers dont need to suicide, thus don't aren't violating any kind of "intended gameplay" rules. Better solution, but then the hackers will simply turn their exp growth off too. Fine, let them, but how about the game detects when a player has farmed a map non-stop for 24 straight hours, and find a way to do more intensive bot detection then? Maybe do an actual captcha? Some hackers will eventually solve that one, but its an infinitely better idea than treating people who die, for whatever reason, as though they've done something wrong.

    That's just not a good idea, period.

    I don't think they meant that you get banned if you die more than 3 times per level, they mean that you stop losing exp for a period of time after 3 deaths. And if they don't die during that period of time they will start losing exp upon death again, or it will be reset on the next level. That's how I understood it anyway.
    So it'd help players get pushed forward, even if they have bad days. It's not a punishment.
    That system could be abused though, for free permanent safety charm effect. (Die at low %, get period of not losing exp, die during period, period of not losing exp continues, period resets at level up, repeat)
    Better if it's a set period of time instead of depending on a player action during the period.

    Eliminating exp loss entirely would make the abuse of low level maps quite impossible, but we'd also see more high level hackers and need new detection methods, some that possibly renders more false-positives.
    Turning off exp growth would encourage abuse of low level maps, and also greatly benefit hackers. So it'd directly go against Nexon's intentions.
    And captchas are just a temporary bump in the road, hackers will get around it in a week or two.

    I personally still think sticking to the autoban is the best solution for now. They get to keep detecting bots using the method, and legit players are encouraged to go for higher level content and other meta. Rapid suicide at your own risk, because the bans will be upheld, essentially.
    And we're not talking about the couple of deaths you'd get on a bad day. It's very hard to replicate it unintentionally.
    CrispHotdogFuhreak
  • Community Topic Regarding Suicide Kanna

    So once again, it's very clearly intended to be a detriment, while iframes are not.
    I wasn't referring to invincibility frames that are clearly marked and intended to be used for defense, hence my reference towards Final Pact, which is obviously intended to be used to avoid death. [...]
    My point was *specifically* with respect to *attacks* that happen to contain iframes due to the way the animations work, for those I would say are clearly not "intended" to be used for defense (or rather, are not clearly described in game as permitted to be used for defense). Using an *attacking* skill, to defend against death, because it has iframes, is clearly counter to the "intended" purpose of "attacking".
    Still not a detriment. It can then be argued that all skills that offer invincibility frames are partly, if not entirely, intended to be used for defense since they specify that you will be invincible for a period of time upon using it.
    Are you also going to say that an attack skill that also adds a debuff or DoT to the target is not used as intended if you're just using the skill to apply the debuff or DoT without caring about the immediate damage the attack itself does? What about an attack that is also a mobility skill?
    Skills can have multiple intended uses, especially those that carry multiple functions.
    If it were intended to be used in this way, then why do some characters not have iframes? For example: Night Lord. You might say Dark Sight, but both Shadower and Night Walker have iframes AND dark sight, so clearly one cant say Dark Sight is the reason, and clearly this puts both of these classes at an advantage over Night Lord in boss fights.
    So IF you're claiming that using attacking skills to avoid enemy attacks that would otherwise kill the player is legitimate gameplay, it would seem to say that Nexon has intentionally advantaged certain classes and disadvantaged others.
    No, I would not say that, because Dark Sight is not an iframe and doesn't protect you against anything and everything.
    And yes, some classes have more utility than others. Some have more mobility. Some have harder hitting attacks. Some have more iframes than they need. Again, that's a balancing issue completely unrelated to suicide bans.
    SO I think it fair to say using attacking skills to avoid boss mechanics is not intended gameplay. Ergo, I would say you've not satisfied the warrant of your claim that iframes on attacking skills are intended to be used in that manner. Thus yes, these both fall under the same category of "not intended gameplay", whether you feel one is more or less egregious is besides the point, a reductio argument still applies, you just don't find it compelling.

    So while I mostly agree with you, the clear delineation between which of these is a violation and which of these is not, is still not so obvious as one might assume at first glance. I'm not saying its a good argument, Im just saying that the situation is more similar than most seem willing to admit.
    I did admit some similarities within specific situations and those are things that can be improved upon if Nexon sees fit. But it still doesn't draw the conclusion that using skills that offer invincibility frames to become invincible is not intended gameplay.
    Theoretical arguments that lead to absurd levels are fun and all, but practice and context is ultimately what's going to matter here. It's also my personal preference to not engage in endless hyperbolic examples since they're rarely grounded in reality. Much like this "iframe = suicide kanna" side-track.
    If anything it just further proves that it's Nexon's intention to give you every chance to stay alive, not reward you for dying.
    Prior to the recent clarification, one could have turned that on its head and said that losing exp when dying "proves that it's nexon's intention" that you have the ability to prevent yourself from leveling. So it might be preemptive to assume that Nexon has iframes in attacking skills intentionally to provide you the opportunity to avoid boss mechanics. More than likely they are an unintended and difficult to eliminate consequence of the way the skills are animated.
    It's a good thing they've clarified it then. All we're doing here is make assumptions after all, mine just happened to be aligned with Nexon on this one.
    I'll await word on the iframes, your theory about the animation is interesting but even if that were the case, Nexon has clearly embraced the iframes as an intended function of the skills that are affected. Some bosses also have iframes.
    Either way it still has no impact on whether suicide kanna is abuse or not, since that has already been established for various reasons.
    Fuhreak