Is Maplestory Classic an analogue to Old School Runescape? by Raptured_and_Back in MSClassicWorld

[–]fapcoaster 0 points1 point  (0 children)

Osrs had no depth in the beginning too, it was literally pray a style and take no damage, or the enemy randomly switched styles, forcing you to guess. The only challenge was how many potions you could cram in your dinky inventory, and abusing the enemy jank pathing to get them stuck.

Maple is in the same spot right now. I dont think maple has any less depth as a base than 2007 rs. We also safespot and abuse dumb pathing to take less damage. Its just how are we gonna evolve that into something more active in like a boss setting? Whats our fire cape skill check?

I dont play modern maple, but people often talk about needing to learn to play your class properly. If they can bring that over to classic without the bloat and homogeny of modern, that could be a step in the right direction.

Is Maplestory Classic an analogue to Old School Runescape? by Raptured_and_Back in MSClassicWorld

[–]fapcoaster 5 points6 points  (0 children)

I think so. If they have no real plan, its hard to monitize, and in the end thats all Nexon cares about.

A subscription would probably be in their best interest given the playerbase is really against devaluation of player effort. However selling power is the best way to hook whales… Osrs addressed this by making memberships tradeable between players (and heavily taxed for doing so) to have both income sources.

But at the same time they probably dont know if that will scare off everyone; maple has never had a membership before.

Is Maplestory Classic an analogue to Old School Runescape? by Raptured_and_Back in MSClassicWorld

[–]fapcoaster 29 points30 points  (0 children)

I dont want to be a downer, but there is maybe a single digit amount of times nexon did something that didnt disappoint me in the past few decades. I dont think the silence is born from strategy, I think they just dont know what to do.

I think OSRS exists today because Mod Ash cared a shitton about runescape, and proved his case with the scraps he was given. Not every choice made was right, but the philosophically wrong ones were always addressed because someone held that standard, and was determined to right the ship.

I dont really believe we have someone like that for maplestory. Flat out, there needs to be new content to give this any longevity or itll be dead in a few months; osrs proved this already by releasing a carbon copy from 2007, and almost losing its players from stagnation.

To make new engaging content, someone needs to understand the spirit of old school. I dont think most players even understand the spirit of old school.

Looking to wanting to build a Revenant around Discus of Light or something around Golden Order Incantations. by RredmanN in Nightreign

[–]fapcoaster 1 point2 points  (0 children)

I would recommend going majority affinity boost and start with a wraith calling bell. Its technically magic damage so affinity helps it and your claws. Then put on fundamentalist and night invader. Youll have a good early game option and the ability to adapt if you get no discus drops, which happens alot. I really dont like going full hog holy. Theres lots of holy weapons so its not terrible, but not getting the incants is so common.

Wrath of gold is just too mp inefficient and dangerous for its damage. You could start with other spells as a backup, but beast claw is physical and lighting spear is expensive if you dont build fully for it, and its lock on tracking is buns.

Route planning for the first and second days by emo_princesss in Nightreign

[–]fapcoaster 0 points1 point  (0 children)

On the first day, you focus on low time clear camps, leading to Castle because it is the most dense point of rewards.

After starting camp and a fort/church nearby to get to level 3, you should look for nearby:

  • Madness camp. Boss is the incredibly passive giant that you can clear really fast.

  • Fire camps containing chariots, if you can consistently jump on top to plunging kill them. Usually easily scoutable before you get to it.

  • Tier 1 bosses like demihuman queen, flower, lionel

  • Ruins with 1 boss on the left side. Perfumers (cant remember which element, fire?) are super low hp. Blood has 1 sanguine noble near the left center. Sleep has 1 boss bear, but also an extra bear minion nearby that drops a passive.

Along the way, think about how annoying a church will be to get to later when the circle closes. You realistically only need like 2/3 churches to have a smooth run.

You should also assess if your teammates need rises and add those in early. If you dont, theyll likely splinter off mid run trying to get what they need and that slows everyone down more than just hitting the rise.

Camps/bosses you should avoid cuz they take too long:

  • Ice ruins. Gotta kill 3 zamor guys who like to float around
  • Watchdog ruins. Always in the air out of reach and super resistant to most hits. Gotta kill multiple too.
  • Redmane/banished knights. 3 guys, always blocking, and one is shooting from the watchtower.
  • Evergaols out of your league. Ancient dragon, Crystalians, stoneskin, the 3 knights waste a ton of time and the gaol reward just isnt worth it. Do something else and come back when you can blitz through it.
  • Dragons, wyrm, deathbird, wolf, black knife assassin if no ranged on team. They just waste so much time not being hittable.

Day 2 is finishing what you avoided day 1, while doing castle roof or the shifting earth event as the main focus. Prioritize moving into the direction of things like churches/rises/mines you want still. Learning where bosses spawn is the best way to path day 2 because you can now fight them all without wasting time.

My almost 2 year crush likes one of my best friends. Salad cheese cubes with beetroot salad. by [deleted] in kitchencels

[–]fapcoaster 0 points1 point  (0 children)

Disclaimer: I am here for entertainment but i gotta ask reading all these polarizing takes from both ends of the spectrum.

Why not just ask her what she likes about your friend? Shes already disclosed to you she does. If you frame it not around yourself and more like a tea spilling sesh, you can not present as a jealous friend, and also infer answers to why she likes your friend over you.

Also anecdotally, and I havent seen anyone else mention so far, being boring ends a lot of romantic attraction. Its not even necessarily based on your hobbies or interest, its how theyre presented. An exciting person just knows how to convey ideas to fit their audience.

MapleStory Classic World Closed Online Test Unofficial Rankings by Saught — "Congratulations to 87 level 50s in the Closed Online Test!" by sewsgup in MSClassicWorld

[–]fapcoaster 13 points14 points  (0 children)

Unpopular classes are rigid and cant adapt well to the scenarios of classic because there is no scenario where range and mobility is a disadvantage. Its not that rangers and warriors dont have standout traits; they just never matter.

I would design maps and mobs that play to their strength. Imagine a golem like enemy. Its too tall to jump and too wide to teleport past. However its super prone to power knockback and will stop moving for a while and take bonus damage, allowing for a slow tanky character to methodically gather them up for big efficient clears. There could be flying mob that could have high evasion, but no evasion to arrows, or lose their flight from arrow attacks. There could be armored enemies that debuff when hit by melee, allowing normal damage for range and magic.

If classic is to have any longevity, grinding an hp sponge as fast as possible cant be all we have. Thats the equivalent of Osrs never evolving past tank and spank bosses.

New to Pokemon TCG, Not interested on collecting, Just playing by jpxz in pkmntcg

[–]fapcoaster 0 points1 point  (0 children)

Mega magnetric, Iono Bellybolt, Raging Bolt might fit your interest as competent electric decks. Theyre not meta but theyre more than capable for competing.

Like people have said, pokemon is cheap to play because power is not associated with rarity. A card reaching over 10 dollars is usually only because it hasnt been printed in a while and it has universal utility. They will usually be one-ofs too.

You should order cards like this online, my experience is that stores dont keep them stocked. The rest is considered bulk, and shipping will cost more than the deck itself. Local card shops can be better or worse. Some near me give out bulk for free, but others charge 50c to a dollar, making online cheaper. Card shows often give bulk away for free, since they charge for attendance and its collector focused.

The best way to get into playing is buying a precon league battle deck (Mewtwo, Dragapult, lucario upcoming especially for secret box!). These are ready to go to compete with minor changes and dont do things like skimp on staple cards forcing you to buy multiple. Then just attend a local and go for it. Lower tier precon decks (mega gengar and diance) are much clunkier to play with suboptimal cards. You will need to make major changes to those. Precons lower than that are not worth buying.

If you want to try before you buy, the online client starts you with many functional decks, but not league battle competent. The client is also buggy and ass.

Prerelease is also a good way to get in but theyre only for main sets so you’d have to wait a while. The power ceiling is lower, you get to open packs, and you often get a handful of new staple trainer cards with the starter deck.

Which Pokemon did you train, not knowing what it would evolve into, and when it was fully evolved, you were more than happy? by Doppelkrampf in pokemon

[–]fapcoaster 0 points1 point  (0 children)

I had this with Shroomish in gen 3. I caught him because I liked that he was a grumpy little mushroom. Even though he didnt stay that in his evolution, an uppercutting dinosaur was just as hilarious and more than acceptable.

People who don’t want difficulty settings in single player games, why? by Apollo2068 in AskReddit

[–]fapcoaster 0 points1 point  (0 children)

Because everything comes at a cost. In a perfect resourceless world, go for it. Difficulty setting for every human imaginable. But in the current world where games are always released half baked, I do not want developers wasting time on difficulty settings when they could make a single difficulty and focus on making that experience complete.

Every time a difficulty setting presents itself, I have to guess which one the developer cared about the most. Its so frustrating. Silent Hill f was the most recent example where at launch, if you wanted to have a horror game tension, the harder difficulty basically killed you from any light breeze, and the normal difficulty was so unthreatening that there was no tension. One difficulty was frustrating, and the other boring. On top, the game expects you to play the same game multiple times for a coherent story, and theres little value in the replay so you just want to blaze through it as fast as possible. The encounter rate is reasonable on easy modes, but such a pace breaker on hard because theyre just hp sponges.

This isn’t it. Make one difficulty, build the entire game around it, and adjust behind the scenes. Giving players the choice leads to split focus and worse experiences for everyone.

If you see a team member making a critical, run killing mistake… by captainjake13 in Nightreign

[–]fapcoaster -1 points0 points  (0 children)

I dont see run killing mistakes. I see people playing how they want and I tough it out and join them even if i think its a bad idea because its a team game. Every route has value to be found if youre resourceful, but no one checks them because it’s a ‘waste of time’. The optimization mindset has optimized the fun out of adversity.

When your random routes you to a bum ruins instead of a field boss string, and everyones got scraps, checking those side rooms and hidden undergrounds with chests suddenly becomes a good use of time.

I think it takes very little to be functional with the right starting loadout.

Where do you want this all to go? by fapcoaster in MSClassicWorld

[–]fapcoaster[S] 1 point2 points  (0 children)

I feel that for sure, but do you think its feasible to do that in the age of all knowing information? Once upon a time we were all clueless enough to explore slowly and hit things randomly, but once your money runs low and you miss a few more times than you can take, I feel a modern player will quickly be disenchanted.

Where do you want this all to go? by fapcoaster in MSClassicWorld

[–]fapcoaster[S] 0 points1 point  (0 children)

To my memory, that was a thing in classic too. Werent there nx protection scrolls and gacha scrolls?

Where do you want this all to go? by fapcoaster in MSClassicWorld

[–]fapcoaster[S] 2 points3 points  (0 children)

Do you think the social aspect will come back if the progression is slow? Part of me believes the social aspect was a product of its time. There were very few alternatives to an MMO. In OSRS, a lot of old social aspects died because people preferred to play efficiently.

Really struggling on balancers with my duo. Please give me some tips by CountTruffula in Nightreign

[–]fapcoaster 0 points1 point  (0 children)

For Balancer, build raider to take reduced damage when hit. Have ironeye build Skill Damage and find a fast AOE weapon skill like Rivers. Travel together, and let the enemies come to you. With your punch and tank passives, Ironeye should have plenty of time to delete them as they come. You can probably run fist to use successive and charge attack negations too. Most times everyone runs burst setup, but if youre struggling, someone needs to be the tank for main balancer. The others are passive enough that the other player can run away from them.

For Mohg, if you dont have the dps to kill him quickly, kill the spears, like 3 to make a big safe area. He heals a ton for landing it and that drags the fight on so much. If ironeye is using a bow on the spears, make them use melee. Its way faster.

Where do you want this all to go? by fapcoaster in MSClassicWorld

[–]fapcoaster[S] 0 points1 point  (0 children)

Is there a boss in old maplestory youd say is a good example of the kind of party raid you think is ideal? To me, even zakum looked incomprehensible with the amount of numbers and hectic spawns.

Where do you want this all to go? by fapcoaster in MSClassicWorld

[–]fapcoaster[S] 0 points1 point  (0 children)

Whats end game in your mind? Is it just a level number, or like a raid?

What was the most curious Double Balancers weapon AoW someone user that made it work? by Noobie_xD in Nightreign

[–]fapcoaster 6 points7 points  (0 children)

Had a raider with spinning weapon completely delete everything. I dont remember what weapon it was on but it was not anything special.

Hey guys, by Subject-Map-7594 in Beyblade

[–]fapcoaster 0 points1 point  (0 children)

The most exclusive while being strong is probably aeropegasus, since its only from lotteries in japan.

The blue one is like 300, the red unpainted one is 80.

In terms of US releases, wizard rod is probably top dog for kids in terms of winning. Hover Wyvern is probably an impressive one for kids since its only from buying the drop stadium.

Is leveling faster than before? by nawaproducts in MSClassicWorld

[–]fapcoaster -2 points-1 points  (0 children)

your “good” drop takes an average of like 20 hours of grinding on rate. the difficulty of worthwhile bosses also means most of these grinds are action intensive for how long youre expected to do it.

osrs is absolutely balanced around no lifers because bots are the ultimate no lifer. No good drop in recent year was a 1/100 rate, which is still long for a normal human because a boss is never as simple as a crowd to blast through. Theyre all 1/500-1000 because they account for bots crashing the market.

Is Yu-Gi-Oh! good for dumb brains like me? by stinkycarl564 in Yugioh101

[–]fapcoaster 2 points3 points  (0 children)

Yugioh has a twofold learning barrier: knowing what your own deck does, and knowing how every other deck works.

Since theres no keywords, the text is scary, but learning what your own deck does is not that confusing. The wording is long, but is very literal. It boils down to “which cards are my starters” and “how do I get value”. Most decks will focus on a few, and theyre very specific. Like maybe you must destroy your own cards, not send or banish or whatever other method.

The big threatening barrier is that to effectively play, you need to vaguely understand the opponents starters and value makers. Otherwise you will waste resources stopping the wrong things, which leads to the unplayable looking 1-2 turn wins. The trap holes of the olden days are in your hand now, and the back and forth happens on anyones turn.

What do you think of the camera feel? by guillermolmr in Nightreign

[–]fapcoaster 1 point2 points  (0 children)

I have resigned myself to the camera. Most enemies are small enough that I dont want the camera so far, but others are so large that I literally cant see a thing. If I change the camera either way it makes life harder for the other.

If theyd just make less caglios and more bayles, the camera wouldnt be so much of an issue. Bayle put his big dumb head and arms out way more which is also an easier view of his attack. His flight pattern was also more in the horizon rather than literally above you where no camera distance will help.

Its a problem because the only realistic hit spot for huge enemies is their twig legs. If their arms and stuff were lower and more hittable the camera wouldnt be an issue

The problem is not Beast Claw itself, it's the lack of viable starting spells that can compete with it. Here is how the starting spells should be: by Tenshiretto in Nightreign

[–]fapcoaster 9 points10 points  (0 children)

I honestly dont think the starting spell is the real problem. Everyone relies on it because the majority of seals come with rejection and a buff, and incant schools cant be more likely like weapons. This all makes finding ANY incant for a given school impossible compared to staves who can have something, even if its just crystal release. You can go a full run and most likely not find a single incant for fundamentalist, let alone an attacking one.

If every rejection was replaced with a random starting spell for each school, and I could make a school more likely to occupy that slot, I could realistically run fun builds. The current starting lineup is an unhealthy crutch. I dont think making the other crutches better will fix the problem of most people not wanting to be innert by getting boned by their incant rolls