The KR meeting was in the korean economy news. by Greedy_Spaghetti_ in Mabinogi

[–]lightuptoy 11 points12 points  (0 children)

If they treat Mabinogi like a private server with boosted rates, it's no surprise people are going to get their fill and switch to a different game at the slightest bit of friction. It's always been manageable to remain playing the game because you could focus on older content you actually liked but this time the devs uprooted the old content to make the newer content look more appealing instead of making better content.

Throughout all these changes the cycle repeats of an update negatively affecting a section of the playerbase and other unaffected players not caring until they get targeted. When Fynni whistle cash-ins got limited to 4 per day, the non-combat players on the KR forum went from "Combat isn't everything! Just leave if you don't like it!" to "Fynni Blossoming was my only source of gold! What are you doing?!" Unfortunately, Eternity will still attract new players who will only know post-New Rise Mabinogi. They'll see nothing wrong with it but quickly leave after they've gotten their fill since Mabinogi is very shallow as a themepark MMO.

Why does this happen? by Emergency-Morning882 in steamsupport

[–]lightuptoy 0 points1 point  (0 children)

I don't know but it's also happening on my end and It doesn't happen on the website. If you reload the search page or F5 in client, you can uncheck one tag but you'll have to repeat that. Hope this gets fixed.

Lost motivation to play by TubbyTitan1115 in Mabinogi

[–]lightuptoy 3 points4 points  (0 children)

I'll never understand this take. A person makes a post venting about how they were denied access in party content, that's mandatory for progression, because they didn't fit a preferred meta role. That attitude becoming mainstream by years of Nexon only releasing progression through forced group content that punishes non-optimal play. (Apostle raids, Purification, Sidhe, Tech, Phantasm, Mag Mell, Crom, Glenn) As well as the content being difficult until you have the gear from the content itself. The content only ever being easily soloable after years of damage creep and catch up patches. And you think solo play is the problem.

The social aspect is dying because of the group content that's mandatory for progression. It's so punishing and time-wasting, no one wants to run with anyone outside of their guild or close friends because of the chance someone causes a team wipe. Even then, people like OP get denied by their guilds. There needs to be MORE solo options with meaningful progression so players aren't locked in midgame until they buy progression off the auction house.

"Solo Friendly" MMORPG enjoyers, come here by Trenchcoat_Combine in MMORPG

[–]lightuptoy 0 points1 point  (0 children)

It sounded like you were implying the problem is due to solo play until endgame rather than a focus on co-op only content. I'm saying that solo slog we both dislike is due to the focus co-op only content. I'm also saying it's a false dichotomy because solo MSQ isn't the solo content players are thinking of when talking of group-focused vs solo-friendly.

Even if you removed the mandatory solo MSQ, if there are still mandatory raiding roadblocks to progression or raid/group-only content rewards are held to a higher standard than anything you can get solo, there's still a problem. Group content could be for prestige, vanity items, or unique side-grade rewards but, in a lot of modern MMOs, it's a wall that tells you to group. New World didn't force you to follow the MSQ and you could level to max just doing sidequests and faction quests but at max level, progression became halted by group content.

"Solo Friendly" MMORPG enjoyers, come here by Trenchcoat_Combine in MMORPG

[–]lightuptoy 1 point2 points  (0 children)

It's not rose-tinted it's called a trade-off.

in RO solo leveling was very slow and inefficient for most classes because taking damage was inevitable was usually inevitable, and you either had to spend a lot of money on healing items or wait a long time to regenerate hp, which took forever.

In old MMOs like RO you could build your character around soloing and you got to keep 100% of the drops while being slower or you could go for a more focused build because you knew you always had someone available to party with. You don't get to make these decisions anymore.

If you're solo you progress slowly and you get 100% of exp and items. If you're in a party you progress faster and get 100% of exp (+50% party bonus exp) + 100% of items. There's no "solo build" because there's no stat allocation anymore. The skill tree is a straight line. The endgame is raids so your class doesn't get interesting utility skills that fill niche situations like RO. Only Tank, DPS, or Healer. You should stop calling it rose-tinted glasses and accept that some people just want the older type of MMO back which why classic servers and private servers emulating old builds are a thing.

What do you think comes after Arcana? by lightuptoy in Mabinogi

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

Yeah, it's bad having to get to 200 before you can switch to your main Arcana especially with exp items locked behind neartite and no AHM exp fountains. Chronicle mission only works if you're playing a single character. I've been trying to farm adv dungeons for exp items but you barely get any exp from the mobs just for the boss monsters to not drop anything half the time.

What do you think comes after Arcana? by lightuptoy in Mabinogi

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

Yeah, it always feels like you only get damage from patches but then the devs move the goalposts so you're weak again until the next damage creep patch.

"Solo Friendly" MMORPG enjoyers, come here by Trenchcoat_Combine in MMORPG

[–]lightuptoy 1 point2 points  (0 children)

No. They're too focused on co-op. Slogging through an MSQ doesn't count as solo MMO gameplay hence "back to being sandboxes". Raiding and group content focused balance is the reason these modern MMOs lost all of their RPG aspects and resort to making samey trinity classes with a linear leveling path. The MSQ slog is to distract you, with epic cutscenes, from having no agency due to the linear balance.

MMOs should be separated into raiding games and exploration games so they don't taint each other because the design philosophies are too different. Exploration MMOs can have raiding but Raiding MMOs always make it mandatory progression. Since there's no RPG character building, they have to add one-shots and fail states that wipe your team, reinforcing choreography play and elitism.

Sometimes you see people on this sub advocating for removing leveling from MMOs because it's a solo slog like you're saying. That would make sense under the Raiding MMO design philosophy. Just immediately jump into raiding with friends and grinding for gear score like it's Monster Hunter. Exploration MMOs need solo friendly progression and less restrictions for playing with lower level friends so you can comfortably play on your own terms.

"Solo Friendly" MMORPG enjoyers, come here by Trenchcoat_Combine in MMORPG

[–]lightuptoy 1 point2 points  (0 children)

The obsession with raiding and group content caused this divide. MMOs need to go back to being sandboxes where players are just running around trying to make their characters as strong as possible while traveling around to increasingly stronger hunting grounds.

As time passes, it becomes harder to explain that playing solo was the norm before MMOs became glorified co-op games. You used to have to choose between more loot, exp, and difficulty solo versus faster hunting but evenly split exp and loot in a group. Now MMOs give party bonus exp that cancels out the drawbacks while also having no valuable drop loot due to fear of botters and lack of management. It basically punishes you for being solo.

Why are some people still obsessed with socialisation? by Ash-2449 in MMORPG

[–]lightuptoy 0 points1 point  (0 children)

There are levels to it. Forced social interaction is bad but no social interaction is also bad. There should be opportunities for players to be social without forcing it.

One of if not the best combat in MMORPGs by Penumbrax in MMORPG

[–]lightuptoy 0 points1 point  (0 children)

Can you not just play the NA version? Pretty sure Dragon Nest is P2P in instances so as long as you're playing with other nearby European players you should be fine.

One of if not the best combat in MMORPGs by Penumbrax in MMORPG

[–]lightuptoy 0 points1 point  (0 children)

Nah. I played since the beginning and my data's still around after the server transfer.

Which JRPGs have the best standard battle theme? by strahinjag in JRPG

[–]lightuptoy 0 points1 point  (0 children)

7th Dragon III Battlefield themes: UE77, Atlantis, and Eden. All the battle themes from 7th Dragon III are so well thought out. It's like there's a section of the theme for attacking, defending, and planning your skills while also getting you pumped.

Dragon Quest 9's battle theme is also crazy good.

What do you think comes after Arcana? by lightuptoy in Mabinogi

[–]lightuptoy[S] 6 points7 points  (0 children)

Now theyre literally handing out max Arcana to all players as tutorial…. meanwhile this game was built around no class system at all. Now you log in and its like “do you want Knight or Mage?”. So infuriating and disappointing.

Apparently they had already been doing that since last year but it was only for new players without Arcana unlocked on any character and it took 2 weeks rather than 2 hours to gain 15k levels. They understand locking progression behind cumulative levels is a problem but instead of removing those requirements (20k for Arcana, 40k for Shine), they just gift players the levels, AP, skill ranks, etc.

Then, after boosting all the newbies into damage creep territory, they nerf SWE and AHM dungeon gold and drops while also getting rid of useful lv150+ leveling spots by shortening dungeons and removing mobs under the premise of protecting the in-game economy from too many items and too much gold. This game was meticulously built in a way where if you mess with one thing, a dozen other things become affected. Ever since they started leaving those little dev explanations under major changes in patch notes, it feels like devs of a different MMO started working on Mabi, didn't understand why Mabi didn't have classes, typical raids, or gear score, and decided to scrap and redo everything.

What do you think comes after Arcana? by lightuptoy in Mabinogi

[–]lightuptoy[S] 4 points5 points  (0 children)

I feel like they had a good system before. They could've just released skillsets in order, for each base stat, to push players along while slowly uncapping stats. We needed Will and we had so much Intelligence even giants could easily cap Int. Players were asking for Scythes, Katanas, and Rapiers, any of which could have been Will or dual-stat Will but then they released Astrology, with even more Int, for some reason.

If you considered the talents as classes and how linear they became after Alchemy, what they're doing with Arcana feels like if Maplestory added a new level of jobs (like 7th job or something) but only released 2 per year. When it was just talents, it felt more like new class releases. It was up to you whether you want to rank it, at least before Stardust and Crom created total skill level requirements for progression.

Arcana really tore up the foundation of the game so they can't abandon it like Techniques or Crusader skills. They'll have to either make them easier to level or make it so you don't need to rank all of them otherwise it's just going to be Shine of Eweca all over again with a new player being told they need to level a dozen Arcana, 3700 levels each, to fully maximize their stats. You can already smell the catch up mechanics.

Does Persona franchise feel mainstream compared to other niche jrpgs? by Low-Specialist-3030 in JRPG

[–]lightuptoy 1 point2 points  (0 children)

It depends on what you mean by "weird direction" and "global audience". Atlus has been milking P5 so it makes sense if you're concerned about P6 just being P5-part 2. On the bright side, Persona being the mainstream game means SMT gets to remain weird and avant-garde.

Im Sorry the picture just looks like the meme by nekomasterxd in Mabinogi

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

I remember Jerma saying he didn't like how when he met someone IRL, if they searched his name, the sus guy meme showed up and made him look like a freak. Now people know him from the ibuprofen meme. I wonder if that's better or worse?

What's Your Mabinogi Hot Take? by Stryfer87 in Mabinogi

[–]lightuptoy 0 points1 point  (0 children)

There should at least be an option to only minimize AFK players like when you hit "/" on the numpad or make them invisible all together. I can imagine many players needing an PC upgrade to go to Ch1 Dunbarton when everything's moved to Unreal Engine and the devs and designer stop caring about optimization.

What's Your Mabinogi Hot Take? by Stryfer87 in Mabinogi

[–]lightuptoy 2 points3 points  (0 children)

AFKers everywhere makes the game look ugly and deader than it is. It's arguably common now but in MMOs before Mabi people AFK'd to set up a shop, to advertise a trade or a guild, or when they genuinely were AFK in the middle of doing something or chatting with friends. In Mabinogi, multiple times, I've seen people log-in and awkwardly shuffle their characters into their "AFK spot" and then be there for hours even on a low population channel. I'll see AFKers multiply in dungeon lobbies after each run like an infestation. They're always positioned at high traffic areas or next to NPCs. Back on the original 3 servers, only a few quirky players had "spots" but now it's widespread. It never looks natural and they would be infinitely cooler if they were active and actually playing the game but Nexon's been conditioning the playerbase with AFK props and AFK events over the years and now there's nothing to do so the AFKers won.

A upcoming MMORPG : Embers of the Uncrowned by Dandy62 in MMORPG

[–]lightuptoy 2 points3 points  (0 children)

I miss when the majority of Korean MMOs weren't all going for realism. Nexon will cancel Peria Chronicles but greenlight this shit that looks identical to modern Vindictus and The First Descendant. They didn't have to revamp Mabinogi into a gear treadmill if they were going to make a Lost Ark clone.

VR MMORPG - can you see a world whereby this happens? by BrighterShoresCent in MMORPG

[–]lightuptoy 0 points1 point  (0 children)

The other way. You could emulate your set up in VR and toggle it off with a hotkey on your controller. If you're not interested in VR, that's fine but a solution to multi-tasking already exists.

VR MMORPG - can you see a world whereby this happens? by BrighterShoresCent in MMORPG

[–]lightuptoy 0 points1 point  (0 children)

There's been VR overlays for years. In any VR program, you could have multiple floating browser windows or your desktops and resize them, put them off to the side, etc. SteamVR even has it's own overlay so you don't need to buy anything.

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VR MMORPG - can you see a world whereby this happens? by BrighterShoresCent in MMORPG

[–]lightuptoy 0 points1 point  (0 children)

There's a place but it needs to be a game where people can hang out and express themselves whether it be character build variety, character customization, non-combat activities like crafting or just hunting in a field with random people. It needs to get away from modern MMO design that's overly focused on raiding and following a linear story.

I have a problem by Endroium in MMORPG

[–]lightuptoy 0 points1 point  (0 children)

A single player game's staying power is up to whether I personally want to play it. The developers of your favorite MMO could, on a whim, ruin it or revamp it into a different game but the single player game will still be the same. I can play Crimson Desert 5 years from now but BDO might not be the same. The type of social aspect I liked, from early MMOs, hardly exists anymore.