During the October event period, the Escaped Moon Bunny world boss spawns at the following times:

NA West: 02:30 AM - 05:30 AM UTC
NA East: 11:30 PM - 02:30 AM UTC
South America: 10:30 PM - 01:30 AM UTC
Europe: 5:30 PM - 8:30 PM UTC
Oceania: 08:30 AM – 11:30 AM UTC

Bulbasaur

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Bulbasaur
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MapleStory 2 Rep

  • Maplestory 2 dead ?

    Sc0rps91 wrote: »
    Hello bros,

    you think that the game are dying ? ... Dragon Nest europe juste closed their doors and stoped the game ... what do you think about the futur of MS2?

    personally, i think if they delete the dugeon limitation , alot of people will come back to the game

    https://steamcharts.com/app/560380 shows the current trend of the player population. The concurrent player count shows a negative percentage gain every month. The limitations reset on Thursday afternoon/evening PDT/ET. During the week, the player count dips by approximately 20% - 30% until the limitations get reset.

    Given this, with no significant changes to the content and gameplay, if the limitations were to be removed we can only expect the player count to not decrease during the week (with perhaps a small increment in the overall concurrent player count). The declining trend would still remain the same and it's only because of the constant addition of small updates and events that the decline isn't going faster. Without a significant overhaul to the overall structure of this game, I do not expect it to last long.
    ZapplixWlia
  • Things I've learned as a new player.

    Anura_ wrote: »
    Bulbasaur wrote: »
    Designing a game that requires players to actually think and strategize paves way for dynamic, non-repetitive gameplay and encourages player cooperation.
    I'm not sure how you think repetition can be avoided in a MMORPG. Cooperation is certainly present in raids and some of the harder dungeons.

    By non-repetition in this context, I mean that, although the content is the same, the dynamics are random and the content is designed in such a way that players need to think and strategize. If content were designed so that one is required to memorize a few attack patterns, simply attacking and dodging hits would be the main focus. Not only is this repetitive, there is no sophistication in this.

    If you define player cooperation as a few players entering a room and attacking a boss, sure you will be technically correct. However, because the main focus is to dodge attacks (by memorizing attack patterns) and continue attacking, players will simply behave in an individualistic manner. Where is the tank that takes the hits for the party? Where is the cleric/priest that supports the tank from behind? Where is the mage whose role is to stay far away while dealing damage and casting debuffs? How do you achieve this if the objective is to just attack and dodge attacks (usually OHKO attacks by memorizing sequences)?
    AnOldGeezerSaintButter
  • Things I've learned as a new player.

    Zapplix wrote: »
    Bulbasaur wrote: »
    Anura_ wrote: »
    You shouldn't have to memorise a guide to play the game and it's not Nexon's fault that this has become the norm.

    You shouldn't have to memorize anything, period. The game should revolve around thinking on your feet rather than memorization.

    Facepalm. MMORPG's bread an butter is the trinity system and for those to haw meaningfull interactions raids haw to haw mechanics in place where each can supplement each other. This is expanded upon group effort if content is way beyond what small group's should handle by game design. And it's the some reason why raids dont get boring and you actually haw braging rights not due the grind you put in, but due team effort to. It's a necessary learning exercise to engage your brain instead of just timegated endorfin induced happyness.

    Memorization does the opposite of this; remembering a sequence of attack patterns results in repetitive gameplay coupled with minimal strategy and player cooperation. Designing a game that requires players to actually think and strategize paves way for dynamic, non-repetitive gameplay and encourages player cooperation.
    AnOldGeezer
  • Things I've learned as a new player.

    Anura_ wrote: »
    You shouldn't have to memorise a guide to play the game and it's not Nexon's fault that this has become the norm.

    You shouldn't have to memorize anything, period. The game should revolve around thinking on your feet rather than memorization.
    Anura_ wrote: »
    it can't actually be achieved without a change in the players.

    Oh, players are changing; they're quitting.
    AnOldGeezer
  • My problem with dungeon caps and other content.

    Anura_ wrote: »
    It helps to narrow the gap between wageslaves and students vs basement-dwelling NEETs

    And what's the grand purpose of that?
    WliaDeWoo