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Stacona

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Stacona
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  • Heroic Worlds Familiar Badge Potentials

    Fuhreak wrote: »

    If you can somehow make the system work with the same cubes and work out in an intuitive way, then that would be better than just adding in bonus potentials. I cannot see a world where this just does not add an unnecessary annoyance, but it would be better than adding in bonus cubes.

    Expanding on the familiar badges to work more like equipment has no additional learnings than just learning about potentials in the first place or learning about the familiar system. The only learnings here is knowing that the familiar badges have different potential lines than all of the other equipment, at least the familiar badges are all in a different place making it more intuitive.


    I don't really like familiars and legion artifact being in the game, but we stuck with them now so make the best out of them.

    Legion Artifact has the benefit of at least being a simple system and 99% passive progression so it is not that bad, but keep adding things that are 99% passive and not 100% passive adds up over time and creates an over design bloat still. There is a lot worse you can do than Legion Artifact.

    Familiars however is a mess of a system that needs a rework. Though the concept of capturing monsters to summon alongside and fight with you is cool, this has a pokemon aspect to it and can be done in a much better way, while being very unique and different to pokemon.

    Been playing Maple Soul Hero on MapleStory Worlds and an aspect to that is you have up to 6 weapons equipped which are actually summons that fight for you, taking a page from this into a Familiar System rework could be cool.

    ~ Like taking familiars, reducing the potential down to 1, and can have 6 of them out at a time - where the type of monster that it is will have a special "active" skill it uses (it is fully passive for the user) alongside 1 line of potential you can tier up and roll for (or keep 2 lines, but the second line is utility-based only) - allowing for more creative skills for the familiars and have "team-building" combination by the player.

    ~ With that, familiar badges could be removed outright. Instead you just have a familiar codex to flip through the pages and equip the familiars that you "captured" to build your team, with familiar cards to tier up and roll their potential lines in the same way cubes work - Mystical, Hard, Solid, Glowing, and Bright Cards - or only one (two, the other will do the same thing, but be more expensive and can choose between current or new potential) card can roll for lines.
    - While gathering the same card and using other consumable cards will give that familiar exp - when it levels up its "active" skill will get stronger and at key levels will rank up for better potential lines, until it reaches Legendary Rank, but can still level up more until it reaches its level cap.


    For damage output for Heroic, the best solution is just to buff and/or change into a straight buff for the Heroic World Passive.

    This post was actually to introduce more fun and creative utility lines more than anything, and not actually be like bonus potentials, but rather the Heroic World's version of bonus potentials. Updated the post with examples towards the direction I was thinking of.

    For more damage, they should only buff the final damage passive. This is the simplest and easiest thing to do, and has the most control for balancing the game since you know exactly how much more damage everyone will do, making it impossible for anyone to get out of line.


    Heroic Worlds and Interactive Worlds should be different to each other.
    Fuhreak
  • Vac Pets

    There should be a way to always obtain the gimped version of vacuum pets by earning them in-game, with the occasional paid ones as events.

    Like able to purchase them from Maple Tour Shop or something, you know, make Maple Tour Coins actually useful again.
    Fuhreak
  • Star Force: New Player and Overall Improvements

    This will have improvements for the star force system for All Worlds, Interactive Worlds only, and Heroic Worlds only. The main goal is focused on improving the star force system for new players by almost entirely removing punishment for star forcing super early game equipment, the rest is an overall improvement for everyone, but mostly long-term players.


    All Worlds / New Player Experience:

    This is simple:
    Reduce the total mesos cost for stars 1-10 by 90% (10% of the current mesos cost).
    Reduce the total mesos cost for stars 10-15 by roughly 30% (roughly 70% of the current mesos cost).

    This will make all equipment below 10 stars almost free to star force so when a new player stars their equipment, they are not punished for doing so when they find out equipment quickly gets replaced within the before level 200 experience.

    The 10-15 stars range reduction is to smooth out the mesos cost curve a bit while still fulfilling the goal of the first 10 stars experience reasoning, but to a much softer degree.



    Interactive Worlds Only:

    To reduce the burden of needing a ton of mesos to upgrade your equipment in Interactive Worlds, allow for the option to:
    Choose to either pay, for example, 100% of the mesos cost OR click a check-box to discount the mesos cost by 50% at the cost of consuming Spell Traces per attempt.

    Spell Trace cost, if enabled, will be based on the equipment's level and what the current star rank attempt is being performed.

    This also feeds into Interactive Worlds motto of being able to upgrade character progression through a variety of means while Heroic Worlds is simplified to mesos (and levels) only.


    Heroic Worlds Only:

    Since Heroic Worlds does not have trade, and certain items are very random dependent (to the point that some equipment you might never see even a single copy of let alone more than one). This star force improvement will be a way to repair destroyed items without needing another of the identical equipment to repair it, at the cost of a very hefty mesos fee or the player can choose to sacrifice an identical equipment to repair for no mesos fee as it currently works.

    To be clear:
    If an equipment is destroyed, a player can choose to sacrifice an identical equipment to repair the destroyed item.
    OR CHOOSE TO:
    If an equipment is destroyed, a player can choose to pay a hefty mesos fee to repair the destroyed item in the same way it would be repaired if they sacrificed an identical equipment to do it. Cost based on Equipment's Level.

    Example Values of Mesos Repair Fee:
    ~ Level 250: 10,000,000,000 (Ten Billion) Mesos
    ~ Level 200: 5,000,000,000 (Five Billion) Mesos
    ~ Level 180: 1,500,000,000 (One and a Half Billion) Mesos
    ~ Level 160: 1,000,000,000 (One Billion) Mesos
    ~ Level 150: 750,000,000 (Seven Hundred and Fifty Million) Mesos
    ~ Level 140: 500,000,000 (Five Hundred Million) Mesos
    ~ Level 130: 250,000,000 (Two Hundred and Fifty Million) Mesos

    This way the player is not soft-locked out off progression because they only ever found one Pitch Boss Equipment over years of playing and was destroyed before it ever saw 22 stars by being able to brute force their way to 22 stars as long as they have the mesos to do it.

    Meanwhile Interactive worlds can rely on the lucky players that have an over supply of equipment through trading and the mesos market for backups. Heroic Worlds does not have this luxury, and if a player sees one of that pitch boss equipment, that might be the only time they would ever see that equipment ever again. If it does not star force all the way to 22 stars the first time then the progression train comes to a screeching halt and never starts back up again.

    One pitch boss equipment is insanely rare already to the point that it may never be seen by many players.


    Fuhreak
  • Please Fix and Improve the Early Game Leveling!

    To be clear, the early game leveling is from levels 1 through 200, but 1 through 210 should be included here to really get a character started.

    Old Reboot days was so much more fun and enjoyable with leveling where the monsters had significantly more HP and gave a lot more EXP to compensate, but you had to fight monsters near your level.

    This was fantastic as it made every map before Arcane River viable to train on which let the player to explore and create their own journey (story) and made the game way more fun baseline. Where players can come and level a character at any point of the year - not needing to wait for an event to instantly get to 200 - and instead had a slower experience to really appreciate the job that they are playing and take everything in without it being too slow or have any awkward moments of not having any good training maps to go to at a certain level point since you were not locked to starforce maps.

    I tried playing a Corsair again over at Hyperion for fun and it was not an enjoyable experience since the efficient EXP is done in such an unintuitive way where you need to fight monsters way above your level instead of the common sense way of fighting monsters near your level. This was something that Old Reboot fixed (and is now broken), with just fighting monsters near your level to get the most efficient EXP which GREATLY improves the new player experience.


    Two options to fix the issue:

    1. You can make the before Arcane River maps, every single one of them between levels 1 through 200 (and little bit above this because of Dark World Tree and Scrapyard and the like), reverted to the Old Reboot HP and EXP values - either for only Heroic or for both Interactive and Heroic - while making the final damage formula from character level to monster level the same as it used to be for Old Reboot if the character is level 1 through 199 (levels 200 and above would be the level final damage formula it is currently).

    OR

    2. This one would be more effort, but can be improved for both Interactive and Heroic Worlds.
    ~ The total EXP required to go from levels 1 to 100 is reduced by 50% or greater of an EXP reduction.
    ~ The total EXP required to go from levels 100 to 200 is reduced by roughly 20%.
    ~ The total EXP required to go from levels 200 to 210 is reduced by roughly 40%.

    ~ All monster maps from levels 100 and above that are not Arcane River maps or higher will become Starforce Maps, greatly increasing the HP and EXP the monsters give. Emphasis on ALL monster maps below Arcane River and above level 100 (when you acquire 4th job power, the extra power helps you kill these stronger monsters).
    - This will serve as a natural tutorial to teach new players about the importance of Starforcing and getting used to hitting minimum map requirements for hunting maps for when they reach level 200 for 5th job advancement and Arcane Power requirements, rather than learning all of this at level 200 and being overwhelmed.

    ~ The final damage formula from character level to monster level will become the same as how Old Reboot had it since they made character fight monsters near your level rather than way above your level, for characters that are levels 1 through 199. Character levels 200 and above will receive no changes to the formula as it currently is.


    I really want the early game leveling experience to go back to how it was for years since this was so much fun to create and level up a brand new character! As long as the early game experience provides an enjoyable and good experience, then the game will continue to grow, if this experience is not enjoyable then it will turn off new players from sticking around.
    NickTheDragon
  • Cash Shop Equipment Inventory Bags

    Extra inventory slots for the Decoration Tab inside of your Inventory Window would be so nice to have, especially set up where we can easily organize everything.
    My Decoration Inventory is full and I don't like keeping the items in the Cash Shop itself, so I just don't buy new cash shop items until there is way to hold more items in the inventory window itself.

    How I would set up these Inventory Bags is:

    ~ The hard cap to how many bags you can have is equal to the maximum number of inventory slots in the decoration tab, minus 41 (forty-one).

    ~ The bags can be purchased with mesos only.

    ~ There will be multiple different kinds of coloured bags available to help with organization, whether you use the coloured bags to place all items of that same colour within it or use the different colours to categorize what type of items go into that bag or for players just like that particular colour, the choice is the player's to make!
    Bag colours being things like:
    - Brown
    - Black
    - White
    - Gray
    - Red
    - Blue
    - Yellow
    - Green
    - Pink
    - Purple
    - Orange
    - Light Blue
    - Dark Blue
    - Etc. and so forth.

    ~ Each bag can hold up to 40 items each.



    Fuhreak