Originally Posted by
Alilatias
This is a good idea, but the MapleStory universe is already so confused that trying something like this isn't going to be easy at all. It'd require another Big Bang-style revamp for it to really work, as there's too much content shoved into the Level 1-70 range, and not enough content after the 120+ range.
The game also does a really poor job at guiding players each of the various areas of the game, probably because visiting some areas is highly inconvienent. (Why bother going from Kerning Square to Korean Folk Town, when Sleepywood and Orbis are closer? Why even go to Omega Sector when the return trip to Ludibrium is such a hassle, and Ariant has better training grounds and quick travel to Orbis and Victoria Island?) I have a few ideas on how to restructure each area, but that will probably come tomorrow.
The justification for each class' main story could be something like this:
- Adventurers: At first, they're treated as mercenaries looking for glory, but as they solve each town's problems and face greater threats, they begin to be recognized as potential heroes of the current generation that may have the power to stand up to the evils of the past.
- Cygnus: The Cygnus Knights visit each town to maintain order, stamp out the Black Wings, and to reassert the fact that Cygnus is their Empress and that the Knights of Cygnus are committed to protecting their people.
- Resistance: After some victories in Edelstein, the Resistance members travel the world to stir up trouble against the Black Wings, in the hopes that the Black Wings divert their forces away from Edelstein before the Resistance is ready to stage an open revolt to retake their city.
- Heroes: Well... The Heroes keep their current story, but some may have to be re-written at certain parts.
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As for bosses, I'd think the attack design could be a lot more creative. Like for example, there could be a stationary boss in the middle of the map that casts an AoE Slow in one direction that is completely unavoidable and unblockable. This isn't just a regular slow, it's one that cannot be cured through pots, puts all skills on CD for 10 seconds, and also slows your attacking speed by 3 stages.
If neither of the following actions is performed within 7 seconds of the slow being casted:
- An unaffected Bishop gets over there and Dispels the Slow.
- People on the unaffected side activate a protection stone that instantly cures everyone on the other side from the slowing effect. The person activating it must be standing on top of the stone, well out of attacking range of the boss.
...The boss uses a completely unavoidable and unblockable map-wide attack that instantly kills all slowed characters, but it leaves all unaffected characters alone.
Or the stationary boss detaches itself from its place in the map every once in a while. When it does this, it gives itself an attack boost and is completely invulnerable to all attacks, but is only capable of using melee-ranged skills. Characters with a high enough Jump value may be able to dodge his attacks with a well-timed jump if they can't run out of its attack range. He also can't hurt anyone just from collision damage.
What it will do when it becomes mobile is relentlessly chase down whoever has aggro, and won't return to its stationary position until that person either dies or people inflict enough damage to this 'power source' that was covered by its hitbox beforehand. (This power source also heals the boss when it is stationary, and it's possible to damage it further when the boss is on top of it by using area-of-effect attacks. This is considering that most of the top DPS skills in this game are projectile attacks that will only hit the stationary boss but not the crystal.)
But beyond that, I'd like to see more bosses that won't have the typical combination of damage reflect without warning/seduce/HP and MP to 1/lol 20k mapwide damage as a regular attack/zombify that we've come to expect.
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