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I've been playing the revamped Chapter 1 on some noobie alts and the storyline doesn't even make sense any more. It's just a jumble of fetch quests and NPCs telling you to do specific stuff. The part where the Price investigates Esras stood out to me as being compressed beyond comprehension.
Also a long time ago I used to talk to all NPCs with the mainstream keywords because they actually had unique responses to them. Now it's all just "I don't know" responses.
I think if they wanted to open Chapter 1 to elves and giants, they should have split the storyline three ways from G2 onwards. The way they integrated Falcons/Beasts into the story is just so awkward and clumsy. As it is, you're stuck mucking around in human paladin training because your only clue is to "seek the path of the Knight of Light". If I'm an elf, why not tell me to seek the path of the ancient Falcons?
Really, woman? You're telling me that at this point?
Instead of having this thing where you run around with a piece of armour that doesn't look anything like the falcon/beast transformation, it could have given elves/giants an alternate set of quests that eventually leads back to Esras's plot. Maybe you learn about the curse of Irinid. Maybe there are clues about the Irinid in Uladh (she's not in Iria any more, so she must've gone that way, right?), so you run around in dungeons to look for her. Maybe you do the Good Deeds sequence to prove yourself worthy of the Irinid's and the spirits' blessings. Maybe the search causes you to stumble upon a certain necromancer and her golem. Maybe you discover that the little red haired girl in the dungeon is a vessel for a goddess, but it turns out to be Macha, not the one you were looking for.
Surely there are other ways to tell this story without being human-centric. It doesn't have to be a wildly different story, just a similar one from a different perspective.
- Talking to Craig the first time will give you a Falcon (if an elf) or Beast (if a giant) keyword.
- Talking to Rian and Esras will give you a Lord's Recommendation, which you give to Castenea (if an elf) or Krug (if a giant).
- Castenea will give you a Longa Ruins Pass for Falcon Awakening, while Krug will give you a Par Ruins Pass for Beast Awakening. Both will also give a Red Wing of the Goddess for their respective dungeons.
- The Math G2 Dungeon will still be done as normal, albeit with tweaked dialog.
- Instead of giving the Glowing Gargoyle Statue to Aer, it will be used to access a Glowing Gargoyle Dungeon in the Karu Forest Ruins. Completing it will reward you with an Ancient Tablet of the Irinid, which you give to Aer in exchange for a Falcon Feather with the Spirit's Blessing (if an elf) or a Beast Pelt with the Spirit's Blessing (if a giant).
As for the old Transformation Quest storyline, maybe a modified version of that could be placed after G3, as an alternative to the (human exclusive) Dark Knight Questline.
Given the way some milletians act when bored (beating each other senseless for no apparent reason, to give just one example), I can't exactly blame them.
The guard functions were removed because they were "I see you, and in one shot, you're dead".
Also so terrifying and overpowered that newbies kept complaining.
Sometimes you have to sacrifice functions to stop your own system from griefing newbies, even if the experienced players at the time didn't have a problem with said NPCs.
To be honest, Maplestory gets so laggy with all the players spamming skills in one zone that it makes sense for there to be solo instanced zones for heavy lore areas.
It keeps the player immersed without crashing or getting annoyed by grinders.
I guess the only problem I have with the lore is the unawnsered questions of:
"What would happen if a Dark Knight were to be purified, could they turn into a Paladin, or would they just sink deeper into the darkness of the armor and evolve?"
"Can a Dark Knight really not become a Paladin again?"
All of that made me think of why KR hasn't released continuations to that side of the lore along with more transformation skills.
On the question of whether or not a Dark knight could return to being a paladin I think its possible but highly unlikely. There are 3 requirements for being a paladin, be in the favor of a divine being (3rd tier deities will work), the support of the spirits, and a strong human will. However specifically for the millitian paladin in order to turn into a Dark Knight you had to abandon the wolf/paladin spirit. Whether or not the spirit is willing to forgive you and give you support again is the deciding factor between someone returning to being a paladin or not. That is assuming you are able to completely purge the Dark Armor from your body and not just simply render it inert.
Well, maybe they could take a page from FFIV and make you fight your Dark Knight self for it.
One minute you're spying on the elves and Atrata is pretending to scream for help, next minute Castanea is cheerfully telling you about Filia's post-Saga revamp. Then you chat with Hagel for a bit for the latter quest, and then you go back to Taunes, who apologises because the elves apparently beat you up and threw you back through the mana tunnel.
???
I mean I get the story because I've been here since Pioneers, but I can't imagine what a newbie must think of all this.
Still, a lack of permadeath is nice (I know Mabinogi explains it, but many other games do not, but does this mean that mean that such games should have permadeath?), alongside Moongates, a lack of guard attacks so that areas of Shyllien and Hillwen can be accessed, etc.
Lore is the cherry on top of the cake, but having the foundation of its game mechanic be an annoyance has it ring hollow.
Should be alchemy/shadow realm.
@Eralea - Yeah, that bugs me too. It feels like they're always trying to push new mainstream stuff simultaneously with older stuff, even when they the should be rather far apart chronologically (like when you can't talk to an NPC for a G1 quest without triggering dialogue for a g19 quest). Especially since an NPC having different sets of dialogue depending on your mainstream questline progress is possible (they did it with Price a.k.a Redire).
Although it makes a lot of sense, especially lorewise, but since they gave players to option to jump around, it's too late to turn back.
The problem lies more for new players, who simply has not the pleasure of witness the gradual growth of Generations, which made the transition far easier to comprehend. Even then, you are picking apart an example, instead of the primary treatise of my post. Not quite sure how to argue my side though, other than I would merely be annoyed with loads of immersion and realism that makes even the most minute action insufferable to perform.
They're more like "what am I playing."
This doesn't make sense.
I'm just here to socialize.