post rev. 1 by Ancor on 03-08-17, 08:53 pm
Posted at 03-08-17, 08:52 pm Link | #
Ancor

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Are rebirths going to stay at a 13 day rate? As in, will we never get the chance to rebirth faster?

I agree that x4 is rather high, but I also believe this should either be tackled immediately or be left alone, just to try and keep it fair for everyone.

I feel like having a destiny should be an overall improvement to training for that destiny's skills, as was originally intended. I'd like to propose a x3 growth, but I also know that makes things complicated (x2 from server + x1.5 from destiny? Or hard coded? Sounds messy). At that point, is it worth it?
Posted at 03-11-17, 12:55 am Link | #
Ancor

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This first long bit is all about archery. Beware.

How would you balance a removal of miss percentage? Would you make loading the skills take longer? If so, how do you account for Elves (or xbows iirc), who can run while loading a ranged skill? Do you reduce the stun time of each shot? What about damage?

My concern is that many mobs don't have their own answer to an Archer. Some mobs have multi-aggro. A few mobs have Evasion. Defense reduces the stun times, but is ignored by magnum shot (unless they have a shield maybe? It's been a while). For the rest of the mobs however, they've always relied on the fact that maybe you will miss, or maybe you'll take too long aiming to get the best chance you can to hit. If miss chances are removed, these mobs should still retain some chance that they could get in close to an archer.

That isn't to say I'm against removing miss chance. I just think that it might be a difficult challenge to overcome.

Personally, I would like Archers to end up with a sort of playstyle that ends up as consistent single target dps of decent power that requires little preparation. An Archer should be able to control a battle against a single opponent by keeping them at a distance, but should be vulnerable at close range. Aiming and miss chances make this an issue, since aiming while close to an opponent is so fast that point-blank magnum shot spamming is a viable tactic. The fact that you can miss makes your control over the battle against even one opponent an uncertainty. If stun times were reduced or loading times were extended, archers could adapt and then predict whether they can take on a particular enemy while staying safe, and adjust accordingly. With a miss chance, there is too much luck involved.

Okay, moving on from Archery finally.

If Windmill needs a training adjustment, then I also recommend a training adjustment for Refining. Refining is another one of those skills that you sort of have to crank out early or have a terrible time dealing with it later on.

On Magic Chain Casting: I agree that I would love for this to be an actual skill, but I don't think it should be added in willy nilly for the sake of balance. Some sort of trade-off? Because if there isn't any, mages would become incredibly overpowered pretty darn quickly.

On Future Classes... eh? I definitely love Bard, since that compounds on the music part of the game I already love, but why try and re-create these live classes for this server? Like, if we really wanted these classes, why aren't we just playing these classes on live? I personally like the idea of us as a community creating something new for this server much better, if we're hoping for more class options (Very loose and not-thought-out idea, but subclasses maybe? Different types of magic users, or different types of melee combatants? Like a Duelist vs. a Knight? That sort of thing?).
post rev. 1 by Ancor on 03-11-17, 01:51 am
Posted at 03-11-17, 01:49 am Link | #
Ancor

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Just to clarify the slow vs fast grind conundrum that is for some reason a conundrum.

The enjoyment that comes from having a slower grind is that once you've made it, it's an achievement that you can be proud of. When people know you have r1 in a particularly hard to rank skill, they will be impressed. When people know you have gotten the master title for that skill, it's even more impressive.

A faster grind will let players get to r1 more easily, which makes it (at the very least feel like) less of an achievement. Not as much effort was put in compared to the slower grind variation, hence it is not as impressive.

Having the option to go fast in a normally slow grind environment doesn't solve that issue, either. At least, not without a way of recognizing that someone did not use the fast grinding option. If you boast about having mastered a grindy skill without using that skill training potion or whatever, you can boast all you want but people will likely not believe you. The fact that there is no intrinsic reward for going the more difficult route, plus the fact that you would have no proof to show you went the more difficult route, makes the more difficult route (at least for some) not enjoyable or worth it.

Edit: I used skill ranks as an example, but this sort of mentality can apply to things like total level or whatever else as well.
Posted at 03-11-17, 03:26 pm Link | #
Ancor

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On Future Classes... eh? I definitely love Bard, since that compounds on the music part of the game I already love, but why try and re-create these live classes for this server? Like, if we really wanted these classes, why aren't we just playing these classes on live? I personally like the idea of us as a community creating something new for this server much better, if we're hoping for more class options (Very loose and not-thought-out idea, but subclasses maybe? Different types of magic users, or different types of melee combatants? Like a Duelist vs. a Knight? That sort of thing?).

I haven't played on live since G12, so I can't say anything, but given a lot of people hate what's going on the live servers, I'd say, bring the good, leave the bad there?
The Bard skills I've seen on the wiki seem cool, Lullaby seems OP to say the truth.

That's a good point. I apologize for effectively saying "go play live" since I too have been upset at the pay-to-win mentality among other things (power creep, etc). I was pretty tired when I wrote this, but that isn't really an excuse.

What I had really wanted to get across was the fact that during the span between g13s2 (when this server is) and live, dynamic combat was introduced. All of the classes that are on live use dynamic combat. Do we want to try and translate the classes we don't have not only just from live to this server, but also from dynamic combat to traditional combat? It sounds like it would be very, very tricky. Do we want to try and re-create dynamic combat? That sounds like it would be even more tricky, and also possibly controversial (very mixed reviews on dynamic combat, apparently). This is also all assuming that the programming know-how to even attempt any of these options is available to us. From an uninformed perspective, Bard seems feasible, but Puppeteer? Ninja?

I'm not against trying to add classes that have the same theme as those on live. A MabiPro kind of Ninja or whatever would be pretty cool, but to expect that MabiPro's Ninja would function exactly the same as live's Ninja might be a bit too much to ask for.

My suggestion for "subclasses", or whatever in the world you may wish to call them, was to instead focus on building off of the systems we already have available to us, rather than trying to create whole new systems. A Duelist, for example, would still be a melee warrior, but would just be a different kind of warrior. Maybe it would rely on dexterity in some way beyond just balance and specialize in using light armor. Skills could be added onto the current melee system to compliment that sort of playstyle. The "subclass" idea just sounded like a much more feasible option to go for, in my opinion.
Posted at 03-12-17, 04:17 pm Link | #
Ancor

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I'm not sure if removing formor scrolls and replacing them with raw gold actually addresses the problem since fomor scrolls are eventually converted into gold anyways with their respective quests. It's more a problem of efficiency.

The more challenging mobs of Rabbie should be more rewarding than the less challenging mobs of Math. Are they by the flat value? Yes. Are they efficient compared to kobolds? No. If your goal is just to earn gold, you're better off sticking to the easier content, and that just sounds backwards.
Posted at 03-12-17, 04:28 pm Link | #
Ancor

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I'm also disappointed that people don't seem to like the idea of lowering shadow mission requirements, because as we get to higher levels our current difficulties will get too easy. We'll have the AP of someone level 1k at 500, yet not be able to try out Hard Missions for another 500 levels. I've heard it brought up that it's for the sense of accomplishment of unlocking them, but wouldn't you get more of that from completing a higher difficulty mission while underleveled? Plus, there's a lot more of those to do

I agree with the challenge thing. Also, i see no reason to keep the restriction. You don't wanna do it asap, then just don't do it. Don't lock the community as a whole out, just cuz you personally aren't interested.

I don't do shadow missions too often, so I have a question. Do all party members of a shadow mission need to be above the required level to partake in the mission?

As for an opinion from someone who doesn't do shadow missions too often: I would be okay with the requirements being removed, but could we keep a sort of "recommended level" reference for the different difficulties? I would like to believe I'm not the only one who doesn't do shadow missions often, and I would be grateful if I didn't have to reference the wiki often just to make sure I'm strong enough to do any given mission.
Posted at 03-16-17, 10:25 pm Link | #
Ancor

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I actually agree with epsiolon in that removing mana evaporation might have unintended consequences, and that maybe there are some underlying problems that might need to be considered first. Granted, i'm not against removing mana evaporation. I just want to look more closely at what the real problem is.

For pure mages, mana evaporation is a pain in that you cannot swap out weapons without either chugging MP potions, or suddenly just not being able to cast spells. For those who wished to dabble in magic, mana evaporation becomes a giant barrier. Bolt and basic heal spells are safe to use, since you won't need a wand, but if you wanted to go any further you're going to have trouble. You wouldn't be able to throw around more powerful spells on the fly without planning ahead for the consequence of switching back to your other weapon, and if you do switch you're going to need to chug a lot of potions if you wanted to continue dabbling in the immediate future.

For the dabblers, mana evaporation sounds rather fair. Bolts and basic heal are all fine to use (though you won't be able to chain cast without a wand), but going beyond that is a big decision. Do you start with your wand out, unleashing a powerful spell before charging in with your sword, thus leaving you without mana for the rest of the fight? Or do you save your powerful spells somewhere down the line, after having used your mana carefully so any powerful spells you unleash won't leave you with a good chunk of mana that you would just dump after switching back to your other weapon?

Keeping mana evaporation around makes it so the higher level spells are for someone who is dedicated to using magic. Without it, we might start coming across dabblers that could possibly even outperform pure mages, saving their spells for when they matter (like Wights) and using their other combat skills to handle everything else.

That being said, Mages need a tune-up somewhere. That's for sure. I'm really liking Cyrene's ideas for magic weapons. More and weaker wand options would allow a steady progression through the magic tree. Mana potions should somehow be purchasable from NPC vendors (10's and 30's, of course), both for newcomers to magic and for veterans so they don't always have to use potion making or buy from other players.

If we're looking for new ideas, maybe we could consider pets in some way? Familiars tend to be a common theme in the fantasy of magic, and since pets are now obtainable through red coins instead of money, everyone has equal access to them. Or maybe a skill that would allow you to draw the mana from an ally into yourself? Players would have to provide consent, and it would likely not be a mid-combat sort of skill, but allies who aren't making use of their mana could give it to their mage who is. Or you could go the other route and have a skill that would allow you to give mana to someone else.

For Meditation, does it not already provide an additional boost to your mana recovery if you're resting? I feel like it should, thematically. You can more easily meditate by sitting in one spot as opposed to walking and running around. If people actually like that idea, it might be interesting to take it another step further, and provide another additional bonus when multiple people are meditating around the same campfire. Could be a neat way to make campfires a good resource to have, though it might also make all-mage parties too highly favored if imbalanced.
Posted at 03-17-17, 09:51 pm Link | #
Ancor

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Alchemists can change cylinders with no downside, and I am certainly vying for them to have an end-game stat rather than leaving them flatlined. Should Stamina-evaporation be implemented if Alchemists get an end game stat? If your answer is no, then magic doesn't need it either.

This is a very good point. Granted, stamina serves a more general purpose than mana, but still. I'd be fine with removing mana evaporation, as I stated earlier. As a side, does Alchemy need an end game stat? I haven't really touched alchemy ever, as it was never my cup of tea, but I am curious about this. It seems like they do pretty good damage before end game, and then at end game they provide utility moreso than just damage?

What would be the benefit of ranking a skill that allows you to give others your mana? Would it increase your Dex, if you're an archer? Str if you're a warrior? Does it reduce your CP? Why even rank this? Screw our mage man, just let our Alchemist handle it.

I suppose it could boost your mana pool as that would fit the theme of the skill while also not restricting it to any particular class, but I admit that this skill really doesn't provide any inherent incentives to rank for non-mages if that's the case. I'm just a sucker for support-y options and party-based play, and having the party's warrior contribute whatever mana he could to the mage who's actually using it sounds nice.

As for the pets, I'm down for Familiars, I suggested that for Pally/DK active skills instead of Cntrol of Darkness and Not Applicable. But if Familiars become a thing, they'll need to be a skill, separate from pets. Pets need a re-vamp, but we shouldn't be forcing pets to certain classes. Wow, look at my warrior galloping off on his str-boosting horse to the next dungeon room. Meanwhile I'm waiting for my mana-restoration Seal to scoot it's fat posterior in range of me to give me my mana back. I'd suggest something like the mini-pets as Familiars, summonable through a skill, and doesn't take up a summon space so you can still summon your real pet. I'd also make the Familiar you summon RNG the first time, then remain the same familiar every time (unless you purchase a Familiar reset scroll using Fomor Coins). Have them all apply the same bonus to MP regen and whatnot, but aesthetically some are more desirable than others.

This mini-pet familiar option definitely sounds better. Leaving it as using pets for familiars would probably end up restricting pet usage for mages or whomever like you predict. I like the idea of a familiar's appearance only being an aesthetic choice, if only for the hope that not every mage I see would be wandering around with the exact same familiar.

As a pure mage from years of pre-genesis i find all suggestions in this thread disgusting.

Is there a particular reason or explanation you want to provide to these suggestions beyond a "back in my day" sort of thing? Do you believe that there is a problem with Magic as it is right now? If so, contributing to dialogue might actually help make progress. If not, contributing to dialogue would still help facilitate a discussion.
Posted at 03-18-17, 01:36 am Link | #
Ancor

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I personally do not mind the durability system. I have to worry about my weapons, and I can't always use the best weapon I have, either because it needs to be repaired or I can't afford to use it on anything but the most challenging situations I'm capable of at the moment. I won't toss away a sub par weapon, because I can't always be at my best, and I both like and am okay with that.

Glacii makes some pretty good points about mages. How good is Blaze? I've never tried it.

However, I agree with Twin that "if this is an issue, I don't think Mabi is the game for you" might have been a bit too harsh. We all have different reasons for coming to this server. Maybe some of us longed for the "good ol' days", where talents didn't yet exist and power creep was still kept relatively in check, or when inflation wasn't so bad of a problem. Maybe some of us didn't like the pay-to-win mentality of the game. Maybe some of us liked the newer content that was added on live, but at the same time missed how the game used to feel for them and wanted to go back to the game's roots. Maybe it was for another reason entirely.

Mabinogi is an old game, and has changed a lot during its lifespan. Not all of us experienced the exact same game. While someone might feel a particular aspect of the game is part of the core Mabinogi experience, others might see it as an annoyance getting in the way of what they find to be part of the core Mabinogi experience. So please, understand that, and don't try to be so dismissive of everyone else's opinion. Let's instead try and have a discussion and see if that discussion can't lead to solutions, and make this game better.
Posted at 04-19-17, 11:31 pm Link | #
Ancor

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If we want to make Magic more beginner accessible (and I see no reason not to), Mana Evaporation isn't the spot to tackle. Make the most basic mana potions more easily available, perhaps through an NPC shop. Beginners can get by on the basic bolt spells rather reasonably. If you've just started and you're lacking the funds for the Firebolt and Lightningbolt spellbooks, Icebolt is still pretty effective during your early levels and can be used effectively alongside some backup combat style.

Also, for those who don't know, classes are a nice and inexpensive way to acquire the basic bolt spells. http://wiki.mabinogiworld.com/index.php?title=Classes_and_Training&oldid=287894

I agree that you don't really need a wand as a beginner. It can up your damage, sure, but until you finally get advanced spells, there is no real need for one. If you worked your way to acquiring all of the pages you'll need for an advanced spell, then you are most likely capable of funding a wand to use for more difficult content. Maybe you can't fund those massive repair costs if you're using your wand all of the time, so save it for when you need it, and keep relying on those good ol' bolt spells. You'll eventually get to the point where you can fund a wand rather effectively.

I must admit that those repair costs are incredibly taxing on an aspiring mage. That being said, what if there was a cheaper, weaker option for aspiring mages to get instead? Maybe it can't upgrade beyond what it already is, but it could simply allow access to casting its element's advanced spell. The repair cost could be cheaper, and current wands would be the goal aspiring mages would strive for, but they could have a stepping stone to reach that point.

I feel like Mana Evaporation is a problem for 'advanced mages': those who have made it to the point where wands are commonly used. If the problems that people have with Magic occur as an aspiring mage or a beginner rather than as an 'advanced mage', I believe that Mana Evaporation is not the source of those problems.

I currently have no opinion on Mana Evaporation, as I have not yet achieved 'advanced mage' status. As an aspiring mage, I don't have the luxury of having consistent access to a wand without taking too massive of a blow to my bank account, so Mana Evaporation rarely comes up for me. I think Mana Evaporation is a topic that impacts those who can use a wand consistently, be they pure mage or not, so until I get to that point, I don't feel like any opinion I have on the matter is worth its salt. I haven't witnessed the full impact of it personally, yet. If we want to make Magic a more viable path to aspire to for beginners, however, I believe there are issues that need to be tackled, but Mana Evaporation is not one of them.
Posted at 04-20-17, 04:15 am Link | #
Ancor

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Going beyond the "I didn't like those newer things like puppetry, please don't" sort of answers, it would likely be very difficult to do, since this version of Mabinogi had not yet undergone the dynamic combat update.

Doing something Bard-like with magic music, or adding in Bard-like skills may prove to be easy, since they rely on playing an instrument which was already a thing.

Trying to replicate puppetry or ninja from the ground up? Assets, programming and all? That doesn't sound realistically feasible. Same might go for stories from later generations. The assets used in those story lines are at the very least not easily acquired, and while my worries may prove to be baseless, I worry that if we try and take newer assets from live mabi, that this server might suffer from (further?) legal issues.

Personally, what I would like to see done is for us as a server to be okay with introducing new, custom content. Maybe a new storyline. Maybe a new class. Give this server something unique to itself. Granted, a lot of people here want an authentic old school mabi experience, which is perfectly fine, but I was personally enthralled with "new custom content added regularly" part of the description to MabiPro on this site's front page as well.
Posted at 04-24-17, 04:38 pm Link | #
Ancor

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As it is right now, Windmill is like a hurdle you need to get over before you can actually start playing. No matter how you want to play, you better do windmill before it's too late.

If you make it possible to rank windmill in a manner similar to how Slayerj proposed, it wouldn't be the hurdle that it currently is. It will likely still be super grindy, you will likely want to use the CP requirements to speed it up, and getting it done early would still be recommended, but you can hold off on it and still reasonably get it up to r1 when you feel like it.
Posted at 04-25-17, 08:02 pm Link | #
Ancor

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I like the concept of red envelopes encouraging party play, but clearly as they are right now, they really aren't accomplishing that.

Buffs might be nice, but it gets complicated. If they are self-only buffs, not only does that not promote party play, but it would backfire. Everyone would scramble for them, possibly at the cost of their teammates. Party buffs might be nice, as if they're random, it would promote not only party play but also a diverse set of playstyles. A Mana related buff might not help your warrior or your archer all that much, but it would really help your mage, for example. However, as red envelopes are right now with no expiration, people would end up trying to stockpile them for more difficult content, and that sort of plethora of buffs could really unbalance the game. I'm not sure if it's possible to add an expiration timer on to them, but if the timer is short I'm not sure if they would be particularly beneficial.

As for currency, I personally am not fond of the idea, as it again could discourage party play, since if you're in a party it's going to be a competition to get them. Might as well go solo so you can get then all for yourself.
Posted at 05-18-17, 12:35 am Link | #
Ancor

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Hello hello. My main character's ign is Autumn.

I first started playing Mabinogi... back when dark knights were first becoming a thing? It's fuzzy because I was (and in some ways still am) garbage at the game, and never made it too far. I played the game off and on for a few years, with a long drop between g13 and live for no particular reason, so it's nice to be on a server that hasn't fallen so far down the nexon rabbit hole.

I heard about MabiPro when someone on reddit made a post about the Soluna blades event on here, and I decided to give it a shot. No regrets.
Posted at 06-28-17, 10:11 pm Link | #
Ancor

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I do like the idea of improving Meditation at least by a little bit, but I also like how mages currently function, and I don't find it to be a problem that MP pots are so essential. It is a hard path to take, but I find it very rewarding.

Here are some tips that I found useful when I was still an upstart mage.

1. Solea caves are a nice place to hunt for mana herbs. Minimal, very easy combat, so you won't have to traverse a dungeon in hopes of finding one or maybe two patches. You'll find other herbs and ore, which can be frustrating when you only want mana herbs, but health potions are never terrible to have, and making stamina potions can help you rank potion making I guess. This method doesn't rely on you having an herb pig either, nor dealing with its limited mana pool.

2. If you don't have your transformation skill, work on getting it. If you raise the rank of the transformation skill that increases your MP, transforming will not only increase your maximum amount but also give you a bunch of MP to work with. This has been very helpful for me when I either lack MP potions or don't feel like using them. Use it wisely and it will greatly cut down on your need for MP potions. If you are a human, Dark Knight is the ideal option for becoming a powerful mage.

3. Work on a combat pet. If you're an upstart mage, using magic is generally going to be your only option for combat. However, some enemies you end up facing may very well not be worth the MP to kill them. Let your pet help you take care of those mooks, so you can save your MP for the harder fights.

4. Once you have your bolts all ranked to r1 (or have ranked to it and then skill reset, either one), your first goal should be getting Thunder. Ideally, rank Thunder up to Rank B or higher. With enough Intelligence and rB Thunder, you have a good shot at rafting effectively. If you can raft and acquire between 28 and 30 stars (and no more than that), you can earn 10 mana herbs each run. The better you get at Thunder, the easier it will be to reach that goal.

Here is a guide I found to be helpful when it came to rafting with Thunder: http://mabination.com/archive/index.php/t-20633.html
Once you can do this reasonably well, making your own MP potions should no longer be a problem.

5. Don't forget your lovely mana tunnels. Hop on over to one if you run low on MP and can spare the time. If you end up needing to wait for a continent warp, you could always go to Shyla for a beeswax wing, which can help you hop continents, though it costs 10,000 gold per wing.

6. If you're going to make your own potions, don't forget to raise production mastery. The stamina isn't particularly helpful, but the increased chance in a successful mana potion is very much worth it. The less mana herbs you waste, the better.

Lastly, though it has been mentioned over and over in the forums, I'll say it again for consistency. If you're just beginning the path of the mage, you really don't need a wand. The repair cost will eat you alive early on, and the benefits you get from it won't be worthwhile. Plus, swapping out of your wand will cause mana evaporation, so for someone who is struggling with MP pots, this can be a huge hassle.

Consider getting a wand when forking over 50-60k is manageable for a full repair. People have their own preference on when they feel they need a wand. Personally, I think it should be considered once you hit rank 1 firebolt (for a CC4 Fire Wand), or when you're working towards an advanced spell.
Posted at 07-13-17, 05:06 am Link | #
Ancor

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The only flaw I can really think of is people throwing alts into their own party, either to solo with benefits, or to fill up a not entirely full party, just so they get more access and better chances for chest loot, but hopefully that wouldn't be too big of an issue. It also would be a problem no matter how the end chests get adjusted, assuming the change ends up being worthwhile for people. Good things come with the risk of trying to exploit it.
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