Posted at 02-02-18, 04:41 pm Link | #
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Guess I gotta step up my game.

It's never too late to flip things around.
Posted at 02-02-18, 05:01 pm Link | #
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Yea, ive been saying this for a while now.. New players are going to need a buff to help them catch up. People are always trash talking nexon for boosting new players, but they forget to realize the endgame players are like 10k+ and it would be impossible to catch up. High level players will end up quitting at some point, going to need new players to replace them

I think new players should get weekly rb until lv 300, then slowly increase it overtime as the gap widen between new players and average "endgame" player.

OR SOME SHIT LIKE THAT.. IDK BRUV

In the context of old mabinogi, what was the necessity of boosting players I ask. The games pvp was not and never will be taken seriously by most of the community, and the dynamic combat system pretty much cemented that.

Old content was valid, to a point until they introduced talents, a various amounts of buffs like strength equaling defense and so on. On top of 2x skill boosts. Then it became necessary to boost players up to actually get to content remotely engaging.

Now in the context of this server. I ask why is it necessary to repeat something that doesn't really even fit the situation?

The old content is still valid for new players, it's valid for some midgame players to an extent. Some dungeons are definitely still viable fun for endgame. The point is that it isn't a complete cakewalk for everyone, and it means that you can still find fellows around your preferred difficulty or level to run stuff with if you need help or guidance.

On top that, this is for the most part, a pve focused game. I personally cannot understand the need to want to catch up now.

This doesn't support my argument, it's just a personal thing; I just deleted my original character on this server, it wasn't the farthest a long of course, but she had r1 Windmill and R1 Refine done.

I chose to start over and reroll her as an Elf, and I've been having a blast because I've been able to try out new ways to approach combat scenarios like I can't do N+ smash attack, but now I can N+1 a mob, run away and draw it into another group of mobs and windmill.

I've been enjoying the aspect of just playing this game. I'll catch up if I put the work in. Those who came first may always have you beat in levels, but that doesn't meant your stats won't catch eventually. And if you just enjoy yourself, you will.
post rev. 1 by Banned on 02-02-18, 06:21 pm
Posted at 02-02-18, 06:16 pm Link | #
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archery has always been left behind; even on live mabi they've yet to do a proper touch up.

I'd like to see some fresh re-vamp of it, for sure.


Even in Pre dynamic combat, archery was always considered to have the highest single target DPS in the game, the ability to miss is a trade off for being the fastest skillset in the game. On top of that, it combos and has the best synergy with melee by a long shot. Charge into mag, N into mag, mag into fucking windmill. Elf mag is fucking silly. Or you could be boring and just shoot arrows into mag, but w.e. Elf run speed makes it safer and final shot makes spamming free. Elves may not have the extra 100% aim speed humans have, but they trade that for mobility and much shorter load times.

On the human side of things, there's a reason that AR has a significant aim speed bonus at R1. You can't throw out magnums as much, those combos are significantly harder and less safe/consistent to do, but you have AR, 1 second load time with a 50% percent aim speed bonus on the first shot. AR is probably the best tool for extending combos and just plain being safe. AR can be lead into charge, allowing for a smash, or a windmill, whatever you fancy. It can be loaded out of windmill as well. It provides a huge amount of safety to humans.

I think the devs never gave archery it's own tab for a reason. It's not a good idea to act like any of these skills exist in a vacuum in a game that encourages hybrid characters.


edit: mb if i derailed
Posted at 02-02-18, 10:01 pm Link | #
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Do you think you could record some vods, and maybe try to describe some situations you tend to get fucked in that wouldn't get you before?

Like, are you trying to get N+ shots?

What distances are you attacking from where this tends to happen?

What's your ping like? Maybe it's positional lag which is a factor in this more so now.

I'd test, but my current setup in game isn't really ready for that, though I guess I could get on an alt...
Posted at 02-05-18, 09:14 pm Link | #
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Always nice to see a fellow new player. Feel free to send me a DM sometime if you're down to play.
post rev. 2 by Banned on 02-06-18, 04:15 pm
Posted at 02-06-18, 04:12 pm Link | #
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I'm replying directly to OP

The way you talk about ar, makes it sound as if you're trying to use it exclusively.

"more you will need to use it along with CS)"
qoute from your post

Is being more inclined to use other parts of archery a bad thing? The game does rewards you well for it.

Arrow revolver isn't the only skill humans can use, nor should use exclusively. They get so much out of Ar, it can combo into charge, can lead into mags and more

It's even got a lot of safety on on the first shot, which can be loaded out of windmill, knockdown, and so on.

My point is, instead of using Ar exclusively, you can use it with other skills. It's not meant to be the only move you use.
If people are straight spamming ar, nothing else, that's why they are dropping in so much dura.

I'd really like to encourage people to think about these skills that takes into account the other skills around it, as this is a game that encourages you to eventually hybrid, it's not like we have classes or something that seperate skills from one another.

By the way, if it wasn't made clear, i just don't think a change is necessary.


tldr stop spamming ar

P.s

If I'm misunderstanding Op, I'll apologize, but this is what it sounds like.

P.P.S
I bumped, don't kill me mods

Sorry.
Posted at 02-18-18, 11:39 pm Link | #
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While I don't think 450 was a good number to toss out I think the point (If I'm reading correctly) still stands that in this version of the game, AP is less valuable than it was in the original game.

I just don't see the point in making the change when it was indirectly made less punishing to use this feature.

Also, I want to play devil's advocate for a second. Hear me out, players get to a point where they stop really needing coins. They end up with more than enough storage pets, they've got enough cash, or a way to get cash that they would not need to gamble it on gacha. The only thing they'd really want to spend it on was if a new pet caught their eye, or they wanted to get a specific dye, so they started rolling on that. My point is that players will eventually begin to rack up coins, meaning they can potentially blow through ranks relying on this method.

That would hurt a lot less than losing the AP you need to rank a skill. But that's the point right? It's supposed to hurt.


I don't really give a fuck, but still I wanted to throw this in. You guys make this shit boring with your fuckin votes.
Posted at 07-28-19, 10:20 pm Link | #
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Because nao is plentiful, it removes a lot of punishment from death. You have to die a lot in this version of the game(Unless you payed for live premium) before you'll see the detrimental effects of death like dura loss/ blessing loss/ item drop/ exp loss etc. Death just lacks any sort of weight, and that is a problem.

A player isn't going to take a combat situation as seriously if they know they can just die and be okay. Maybe this is a personal issue, because I don't. But, it does also take away from other aspects of the game. I don't need to carry around as much or any blessings, so I'm not going to do the ptj to advanced and be able to take more blessings per job, I'll probably only need a few, since nao has got me covered.
Dura loss is another one. If I'm not getting any blessings, I'm not using my time well, though, I'm not really getting punished for it now. This means, I'm spending less money on repairs even though I'm not getting blessings, my repairs are always safer, even though I'm not spending the time to get blessings, etc. We also make way more gold in this version of mabinogi, so it ends up feeling like I never have to worry about my gear.

Currently, early game>mid game> end can all be reached quicker and easier due to double ap/x2 skill training/destinies not to mention we make more money. so I'm not sure I understand the need of having nao..?
She takes away from the game more than she adds to it, and I'm sure I could give more examples.

fuck nao
post rev. 1 by Banned on 07-29-19, 01:11 am
Posted at 07-29-19, 01:06 am Link | #
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#4: No, food is in a really useless state partially due to transformation killing off hunger, which leads into;
#16: If food were to be rebalanced, it would lead to more reason to rank the skill, which would really liven up the skills value and possibly bring it up to the usefulness of potion making. TLDR YES

Would really strengthen the fantasy life aspect of Mabinogi if we had to worry about eating. This isn't necessary, but I want to say that hunger isn't just busy work, or padding, it does add something to the game. >More hunger> less stamina to attack with, which can punish you in a fight if not properly taken care of.

I think these changes would definitely add depth to the game, simply due to the fact that cooking would have an actual role in the game. But when it comes to balancing foods, I think it should be carefully handled, food shouldn't just be an extra buff in my eyes, and higher ranks should offer more options, not every single meal in game needs to be useful, but there should be various choices. a couple foods could offer more hunger, while others could be buffs but be really hard to make, or focus in one stat while debuffing the others, and so on
Posted at 08-05-19, 03:20 am Link | #
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I'm not sure what I'm looking at here.
a post with words, you read the words and take what you will from it

Naw. Being able to die without punishment is gr8. And you can't repeatedly die, you'd run out of revives fairly quickly, and while they do run out eventually, it's fast enough to let you get past a situation you're too weak for by zerging.

... And are you in favor of having to grind for holy water? Don't have bots for that, like on live.

More money is gr8. Inflation FTW.
I'm glad you posted, honestly, at least someone wants to talk. Saying "being able to die without punishment" is exactly what I'm arguing against. The problem is, any decent player isn't going to run out of revives, my intention was never to state that you just can die as much as you want, but I was attempting to argue that, with 5 stones a day, and one replenish per ingame day, death can feel like a very minimal punishment. Shouldn't throwing yourself at a situation in a bad way not be reward? I honestly feel like a good player will feel more enjoyment from a tough fight if they didn't just win it through "zerging with naos".

Not sure I've ever seen bots for hw, just people with lots of completion on church. Not that it really matters, here nor there. But, since you brought up holy water, kinda ties into what I said before. Being good rewards a skillful and prepared player, they're gonna be burning through less water, all the while keeping dura up and more than likely never dropping a weapon. Also I feel the time consumption to get holy water is one of the more fair things in game, especially since we have the barri variant which makes it even faster.

good discussion m8
Posted at 08-07-19, 03:53 am Link | #
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I'll hit you up, I'm usually online during weekends and late afternoons for a bit.
Just getting started as well.
Posted at 11-20-19, 01:28 pm Link | #
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Barri was already made redundant for ore farming because metallurgy existed, outside of niche uses. (g2, refine, spirits). I haven't tried this dungeon, but it always seemed to me that no one was really hurting f or ores but rather leathers and tough strings as an example. On top of getting merchant mastery, refine and mettal are reallt easy to handle especially since the requirment was nerfed already. I don't know if you were trying to say this, but to me this part of the update seems incredibly redundant. I'd also call it unnessary as it sounds like it kills the already pretty low value of ores

To go back to your suggestion, I'd rather see the end chests of all the old dungeons looked at, or maybe work with mob drop tables if that is possible now. Not only are old dungeons not hard enough for the speed players are progressing, they still have nothing to offer besides rabbies now relatively busted pay out for how easy it is. Apologies for the slight digression there.

Yea, the mob should receive a buff upon taming or at the very least be healed back to where it started. It's biggest issue right now is the speed and inconsistency.

It's slow and inconsistent if the mob will attack will attack what you want, and better yet, how you want. Devils advocate, that's why no one uses these skills because they just aren't fun or beneficial.


Random suggestion, increase the amount of monsters you can tame and make it like diablo 2 necro where you can just swamp the world in monsters, ai issues would be resolved by having more stuff.
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