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Chihaya wrote on 2014-04-20 04:02
Yep. Agreed with a lot of other players...
I like Lances, Puppetry, and Archery, so I can't really choose xD
To be honest, the mere fact of having to separate "Stat Skills" because they give different stats (so weaving would go with an archer "class", and mining with a warrior "class") is pretty annoying...
Although the condition "There are no reforges in this server" made my eyes sparkle a bit
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Zekkii wrote on 2014-04-20 06:09
I'd like to play an early generation server of Mabinogi, but I don't see the purpose of class locking. Just seems like a scapegoat to me.
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gundamweed wrote on 2014-04-20 08:19
when the idea of talents came out, destinies, it was the idea that rebirthing into a destiny would remove the option to perform certain skills. If you were a warrior, you couldn't use any advanced magic, for example. Needless to say, this was shot down back then. What makes you think this would be a good idea now, but even more restrictive?
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Space Pirate Nithiel wrote on 2014-04-20 09:43
Quote from Ketchup;1216075:
I wouldn't even bother with it since the whole point on why I like mabi is because it's not like your traditional MMO.
Yeah. This is all there really is to say about it. If I wanted a traditional MMO feel I would go play WoW or something.
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ZeroPantz wrote on 2014-04-20 20:24
Quote from Zekkii;1216148:
I'd like to play an early generation server of Mabinogi.
That would be really cool. Ragnarok has a server too where it is still in the old style, ever since they updated the game. Would be cool if Mabinogi did the same.
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rangero wrote on 2014-04-20 21:20
I voted I would
but the bottom line is i'm used to how mabinogi how it is now.. the game would have to be be a lot different and have different graphics/ storyline or even a different name in order for me to play it. It would be a downgraded mabinogi experience.
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Xeno wrote on 2014-04-20 22:54
This would not work for Mabinogi. The reason these other games, such as WoW/FFXIV/TERA, use class systems that lock you into certain roles, is because this is how the combat is designed to work:
1. Tank marches in first, aggros enemies using an array of aggro/defensive skills.
2. DPS target enemies and take them down.
3. Dedicated healer spams heals on tank and DPS.
4. All players avoid AoE damage, traps, and work together through abilities or phases to complete the fight.
This is known as the "Holy Trinity" in MMO game design terms, look it up.
Mabinogi is not designed for combat like this. There is no aggro system, there are no dedicated healers. It is a completely different combat system. Mabinogi is a pure action RPG; it's more similar to Diablo or Path of Exile than it is WoW in terms of combat. The game is based on blowing up enemies before they get to you, controlling them, and using CC.
So no, I would never play a game like this. I would go play a game that was designed around Holy Trinity combat from the ground up, like WoW was. There is nothing positive that would be added to this game by restricting players for no gain at all.
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Twin wrote on 2014-04-21 06:03
This sounds like the original G13 Destiny. I personally rather have a hardmode server with smart A.I or pre-dynamic combat for users
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Aubog007 wrote on 2014-04-21 06:36
Quote from Xeno;1216264:
This would not work for Mabinogi. The reason these other games, such as WoW/FFXIV/TERA, use class systems that lock you into certain roles, is because this is how the combat is designed to work:
1. Tank marches in first, aggros enemies using an array of aggro/defensive skills.
2. DPS target enemies and take them down.
3. Dedicated healer spams heals on tank and DPS.
4. All players avoid AoE damage, traps, and work together through abilities or phases to complete the fight.
This is known as the "Holy Trinity" in MMO game design terms, look it up.
Mabinogi is not designed for combat like this. There is no aggro system, there are no dedicated healers. It is a completely different combat system. Mabinogi is a pure action RPG; it's more similar to Diablo or Path of Exile than it is WoW in terms of combat. The game is based on blowing up enemies before they get to you, controlling them, and using CC.
So no, I would never play a game like this. I would go play a game that was designed around Holy Trinity combat from the ground up, like WoW was. There is nothing positive that would be added to this game by restricting players for no gain at all.
Called something new and interesting, it cab work if you tweak it to allow some skills from other classes. I used to be 100% pure melee on mabi. It worked for a year, and i can be 100% pure puppet on mabi now and work out fine.
Also a summoner can act as a de facto tank if you are REALLY good at your multitasking. /FF14 talk.
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Kaeporo wrote on 2014-04-21 19:35
The problem with the infinite progression system in Mabinogi is that you can effectively neutralize the benefits of party play through additional damage gained from excessive character development (intended to provide incentives/options) and newer threat management options, namely AOE pet usage.
Instead of reducing the number of options available to the player, higher level content should reduce the effectiveness of specific options while requiring the use of multiple forms of combat. This would be in addition to a monster stat/skill/AI renewal, higher difficulties/new content, and the removal of party member restrictions/split rewards.
Nobody will be solo'ing Defeat the Shadow Wizard Ultra when the enemies have improved stats, access to advanced skills (lance charge, meteor strike, etc), multiple passive defenses, selectively heightened normal defenses (ie: shadow warriors w/2k defense and low magic defense or shadow wizards with 50 magic protection) and with improved party rewards nobody will want to.
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Eiryie wrote on 2014-04-21 20:03
Quote from Kaeporo;1216454:
The problem with the infinite progression system in Mabinogi is that you can effectively neutralize the benefits of party play through additional damage gained from excessive character development (intended to provide incentives/options) and newer threat management options, namely AOE pet usage.
Instead of reducing the number of options available to the player, higher level content should reduce the effectiveness of specific options while requiring the use of multiple forms of combat. This would be in addition to a monster stat/skill/AI renewal, higher difficulties/new content, and the removal of party member restrictions/split rewards.
Nobody will be solo'ing Defeat the Shadow Wizard Ultra when the enemies have improved stats, access to advanced skills (lance charge, meteor strike, etc), multiple passive defenses, selectively heightened normal defenses (ie: shadow warriors w/2k defense and low magic defense or shadow wizards with 50 magic protection) and with improved party rewards nobody will want to.
Perhaps also add party reward boosts.
Example:
Full party bonus = +100% reward modifier. (Capped at 50% for solo missions, maybe?)
Other bonus: 100% - (100/MaxPartyLimit)% for each party member below the max.
Solo a mission? 100% total rewards.
Bring 3 people to a 4-person mission? 175% total rewards.
Bring 2 people to a 3-person mission? 167% total rewards.
Bring 8 people to an 8-person mission? 200% total rewards.
Edit: Have this apply to any/all of the following:
- Drop Rate
- Gold Drop Amounts
- Monster Kill Exp Awards
- Mission Completion Award