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Ideas for making MPQ better and more popular

Discussion in 'Suggestions' started by Annolis, Aug 24, 2019.

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  1. Annolis
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    Annolis Skelosaurus

    1,142
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    Jul 20, 2015
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    1:55 AM
    Marchilles/Annolis/ Atlan/Katroz/ Chokal/Corvack/Tisif/ Quallo/Crisilixin/Forg/ Nannosh/Tylius
    Crusader, White Knight, Dragon Knight, F/P Mage, I/L Mage, Priest, Ranger, Sniper, Hermit, Chief Bandit, Marauder, Outlaw
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    Eternals
    There are two problems with Magatia Party Quest (aka Romeo & Juliet PQ). As long as these problems remain, the popularity of this PQ will forever remain low.


    The first is the fact that the pendant at the end, similar to the Spiegelmann’s Necklace of CPQ, takes way too long to acquire for something that is made obsolete once you’re 2/3s of the way leveling through this PQ’s level limits. MPQ is for players 71-85 and if you are successful 25 times you will receive the Eye of Horus – which gives +3 all stats and +14 Avoid. If you do 30 more successful MPQs, you have the possibility of upgrading the Eye of Horus to also give +210 HP/MP. This all becomes obsolete at level 80 when a player can receive a Silver Deputy Star in NLC that gives +5 all stats with +100 HP/MP. Given that the Deputy Star can be purchased, it also doesn’t help that the level requirement for a Silver Deputy Star is level 50.


    There are several ways in which this issue could be resolved. Any one or combination of the following could do it:

    1. Make the number of successful MPQs much lower.
    2. Make the Deputy Star have a higher level requirement.
    3. Make the Deputy Star untradeable.
    4. Increase the stats of the Eye of Horus.
    5. Turn the Eye of Horus from a Pendant to an Eye Accessory.
    6. Turn the Eye of Horus from a Pendant to a Face Accessory.

    On a positive note, if the Eye of Horus is turned into an Eye Accessory, it would be seen as a replacement of the Broken Glasses from LPQ. On a negative note, the Eye of Horus would be competing with CWKPQs Spectrum Goggles.

    On a positive note, if the Eye of Horus was a Face Accessory, it would be the only Face Accessory that isn’t achieved through Gachapon.

    Personally, I’m a fan of option 6 most, then 5, then 1, then 3, then 4 (not so much a fan of 2). I am NOT advocating all of them – that would break the game.


    I believe only the 6th option listed would truly fix the problem on its own. If, however, this isn’t kosher with the admins and the player base, the other option would be to lower the difficulty barriers that typically turn off players from MPQ. The following adjustments could be made to MPQ such that the difficulty is lowered enough that players can see the time investment to MPQ would be worth the effort.

    1. Adjust the Lab maps on Stage 4: Special Lab such that a thief (or character that has max jump/speed) and Magician are not essential.
    2. Lower the number of correct platforms in Stage 6: Lab Tunnel from 10 to 8.
    3. Place platforms in between the gaps of the platforms in Stage 6: Lab Tunnel.

    The first adjustment would remove a lot of the difficulty of finding essential players to make an MPQ run in the first place. One of the biggest detriments of PQs that demand a Thief and/or Mage has always been the dreaded “LF> 1 more to LPQ/MPQ [must be a mage/thief].” It is added insult to injury when you have 1 or more players who would like to join or make their own party. What’s worse about MPQ than LPQ in this matter is that MPQ parties are 4 only, and if two of them have to be Mage/Thief, that means the other two can only be two other classes – one class will always be left out. So the probability, should the popularity of MPQ ever increase, of getting a party right away is very high for thieves and mages (as they could just take thieves and mages) while other classes are absolutely dependent on having a party with both of those classes. [Again, it is understood that if a player has max speed/jump equips then the thief requirement is mitigated, but such specifications are not as common as we’d like it for players 71-85]. The adjustments that could be made may require a bit of recoding, but it effectively would work like this: The Mage portal should, instead of having to teleport through the bottom set of walls, a player could walk through the bottom walls until they reach a ladder at the very right end, ascend the ladder to the top where the player could walk through those walls at the top, then also have jump-down disabled on the map forcing the player to have to go down the ladder from whence the player came in order to get out. This would make the map difficult enough that a Mage would be super convenient to have, but not so necessary that it would prevent you from even going on an MPQ run, or, worse, having to abandon the PQ if your Mage got disconnected. The same is true for the Thief portal, if a series of ladders and ropes were installed such that getting to the boxes would require a lot more time and effort than doing the treadmill jump quest if you had a Thief (or max speed/jump equipped player), that level would also be negotiable my a hasteless party, but a thief would be greatly desired in order to speed the PQ up.

    The second adjustment is just to remove an extra layer of tedium that is Stage 6. Yes, LPQ has its tedium puzzle stage and MPQ should be no different, but removing just 2 layers worth from this stage might be enough for players to overcome their revulsion of the entire PQ.

    The third adjustment would prevent the pains of falling on a puzzle stage. The portal progression is similar to the “Where is Dogon’s HQ?” quest given by Chury in Omega Sector. If you accidentally fall to the level below you, trying to go through the portal you KNOW should send you to the next level up, instead the platform will send you back to the start because it was the wrong platform next in the sequences of platforms you triggered. Because one could fall and require that player to return to the start makes this Puzzle Stage also a Jump Quest – which isn’t particularly welcome given the jump quest part of the PQ was done in Stage 4. Again, this adjustment would solely be used for reducing the needless tedium (if you should fall) of the puzzle stage.
     
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