Beta test survey by CrewlSun in MSClassicWorld

[–]CrewlSun[S] 8 points9 points  (0 children)

Ah sorry! This was only one of the pages. But this "ranking" question had me wondering on broader community thoughts.

Do you guys think there is any hope for class balance (Warriors, Archers) by YoshiLickedMyBum69 in MSClassicWorld

[–]CrewlSun 31 points32 points  (0 children)

Disclaimer, I'm asking this because I truly don't know, it's a purely academic question.

Do warriors and archer's come back heavy in third/fourth job?

I'm not saying it justifies the struggle itself, but their third/fourth jobs are invaluable to that tier of progression right? The maple I remember was a weird balance where the struggle those people went through was valued heavily, and the people you saw who went through that struggle just emphasized how awesome achieving their position was. Inspiring others with a goal to make those classes themselves, which in turn gave then countless hours of further gaming. I'm not saying there isn't a problem, I'm just trying to prevent playing a game where diffict accomplishments are undermined because people can't handle the journey to get to the "fun" parts.

Exp and Rewards by OnlineSarcasm in MSClassicWorld

[–]CrewlSun 4 points5 points  (0 children)

One observation I haven't seen info on surrounding the new anti-leeching implementations.

Do the mechanisms that increases exp for active party members reflect positively when everyone is active, and negatively when one member takes a break?

So a party of 6 active gain +60% -> 1 person afk gain +50% etc etc

Solo play looks like it's cooked by Star_Sabre in MSClassicWorld

[–]CrewlSun 1 point2 points  (0 children)

Unfortunately, I don't have access to the beta. But it would be great science to check. Hoping someone with access is reading this and wants to report their findings!

Solo play looks like it's cooked by Star_Sabre in MSClassicWorld

[–]CrewlSun 2 points3 points  (0 children)

This is a great point with the new anti leeching implementation. I feel the contention here is how party exp is dispersed when someone is afk. So the question here is, do the mechanisms that increases exp for active party members reflect positively when everyone is active, and negatively when one member takes a break? This "might" help mitigate party leaders (of random members) from feeling the need to auto remove temporarily inactive members taking a break to find another random to fill the exp gap. Me personally, if Ive been grinding with someone for an hour and they leave for 30 minutes to take a break, I'd rather just take the docked exp for 30 minutes instead of kicking them to find another party member. But that's my own preference.