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2 Shadow Missions needs to be revamped

MizukoMizuko
Mabinogi Rep: 3,315
Posts: 309
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in Feedback and Suggestions
Rescue the Scout and Taillteann Defensive Battle needs to be readjusted and I have a suggestion.
-Monsters will spawn every 20 seconds
-Mission time last for 12 minutes

It gets really boring to wait 18 minutes while monsters spawn every 40 seconds to complete the mission.

IGN: Darkwaterfury
Server: Nao
SherriDanievictria

Comments

  • GretaGreta
    Mabinogi Rep: 51,805
    Posts: 6,975
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    And what if there's parties who can't keep up with it?
  • MizukoMizuko
    Mabinogi Rep: 3,315
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    edited October 13, 2019
    Greta wrote: »
    And what if there's parties who can't keep up with it?

    Chances are quite low because there are a lot of fast-paced skills to utilize and Memoirs is pretty much covered most of the problems.
  • MaiaMaia
    Mabinogi Rep: 7,195
    Posts: 903
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    Add an option to force the next wave to spawn early (like hitting an orb), then give bonus loot for faster completions :D
    GretaBlissfulkillDraechDanievictriaMiliardoSherriChoPlatinaKoki
  • GretaGreta
    Mabinogi Rep: 51,805
    Posts: 6,975
    Member
    Maia wrote: »
    Add an option to force the next wave to spawn early (like hitting an orb), then give bonus loot for faster completions :D

    Now this is better.
    Draech
  • BlissfulkillBlissfulkill
    Mabinogi Rep: 24,425
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    Maia wrote: »
    Add an option to force the next wave to spawn early (like hitting an orb), then give bonus loot for faster completions :D

    Thank you. 20 seconds is still too long for most of us, but there's no need to screw over people who aren't chain users or some other talent.
    Draech
  • GretaGreta
    Mabinogi Rep: 51,805
    Posts: 6,975
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    edited October 14, 2019
    Maia wrote: »
    Add an option to force the next wave to spawn early (like hitting an orb), then give bonus loot for faster completions :D

    Thank you. 20 seconds is still too long for most of us, but there's no need to screw over people who aren't chain users or some other talent.

    Or just a newbie.

    Jesus, do we really not have those or what? People don't want to remember them, but later cry that game is dead and such. If we make such updates without thinking about new players we might as well just shut down this game.
  • LutetiumLutetium
    Mabinogi Rep: 3,605
    Posts: 239
    Member
    Greta wrote: »
    Or just a newbie.

    Jesus, do we really not have those or what? People don't want to remember them, but later cry that game is dead and such. If we make such updates without thinking about new players we might as well just shut down this game.
    As Mizuko said above, memoir and new skills, but not to be forgotten is the potential system which gives you further rebirth potions for the blaanid quests leftover after your free sub-5k rebirth pots become unusable. These three things combined mean we unironically do not have newbies, just new players who are 7k+ total level day 1 with skills that obliterate all the old content in 1~2 clicks. You would have to be willingly ignorant and purposefully ignoring all the tutorials and ignoring memoir as well as completely not interacting with other players who will universally be able to set someone who's just installed and made a character on the right path to be able not to clear shadow missions at this point.
    The big issue here is the early game no longer exists, and shadow missions as a whole have not been maintained to scale with the new game balance of not having an early game, they were fine when they were added to the game and some time after but the balance has changed drastically since then and shadow missions now are in the state of dungeons pre-revamp. Of course in the case of dungeons, post-revamp there is a massive variety of difficulty to them, some have suffered the same fate as shadow missions already with the addition of memoir though and become trash content you can obliterate after 4~ hours playtime, however at the very least some of those low level ones are part of the memoir questline and do have justification for their existence still as something you go through with a little difficulty once to be showered in thousands of ap.

    Personally I think the solution isn't to just speed up spawns of Defensive Battle and Scout but to revamp the shadow mission system as a whole in some fairly simple ways, in particular making the difficulties have wider gaps, making monsters give combat exp regardless of Combat Power as dungeons already do so they can stay relevant for leveling going forward, and in addition to making mobs spongier with higher difficulty going the tech duinn mission route and having additional spawns, additional waves, normal spawn monsters and bosses using more skills with higher aggression going up in difficulty level (eg: Female shadow wizards start chain casting firebolts and casting fireballs and actually attacking instead of running up to you doing nothing with the spell loaded or loading another charge. Shadow lancers actually using a form of lance charge. Dark commander bosses using rage impact and a skill or two unique to them aside from their aoe lifedrain. etc).
    Most of these changes just involve changing some numbers but Devcat could go further and add some entirely new shadow missions, revamp reward pools to include more enchants and gear/materials, or even expand upon the Revenant and Perseus weapon tier sets like they expanded on Celtic weapons with the dungeon revamp.
    Sherri
  • GretaGreta
    Mabinogi Rep: 51,805
    Posts: 6,975
    Member
    edited October 16, 2019
    There are newbies who doesn't want to use easy and overpowered talents such as Chain Slash or done enough Generations or other quests to get some useful skills for reasons like they are stuck somewhere or just doesn't feel like doing them and maybe they prefer just running Shadow Missions and such. I have seen plenty of such players who are playing Mabinogi for 3-6 months and like to use Talents like Fighter, Alchemy, Magic, but they are ineffective enough or just have overall squishy defense. Doesn't matter if you kill stuff with 1-5 hits if a single Smash or few normal hits are enough to kill you.
  • MiliardoMiliardo
    Mabinogi Rep: 1,470
    Posts: 74
    Member
    yay memoirs,,, except it doesn't change the fact you still have to actually train the skills :/ unless you fall into the trap of AP training. Also there are benefits to not blasting through levels. You get some very nice other benefits as a newbie, and if you are really smart and wait for a 2x (or better yet 10x) ap event then you are gonna have a life time supply of AP. Then there are some mainstream quests to consider, scaling content that gets harder the higher your level while you are still lacking in skill ranks.
    Greta
  • BlissfulkillBlissfulkill
    Mabinogi Rep: 24,425
    Posts: 2,795
    Member
    Lutetium wrote: »
    Greta wrote: »
    Or just a newbie.

    Jesus, do we really not have those or what? People don't want to remember them, but later cry that game is dead and such. If we make such updates without thinking about new players we might as well just shut down this game.
    As Mizuko said above, memoir and new skills, but not to be forgotten is the potential system which gives you further rebirth potions for the blaanid quests leftover after your free sub-5k rebirth pots become unusable. These three things combined mean we unironically do not have newbies, just new players who are 7k+ total level day 1 with skills that obliterate all the old content in 1~2 clicks. You would have to be willingly ignorant and purposefully ignoring all the tutorials and ignoring memoir as well as completely not interacting with other players who will universally be able to set someone who's just installed and made a character on the right path to be able not to clear shadow missions at this point.
    The big issue here is the early game no longer exists, and shadow missions as a whole have not been maintained to scale with the new game balance of not having an early game, they were fine when they were added to the game and some time after but the balance has changed drastically since then and shadow missions now are in the state of dungeons pre-revamp. Of course in the case of dungeons, post-revamp there is a massive variety of difficulty to them, some have suffered the same fate as shadow missions already with the addition of memoir though and become trash content you can obliterate after 4~ hours playtime, however at the very least some of those low level ones are part of the memoir questline and do have justification for their existence still as something you go through with a little difficulty once to be showered in thousands of ap.

    Personally I think the solution isn't to just speed up spawns of Defensive Battle and Scout but to revamp the shadow mission system as a whole in some fairly simple ways, in particular making the difficulties have wider gaps, making monsters give combat exp regardless of Combat Power as dungeons already do so they can stay relevant for leveling going forward, and in addition to making mobs spongier with higher difficulty going the tech duinn mission route and having additional spawns, additional waves, normal spawn monsters and bosses using more skills with higher aggression going up in difficulty level (eg: Female shadow wizards start chain casting firebolts and casting fireballs and actually attacking instead of running up to you doing nothing with the spell loaded or loading another charge. Shadow lancers actually using a form of lance charge. Dark commander bosses using rage impact and a skill or two unique to them aside from their aoe lifedrain. etc).
    Most of these changes just involve changing some numbers but Devcat could go further and add some entirely new shadow missions, revamp reward pools to include more enchants and gear/materials, or even expand upon the Revenant and Perseus weapon tier sets like they expanded on Celtic weapons with the dungeon revamp.

    Yeah sure, if you are intending to min-max off the bat. Honestly, besides people on alternate characters, do new players really "rush" through content? I imagine that it takes some purpose and a bit of knowhow to do so.

    Being able to get to level 7k+ on Day One doesn't mean they will, nor should they be punished for doing so. The last thing the game needs is to funnel players into this exhaustive, grind-heavy playstyle synonymous with Korean MMORPGs.

    You're not wrong, but this assumes a certain playstyle that I myself have ignored so I can just..screw around, ya know?
    GretaDraech