Having more frequent boss spawns, especially since we have 1 channel as opposed to 7, would definitely be nice. Now, i don't know if i want the literal exact same thing in Pro, but the concept of improving field play is most definitely appealing. All ancients share the same drops, in addition to keeping their normal drop tables. A larger, much tougher, version of it's normal self with the title ancient, and anything with the title has a unique drop table added to it, such as equipment and enchants. When a monster in the field is alive for (think it was) 2 hours, then it has a chance to turn into an ancient monster. If the drops were included in SMs, i would bet most interest in dungeons would be flat out gone. About only true advantage to them at the moment, is reliable herb source and unique drops that you can't get in SMs. Part of the issue with dungeons, is a lotta pointless running, and you get less xp and typically far less rewarding than just doing SMs. These are big things that are unlikely to happen in the present but still ideas that I wanted to throw out there. I want to emphasize that the last few points are just me fantasizing. Something as grandiose as this in Mabinogi would be absolutely terrific. Despite the fact the game is still alive and populated by a small, dedicated playerbase, this endgame event has yet to be cleared all attempts have either been losses or time outs. It had multiple phases, bosses, goals (the home base spawn point needed to be protected while you took down the enemies), and a time limit. The endgame of this MMO was a massive war fought in a massive field with upwards to a hundred few players participating. However one particular thing of note was that the game had a very strong PvE endgame. The game was flawed and had content problems too (skills were very limited and combat doesn't get any more interesting after a certain point). It's not very well known but did get a good playerbase in its heyday. Mind you, I've never played live, so I don't know what it's like. Being a custom server, it's possible that we can prune the bad parts and keep the good parts of it. Homesteads would be nice too, however I've heard people speaking out against them. Probably difficult or impossible to implement at the moment but it would make the world seem more alive. I'd like to see merchants and trade routes come to MabiPro. Running these for materials without the challenge and threat of death is a drag. If new hardmode dungeons are possible, it'd be great if the commonly run dungeons such as Rabbie and Math got hardmode variants. Limiting the availability of these quests would be important. Maybe have quests from the quest board that would activate these monster spawns. These monsters would be doable with just a small party or perhaps even solo. Having something like periodic spawns of giant monsters akin to the Iria field bosses would be interesting. G13 actually has alot of content, but most of it is overshadowed by a few superior options, or rather the unvisited content is significantly inferior to the said superior options.Īside from that, there's a few fun ideas I have. More options means more variety and less burnout from doing the same thing over and over. While I don't know how much of this is possible, adding in custom quests for running Iria dungeons with rewards comparable to running circles around Cor would give players more options to obtain gold, exp, and what have you. Similarly, Iria could do with similar treatment with the Rano quest board. This would add an extra incentive for running these dungeons people would otherwise not bother with. While the team is working on new custom content, I think it'd be a nice idea to add in the remaining dungeon PQs for non-normal dungeons that G13 left undone. There needs to be things that keep players incentivized to stay. G13 of Mabinogi left alot of things unfinished, and it lacks a fun endgame to work towards, which is why alot of players end up quitting and/or going on hiatus.
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