[New Users] Please note that all new users need to be approved before posting. This process can take up to 24 hours. Thank you for your patience.
Check out the v.254 - Midnight Carnival - Ludibrium Patch Notes here!
If this is your first visit, be sure to check out the Forums Code of Conduct: https://forums.maplestory.nexon.net/discussion/29556/code-of-conducts

Mooosh

About

Username
Mooosh
Joined
Visits
42
Last Active
Roles
Member
Points
740
Badges
7
Posts
7
  • An Open Letter to Global Maplestory Management

    This issue will never be resolved until Nexon America puts more resources into reworking GMS so that it is more stable with KMS ported content and GMS exclusive content. It's a shame that upper management probably won't do this since GMS probably doesn't bring in enough revenue to warrant it.

    I mean look at their glassdoor review. Even the good reviews say their upper-management is bad news for developing a quality game.

    https://glassdoor.com/Reviews/NEXON-Reviews-E143099.htm

    Edit: Apparently the letter was passed to the devs, I think it should be passed to the executive officers because according to those employer reviews clearly the devs have warned them about the dumpster fires but can't do anything because the management ignores them.
    WONDERGUY
  • Dying when boss is killed yields no drops

    I agree, the box opening is a nice feature of fighting the first two RA bosses, and it's really strange that Von Bon and Vellum don't do this. I would imagine that implementing that box dispersion (I hope the way it's implemented in CQ and Pierre is more high level than low level code) should be feasible and resolve this issue I mentioned.
    darik
  • Dying when boss is killed yields no drops

    I disagree, if you're in a party, the team effort is what killed the boss, not the last hit. It's not that we "almost killed the boss", we did kill the boss.

    What's more is that this can be avoided by coordinating everyone reviving just before the boss dies, in fact, after looking it up, this is what parties do by calling "res" before the final blow (and now I know better). So it now turns into a strategy of making sure everyone is alive only for the instant the boss dies, which detracts from what bossing is about. The collective effort in defeating the boss should be rewarded (the whole point of fighting them with a party), being dead when the last hit is struck shouldn't nullify that.

    Your reasoning makes sense in a solo situation, where you may kill the boss as you die, I agree in that case as you indeed almost killed the boss and shouldn't be rewarded. This argument however doesn't seem strong wrt bossing in a group because as a group, you fought and won, even if you consume a death ticket or two.

    To be clear, consuming your last death ticket should still kick you out even if the boss gets killed, in that case ya done goofed.

    EDIT:
    I seem to have not mentioned I was in a party in the OP, I see why you wrote your response now.
    darik
  • Dying when boss is killed yields no drops

    Even if you deal significant damage to the boss, if you die right before the boss is killed (and didn't revive in time), you don't get any of your instanced drops.

    A situation like this, which I can imagine happens often when focusing on the last sliver of boss hp (and thus getting killed in the last second), is extremely frustrating.

    Is this intentional? Why should you be penalized for being dead when the boss dies? I think this needs to be revised or removed.

    Happened a couple times in magnus and other bosses when duoing with a friend, we contribute roughly equally to dpsing the boss, but if one of us dies right before the boss is killed, we lose out on our effort.
    darik