Posted at 11-14-17, 06:45 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
Hi! I used to play Mabinogi waaay back in like 2008-2009. I started playing actively around the release of Iria and stopped playing around G11. Mabinogi in that state is by far my favorite MMORPG and one of my favorite games ever. I thought I'd see if there were any private servers going, and lo and behold, here is one! Looking forward to making friends with some of you. C:
Posted at 03-02-18, 07:20 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
Since there is some resource cost associated with entering dungeons that require passes, I wonder if it is possible to make it so that you can log back into a dungeon after having been disconnected. This might be easier to implement specifically for dungeons that require a pass, since those are already instanced. One concern that was brought up was that a player would occupy an ID for a dungeon (e.g. one player would occupy an instance of a dungeon where they dropped a coin) for long periods of time if they didn't log back in. This isn't an issue with passes, however, since they are already instanced for the party or player. Thought this would be a nice quality of life change, and doesn't seem like it would be abusable in any meaningful ways.
Posted at 03-15-18, 09:55 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
I got to rank 1 wm with no help on a fresh human with no gear and it took me less than 4 days of dedicated grinding. It's easy. For elves it's garbage though and like others I agree it's overkill to have it so difficult.

If you prioritize wm it is easy to grind for new characters. Use finish rules on higher cp mobs in SMs if you messed up and didn't do it first. If you waited til you are 1200+ CP to get rank 1 then you are in a feasible position to craft -cp gear. Why not just play the game. It doesn't always need to be given to you on a silver platter. Also imo having to make use of more resources like -cp gear is good for the game. Otherwise it's just obsolete content. Just my 2 cents.
Posted at 03-15-18, 10:09 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
It is currently very difficult to find a field boss spawn if you are trying to get an enchant or for any other reason such as elf/giant transformation quests. The fomor command scrolls works well in the context of a large playerbase but is somewhat unreasonable for a small one. I propose a few changes below. Any or all could be implemented and I think it would improve the state of things.

1. Make fomor command scrolls more accessible by allowing them to drop from ANY reward chest at random. That way you don't have to do useless stuff to try to find them. This way players will gain information about field boss spawns through natural gameplay.

2. Make smaller field bosses give drops based on player participation (like dragons). This gives players incentive to share information about field boss spawns so that they are more accessible and reasonable to find as an individual player.

3. Make field bosses spawns on a static timer and reduce their frequency. If no one kills the boss in the window before next spawn, whenever the boss dies, it will spawn at the next available spawn time. This makes boss spawns predictable while keeping saturation of any given item in check.

4. Make an NPC that sells fomor command scrolls for a fee. This introduces an additional gold sink and incurs a cost to players for being able to farm field bosses if they so desire.

Someone suggested that currently fomor command scrolls are unique items that cannot drop for multiple players. That would be thrown out the window in any of the proposed scenarios. And to prevent situations where multiple players compete for a field boss, I think implementing option 2 would be a necessary change along with any other, but could also be implemented on its own.


That's it for my ideas. Let me know what you guys think.
Posted at 03-16-18, 02:17 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
One of the issues is that most of the content isn't hard enough to warrant collaboration for endgame players, and thus AP budget is mostly used on skills that help you solo. There would be more incentive and demand for support skills if they were required, but they aren't really at the moment.
Posted at 03-22-18, 01:00 am Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
Garten Glen Checkered Skirt (Flashing green and yellow, fast flash)
Gauntlet of the Tyrant (Giant Male-only 2/1 glove)
1x Red Upgrade Stone
5x Full Recovery Potion
Posted at 03-28-18, 09:11 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
I think this could be cool but has to be done in a very careful way. Not everything has to give useful or good drops. Some dungeons are garbo and that's ok imo, but there's also not much reason not to update the drop tables to give players different ways of obtaining some drops, especially ones that are low-midtier in usefulness, or are only good during early-midgame stage, but currently unrealistic to access. I'm thinking mostly of certain enchants here, like fang or sight which are pretty good for a midgame player but not realistic to obtain.
Posted at 03-28-18, 09:15 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
It seems like there is a huge disparity in drop quality from spring gach compared to previous gachas. Is this an intentional change? If so, why tho? :C It feels very unrewarding to use this gach. If it's an intended change, that's fine, and I recognize I certainly do not have to spend my red coins if I don't want to. Just wondering what the reasoning behind this change was as it seems like the difference is way too big not to be deliberate, and fashion doesn't affect game balance in any way. Wondering if anyone behind the implementation of spring gach could enlighten us.
Posted at 04-11-18, 09:07 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
No list or wiki exclusively for this game sadly. A helpful resource to know at least whether the item is in the game or not is pro.mabibase.com. As for location, gotta ask more knowledgeable players. Community is generally very helpful, so ask away. There is also a very active community discord to which you can find the link somewhere on the forums. It is rare that items that impact power are exclusively available through gachapon, which is usually just fashion or "neat" stuff. Additionally you never have to pay for anything in this game through real currency. You couldn't even do it if you wanted to. Good luck!
Posted at 05-05-18, 07:19 am Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
Planning events is tough. On one hand, people will be upset if the rewards are bad, because then the event doesn't feel like it is worth doing. A lot of events so far have kind of required you to go out of your way for them, and don't involve typical gameplay as much (such as recent treasure hunting and fishing events). That means that if continuing on with that model, rewards have to feel good to warrant participation. On the other hand, if the rewards are too good, it might feel like you should only be doing that event (see fishing event) for its duration, and it might feel like it trivializes certain items (like how people got upset that you could fish up Dexterity enchants which are otherwise very difficult to get).

Given this, I think the crux of the issue revolves around two major questions to consider when designing the event:

1. Does the event incorporate usual gameplay elements, or make players go out of their way a little? A lot? If players end up focusing a lot of their time on the event, will that be something that is likely to be perceived as fun or burdening?
2. Are the event rewards so good that they eclipse the value of all other gameplay content for the duration of the event, and feel like players are missing out if they don't maximize their participation? Are the rewards so bad that it will feel like the event isn't worth bothering with?

This is highly task dependent; feeling like you have to AFK fish all the time or you are missing out is not fun. Treasure hunting? Kind of fun. But if it felt like I HAD to do it because the rewards were insane, it would stop being fun pretty fast after several hours of grinding. Conversely, something getting random special drops from mobs for a few weeks that you can turn in for rewards is probably fun. It doesn't require you to go out of your way too much and naturally rewards you for gameplay you would have been doing otherwise, so doesn't feel like a chore.

I think there is also a lot of merit to designing events that make you go out of your way and do something that is at a totally different pace compared to normal gameplay because it provides variety. However, these types of events have to be inherently fun and should grant rewards that are worse rather than better so that players do not burn out on the event or feel obligated, and the event remains fun for the duration.

Otherwise, events that give good or very good rewards should typically involve regular gameplay elements and naturally reward the player for what they probably would have been doing anyway, only adding a bit of spice and the chance at some sweet rewards. Another consideration here is to design events where the rewards scale with difficulty of completion. This does not necessarily have to be related to combat. It can be skill at a specific puzzle or task (like fossil restoration) that you could develop over the course of the event. This incentivizes the player to improve and also prevents burnout while rewarding dedicated players.

Mostly, designing good events is about avoiding situations where players feel bad one way or another. You don't want players to feel bad because the event doesn't feel worth it (either the intrinsic or extrinsic rewards don't feel good enough), and you don't want them to feel bad because they burn out on it for being so good (where intrinsic reward is bad, and extrinsic reward is good).

Hope this provides some insight.
Posted at 05-09-18, 05:30 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
Allow direct bank transactions on personal shop licenses at all locations instead of just Dunbarton.

I don't like this one because it creates less incentive to use Dunby square for personal shops. Our playerbase is already small and we don't have issues with space in the square or anything. It's best to have a "one stop shop" area for people wanting to look at personal shops.
Posted at 05-09-18, 05:31 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
You can also apparently put barrier spikes in front of the tree, and cast thunder, hitting the trapped mob as well. Certainly needs a fix, though.
Youko sheer genius
Posted at 06-21-18, 10:16 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
Uncapping stats to go past 999

This change heavily favors humans. Whether that's good or bad is up for debate I suppose.
Posted at 06-27-18, 07:14 am Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
Would be cool if the Rose's Thorn and other Rapiers were allowed to have more than CC2 and had a smash damage modifier. CC4 would open up the way to a neat playstyle involving bolts and melee, like lightning bolt + wm, firebolt -> assault slash -> smash -> wm, etc dealing a lot of damage. Right now it's kind of useless but these small changes would open up a viable playstyle while remaining balanced.
Posted at 06-27-18, 07:41 am Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
Sorry for double post, but this is a different suggestion:

Ability to feed spirit weapon by dragging items onto it and "giving" them to it similar to how you'd put items into a collection book. Would just make the spirit weapon feeding process less painstaking so that you don't have to navigate that awful chat UI. I figure this change may be difficult though.
post rev. 14 by ihzi on 07-05-18, 12:49 pm
Posted at 07-02-18, 02:04 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
Documenting notable drops which have been obtained from dungeons added in the A1S2 update. Work in progress. Please feel free to contribute known drops to add to the list.

Mossy Math Fomor Pass (cube event dungeon):
Wildwood Glaive (smash enhance up to 4 confirmed so far)
Ilanga Mace (giant only, 2h, can cast fireball)
Shadow Halberd (assault slash enhancement, up to 5 confirmed so far)
Branch of Viridius (crafting material for Boughs and Branches Helm made via handicraft)
Barbarian Fox Scythe
Cuddly Chicken Robe
Stylish Sunglasses
Princess Headband (name?)
Hand chimes

Black Herb Dungeon (has 2 reward chests):

First chest:
Base Herb Pouch (can contain 100 herbs)
Rainy Tribal Bird Bracelet
Pass to the Unknown Depths
Goblin Enchant Scroll
Hobgoblin Machete

Second chest:
Bohemian Band (M)
Bohemian Flower Band (F)
Mystical Kousai's Hat
Drosera
Vicious Broad Axe
Bohemian Wear (M/F)
Pass to the Unknown Depths
Unholy Bouquet

Caverns Raid (Pass to the Unknown Depths)

Snek
Diamond (1 cm)
Jasper
Akule Glove

Bird:
Trinity staff

Cave Dragon:
Cave Dragon's Eye
Cave Dragon's Scale
Cave Dragon's Bone

Vinemaw:
Sniping Sweet Honey Hat (best in slot hat!! Potential 20 max damage)

Blinker:
Dragon Bow Manual
Transparent
Passing Rain
Unholy Bouquet

Trash mobs:
Red Eye Strap Hat (life drain enhancement)

???
Carpinus Healing Wand
Slate of Twisting Caverns


Unholy Bouquet
Mana Needle Yggdrasil Staff
Destruction Yggdrasil Sword
Wildwood Crossbow
Wildwood Bow
Wildwood Glaive
Bamboo Hat (metallurgy and smash enhancement bonus)
Candle*

*Unholy Bouquet can be cleared once every in-game birthday (weekly) and is guaranteed to grant you an untradeable candle upon completion. They can be exchanged at Shamala for the following items:

Red/blue upgrade stones
Herb pouches for various herbs
Iridescent herb (2)
Wildwood Crossbow
Wildwood Bow
Wildwood Glaive
Yggdrasil Staff
Yggdrasil Sword
Yggdrasil Shield
Bohemian Wear (M/F)
Dragon Egg
post rev. 4 by ihzi on 07-06-18, 09:29 pm
Posted at 07-05-18, 07:58 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
Work in progress guide can now be found at the link below due to post character limit. Included is a guide to the main questline, the caverns raid, and the unholy bouquet instance.

https://docs.google.com/document/d/1G-7x7qz6vSTp6Yfeiyw9j6drvYzO-iAXwz60JCCVFFk/edit?usp=drivesdk
post rev. 1 by ihzi on 07-16-18, 12:52 pm
Posted at 07-16-18, 12:52 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
Reduce the cost of trade unlock potions (currently 1m). High cost disincentivises trading and we have a small playerbase. The personalization of items is completely arbitrary. There is no consistent factor in what determines when an item or enchant personalizes or doesn't. Because of this, I would be ok if trade unlock pot cost way less and trivialized personalization. However, if unwanted, I still think a 500k cost would still achieve that while not gouging newer players with lesser income who want to buy endgame enchants from older players.
Posted at 07-24-18, 12:51 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
Add in pets that had an AOE summon effect, but get rid of that AOE effect. IIRC they're all a skill, so I would think all that's needed is to delete that skill from the pet.

This is a thing and was voted positive in a content poll. There is an AoE pet in the game without its effect and is obtainable through special means in new content.
post rev. 3 by ihzi on 07-27-18, 09:34 pm
Posted at 07-27-18, 09:30 pm Link | #
ihzi

Posts: 101
Joined: 11-14-17
Last post: 1801 days
Last view: 14 days
I only have overwhelmingly positive things to say about the new content that's been released, specifically with regards to the A1S2 update containing raids.

I think what's important to remember when implementing any change to this server is that it should not change the essence or feel of the g13 Mabinogi experience. I certainly think A1S2 does not change the feel and only expands the world we get to play in while maintaining the same core mechanics and approach to the game.

A big problem that actually exists in g13 Mabinogi, like others have suggested, is lack of endgame. It is really fun for anyone in endgame or even mid-end game players to be able to consume this content that works in parallel with the rest of the content. The main thing is that it isn't making anything obsolete and it is not by any means exclusive. The cave raid and the spiral hill boss both strictly encourage community involvement with the way the reward distribution works. In our cave runs we have pulled in so many members from the community because it can only help, and why wouldn't we involve other people when we can.

Even if some content is somewhat exclusive like the Unholy Bouquet, which requires multiple endgame players in the party and is mechanically intensive, it is positive to have this sort of content to work towards as an early game player.

Some of the other things I'm seeing mentioned are dead zones in progression such as the gap from 500-1k where advance missions are trivial due to our server's AP growth rate. That's another problem on its own, but personally I spent a lot of time during that period just gearing myself and hunting enchants and such. For me that was fun, and actually I think there's a lot to work on during that time because it's around then that you start finishing your core archetype skills and can start working on different life skills or having fun with different trees.

In either case, I think the criticism of the new A1S2 content is not very well deserved as I think it complements the game well and was generally very well implemented from a design perspective. It's also worth noting that on development teams it's often not a question of "if people are working on x it means they can't work on y". Different personnel have different skillsets and can work on different aspects. Just because someone is working on new content doesn't mean no one else is working on QoL improvements or other. Just my 2 cents.
Terms

Powered by mabi.pro v1.0034-arisa (View credits)
MabiPro is not associated with Nexon Co., Ltd. in any way shape or form.