[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]

/vms/ - 8chan Maplestory Dev Blog

Official blog of the /v/MS Private Server Dev Team

Catalog

8chan Bitcoin address: 1NpQaXqmCBji6gfX8UgaQEmEstvVY7U32C
The next generation of Infinity is here (discussion) (contribute)
A message from @CodeMonkeyZ, 2ch lead developer: "How Hiroyuki Nishimura will sell 4chan data"
Name
Email
Subject
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Embed
(replaces files and can be used instead)
Options
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 5 per post.


VOTE ON THE LOGIN THEME: http://strawpoll.me/3054489/

File: 1416818453511-0.png (161.59 KB, 525x387, 175:129, 8chan_ms.png)

File: 1416818453511-1.jpg (248.22 KB, 806x625, 806:625, ss (2014-11-23 at 08.54.55….jpg)

File: 1416818453511-2.jpg (285.33 KB, 806x625, 806:625, ss (2014-11-23 at 07.51.11….jpg)

File: 1416818453511-3.jpg (272.85 KB, 806x625, 806:625, ss (2014-11-23 at 06.42.25….jpg)

File: 1416818453511-4.jpg (266.69 KB, 806x625, 806:625, ss (2014-11-23 at 07.41.43….jpg)

 No.2

>What is /v/MS?
/v/MS is a /v/-based Maplestory private server intended on letting the nostalgia crowd at /v/ enjoy a wholly improved experience over the current official Maplestory.

>Can I play now?

Because we only just recieved a server to work on a few days ago, we have just started development. I have been testing the bejesus out of the current server and taking notes of all the issues I've come across.

Our current dev team is rather small, with two capable coders, and three people actively testing the server (including myself). If you want to help, please, feel free to contact me via the /v/MS steam group, or say so here. Lucky for us, the challenges to get the server into playable working order don't seem too daunting- it's adding in some of the good content, like the Resistance, fixing Cygnus Knights' quest lines, and making party quests, that are the hard parts.

>When will the game be ready?

We haven't discussed specific release goals yet, but we do have a current to-do list, for the public's sake this is a rough outline of what we want done before the server goes up for everyone.

To do:
1. Set up a registration method so players can start playing without a dev editing SQL

2. Fix Grendel the Really Old and make magicians an accessible class

3. Fix Cygnus Knights and make them playable

4. Fix inaccessible maps, especially portals / ships to lower level areas

5. Set release goals for the server (because we haven't discussed exactly when the server should be considered in working order for the public release)

6. Remove the EXP, Meso, and Item drop+ tickets from the store.

7. Expand character inventories to their maximum amounts by default

8. Fix ‘dem red bugs (this is reflective of our testing notes, which are color coded)

9. Break the MTS

10. Remove Arans (OP as shit and it looks like the way they function prevents us from balancing them effectively)

11. Set up the Cash Shop items with a for-meso cosmetics shop complete with NPC
11a. Alternatively, get an NPC that lets you convert Mesos to NX Cash

12. Fix Duey’s Package Service

 No.6

Rip AkariYukari
You'll be missed, probly.

 No.17

File: 1416971955321.jpg (9.76 KB, 300x375, 4:5, yOdlh.jpg)

ey dudes you adding scissors of karma, hammers and enhancement scrolls?

because they're op as shit.

if you guys do add SoKs, don't make zhelms, htp and targ/scar helms tradeable

Anyways, you niggers stopped logging on royals ;-; shit got lonely, the fags haven't fixed the hotkey issue so i had to leave guild.

 No.18

>>17
Also, before i forget, are you guys going to "balance" some classes, like in some servers where they pump up the % of some skills and so on, the only examples i can think of right now are white knight's charge blow cancelling your ele charge every time you use it, it's damn annoying and gunslingers not being able to attack from close range, like wtf "let's whack these dudes with a pistol because they're too close and i can't shoot em point blank".

 No.21

>>18
We'll remember that and try to figure it out.

For now it looks like people are looking at buffing bandit skills; double stab and disorder are both being looked at (from what I can tell stab will get buffed significantly). I'd wager savage blow will see some changes too.

 No.24

File: 1417052662397.jpg (9.57 KB, 88x105, 88:105, 1416435479195.jpg)

>>21
noice

here's a few suggestions from classes i've acully played so i can sorta contribute with some ideas:

for buccs:

-somehow make energy charge take less hits to charge, shit was a pain in the ass to charge, not mentioning the fucking skill took 40 points to max out.

-make energy blast have a faster casting speed because shit was damn slow, bonus points if you guys give it the stun chance it had post BB, it was a godsend and wasn't op and actually helped our shitty deeps.

-reducing the cooldown for transform/super transform, they both last for 120 and have a cd of 360 seconds when maxed, so that's a 240 sec cooldown, which is kinda bullshit when you think about it, specially while bossing.

-make shockwave faster, it was really slow (or at least i remember it being damn slow and never using it because of that), not mentioning you were only able to use it while transformed, wich kinda sucked. it also was wonky around ramps, shockwaves didn't travel through ramps. bonus points if you guys make it not dependable on transform to be cast.

I think that's about it for buccs, the patch you guys are using, if im correct, is the one that made ALL 1st/2nd/3rd job skills usable while in transform/super transform so it's not a big deal.

for paladins

paladins were pretty good and all, just the stuff i mentioned before…

-make threaten less useless, something among what BB added to it (substracting a % of enemy att, acc and def) that also worked on bossed, because threaten as it is, is complete shit.

-make charge blow not cancel your ele charges in 2nd job, why the fuck not? the skill ain't THAT good anyways, and it was a refreshing change to the good slash blast you had to use since forever.

-make thunder charge/lightning charge stackable with the other charges (including holy), as in, you're able to use thunder charge while having your fire charge active, just like post BB, there are barely any monsters weak to thunder charge and another element, so it wasn't OP and it was a nice small boost to your damage on neutral monsters.

-don't know how you guys would find this, but making magic crash also nullifying physical guard would be nice, also adding that to crusaders and dragon knights just for the sake of balancing them all out, why does a physical attacker have a anti-magic nullifier buff? that's beyond me.

-buffing up achilles and guardian, guardian has a 15% block an incoming attack and achilles has a -15% damage taken from enemies, something around 30% would be nice, after all, paladins are the "defensive" class of maple.

-make heaven's hammer work with bosses, i think it didn't, someone correct me if i'm wrong. i know it used to work post BB, but i'm not sure pre BB.

when you think of it, white knight/paladin was sort of underpowered way back then… and i think that's about it. the other paladin skills are useless or are just alright. mp recovery was meh, shield mastery is alright.

The only other suggestion i can add is to make gunslingers able to shoot at point blank, as i mentioned before, don't know much about the 3rd job+ because i never made it past lvl 80 on my outlaw in GMS.
That and make bandit's pickpocket a mob skill like post BB lel.

I hope my suggestions ain't ludicrous, it's just what i've gathered from my experience in GMS, i also hope my input can help you guys, sadly i don't know how to program and i don't have much time to help testing on the server because i'm in college and i don't want to drop out of that shit again.

good luck with those lines of code or whatever, best regards, uncle datan.

 No.26

>>24
jesus what a ridiculously large post.

 No.27

>>24
>>24
Knuckle users were pretty gimped TBH. I'd like to see corkscrew's cast time removed. That and the mob limit or damage of Somersault Kick increased.

 No.29

>>27
Seems reasonable, SSK starts to be shitty after 2nd job, mob limit ain't THAT necessary but the damage increase would be a nice addition, i wasn't sure to post about CSB, but yeah, removing the delay would be nice, also making it hit 6 mobs instead of 4… That also goes for energy blast, 6 mobs instead of 4, stun chance like post BB and we get that semi-useless stun mastery to shine.

Gotta grind more to see what others flaws i can rediscover and i'll also try to level up my gunslinger, for the same purposes and because i'm fucking bored.

 No.30

>>29
oh yes also, something i've read from old gunslingers, the 4th job boat skill had a fixed hp, the more skill you have, the more hp the boat has, thing is, when the boat is destroyed, it activates a cooldown on the skill and because the guys who made the skills are fags instead of reducing that cooldown a little with every skill point invested, the fucking cooldown time increases.

So that's something you guys could look into, reducing battleship's cooldown when broken. That's why old sairs used to invest only 1 point on the ship lel, also make it faster, they always complained about it being slow as shit.

 No.33

>>30
also also, have you guys thought about modifying the acc formula?

IMO it was pretty bullshit that a warrior/brawler couldn't hit for shit even with some dex. I know it's casual shit to do that and it actually encourages you to git good and pump up some dex and/or buy equips, but considering that the server's gonna be new, there won't be any good acc items, zhelms or scrolled shit for a long time… It's also bullshit that a close range class missing hits on a monster that's literally in front of you.

 No.34

>>33
Hopefully the idea will be that we end up modifying the damage calculation formula in a way that encourages people to mix up their stat builds rather than forcing everyone to min-max or do the bare minimum on their secondary for armor, or in the case of STR classes, so they can actually hit their enemies.

 No.35

Hey, have you guys thought about doing something with the nexon cash point items specifically relating to character customization? I mean like the hairstyles, eye colors, and eye types. I read your post about items being bought using meso or converting meso into cash but have you thought about making the hair styles and eye styles available in the character customization screen? For better "character personalization"

 No.36

>>35
If it's viable, we'll consider it.

 No.37

>>35
Yee that's probably possible with some .wz editing.
It's just that the character creation screen is rather poor for visualizing customizations; it would need a new GUI window thingamajig.

 No.39

>>37
I'm not sure I see the issue you're bringing up.

 No.41

>>36
Before I forget, this is also related to The MMO jew items. Are you guys going to make the items, like clothes and pets, permament? Or will we have to keep converting mesos or spending mesos for that kind of stuff?

I mean then again things like meso magnets or item magnets would be kind of "OP" in the sense that it was supposed to be a luxury that you didn't have to spam the pick up button. If it was permanent you'd buy it right away and just let it sit there without having to worry about it.

 No.42

>>39
They're clothed in the character select screen, and there's no way to bypass it unless a new window is made for customizations.

 No.43

>>42
Correct me if I'm wrong but I don't think any class has any headgear or eyegear equiped, so you would be able to seehairstyles and eyestyles fine as long as you can add them as default styles. (Questioning?)

 No.44

>>43
Oh that's right.
I'm retarded, sorry.

 No.45

>>43
That just leaves the question as how we would go about that.

 No.47

>>41
>>35

both of these can be done, from what I've seen. I personally would like it all to be temporary so the game has a good meso sink going. The amount of dosh you get at 4x is insane, along with 3x equip drops. That said, it probably won't be much to get cosmetics. I was thinking a 500:1 ratio of meso to NX (500k meso = 1k NX) That's still up for debate, though.

 No.48

>>47
On a solely game maintenance style of thinking, I agree with the notion of everything being temporary because literally 99% of the cash shop items are luxury items, they just make something easier to do and other things like SoK are used right away. If possible though, I think it would be a good idea to tweak the prices and make things like meso magnets and pets more expensive because those are the real luxury items that most people are going to want eventually and as such would provide for a better meso sink. Just my 2 cents.

 No.49

>>47
The rates may vary, and it definitely won't be 4/3; I'm leaning on 1.5/2 right now to be frank.

 No.50

>>48
As far as ratio goes, 250:1 is my preferred Meso - NX ratio. Every 250k nets you 1k NX (because 1,000 The MMO jew Cash isn't a lot, let's be honest). I feel at that rate it will be expensive but not cost-prohibitive as 1000:1 would be, for example.

 No.54

Prepare for Wall of Text!

Please take what I have to say with a grain of salt because I have literally no clue whether or not the stuff I am about to say regarding Job changes and balances is feasible or not. (If ripping certain skills from Job class balances from Post BB is not possible or something you don't want to do you can skip Thieves, I felt that most of the good changes came from skills they added to Thieves or moved from Assassins to Bandits.)

Warriors: One problem that I have with the three warrior classes is that in Job 2 they literally have no attacks, only buffs and passives and as such are forced to use the Job 1 attack if possible can you guys take like an attack or skills from Job 3 and toss them down to Job 2. Of course this would cause problems with skill points available but if needed can't you just drop 10 points from stuff like Final Attack or 10 from the Booster skills like MMO Jew did? I mean its only 40 levels but I feel that its a change that's "worth" making.

Thieves: This one I have less clue on whether or not its feasible. There were a few changes made Post BB on Bandits like getting Flash Jump or getting rid of the Summoning Stone cost for Shadow Partner that I felt were good changes. Have you guys thought about including changes like these? (Basically ripping certain job class changes that were made like adding FJ to bandit, giving them a nerfed crit chance, but keeping stuff that people missed like Assaulter and BoT) The crit chance I mention earlier, really nice addition to boosting Bandit's power. I feel that this could be done in some sort of poll where the player base decides what to bring over, what to keep. I mean I have literally no experience with Java and what you can and can't do so I'm just bringing this onto the table.

BattleMage: A few obvious changes would be to make the auras stack, maybe look into buffing "Reaper Summon" I felt that it was a really fun skill but that it needed a little boost maybe either increasing the duration of the reapers or making it from 10% proc to 15% proc or something. Just my two cents.


Also, since I notice you plan on adding the Cygnus Knights into the game, how do you guys feel about the Adventurer you get to make if you get the CK to level 120? Do you plan on adding that as well? (Just Curious).

 No.55

>>54
I'm leaning on a "no" for a special adventurer coming from CKs (especially if it's post-BB), but I do think increasing their level cap would be good. For what it's worth, they deserve better stats than adventurers for having less skills. In normal v83 MS, adventurers don't overtake CKs in AP until level 145, so giving Cygnus Knights a level cap of 180 would sufficiently put them ahead of adventurers. The question becomes: Is this the right fix?

 No.59

>>55
Honestly for CK there isn't much else you can do for them. Giving them skills from other classes would basically make it so they aren't CK anymore. Increasing the cap is the only real way of buffing them as the changes they made to CK in the newer updates changes way too much about them to rip skills from that. In any case I kind of felt that CK was a glancing note, something you did just because you wanted the Special Adventurer.

I mean technically what you could possibly do if this is even possible, is make CK skills have like a 40 skill cap. So if you really wanted to you could come back to certain skills after you job advance and add points to them to buff em. I think this balance would work nicely.

Example: I want a skill in job class 2 to be stronger because I use it often, so once I get extra skill points from 120-180 I'll go back and toss them back into job class 2. Another variation to this would be that I could toss these points into the skill IN job class 2 if I don't want another one at that moment and then cap the other skill off when I get to 120-180.

I mean most skills you use at level 100 or whatever come from Job 3 so you can raise the cap for that. So like in Dawn Warrior 3rd Job raise the cap for Soul Driver to 40. Give it a buff that way maybe make damage 100% and have it attack 10 mobs. Iunno that's just what I'd do if it's possible.

 No.60

>>59
That's pretty compelling. I think only minor changes may be neccesary as far as skill caps go, but it could work. Some CKs may need it more than others.

 No.61

So, what you guys up to?

 No.64

>>60
Cool, I think if you tweak the numbers from like 1-30 on a specific skill and then add 31-40, the skill and class as a whole will get buffed.

Hell if you want I can crunch up some basic numbers for CKs you think need buffing seeing as there's nothing else I can do but pile work on your asses by typing shit here. (If you need a tester I'll toss in my name on the "Help Wanted For /v/MS Development Announcement on your steam group).

 No.69

Hey guys so i made it to 6x on my gunslinger, i basically got most of the 2nd job covered and here are my suggestions:

-Make gunslingers able to attack at close range, as i said before, shit's stupid how a gunslinger can't just shoot the face off a monster that's right in front of him.

-Buff up the damage of double shot, jesus christ that shit is fast, but hits next to nothing.

-Buff up invisible shot, by making it able to hit 4-6 monsters (depends on what you guys want, really, 4 ain't so bad and 6 is just perfect) and rising the %, because that shit is even worse than summersault kick.

-Make an NPC that sells lvl 30 bullets, lvl 50 too if you're feeling generous. Those things are HARD to come by, really hard.

-Grenade a shit, does next to no damage, it's slow and you have to aim it, no idea what you guys can do with this one, it's a skill that could've had some potential (like inflicting a debuff on enemies like stun, gimped DoT fire/DoT poison [not mist, that'd be hella OP, it's still sorta OP lelm but it's just a suggestion], blindness, take your pick), just leaving you some ideas for that one because i feel that (if it's not too hard to code that into the skill)it should have somthing else like a % to inflict a debuff.

-Blank shot is just sorta useless, i guess you guys could raise the number of monsters hit from 3 to 6 and/or making the stun time a little higher, anyways it gets replaced by cooling effect on 3rd job, and IMO, cooling effect is way better than blank shot, it's not that useless notheless, just useless after lvl 1 cooling effect.

Gonna keep playing it on royals to 3rd job now that college are sorta over, if you guys are still playing that shit, could you add me to the guild? (If it ain't dead of course) IGN is Mauser.

 No.70

>>69
Oh and also, make the 1st job skill dash like some sorta haste that lasts for 60 or 120 seconds and doesn't get cancelled when you turn around. That'd be neat.

 No.71

>>70
I think Dash is fine as is, as someone who's favored brawlers.

 No.72

Any news?

Mapleroyals got incredibly fucking boring with the grindwall after 72.

 No.73

How's it coming along m8?

 No.74

>>73
shit's gonna end up as broquest 2.0

 No.75

>>74
>Implying
We picked up two more coders who are more proficient in what we're working with

 No.76

>>75
Sounds hot. Thanks for the update.

 No.77

>>75
naisu

keep us updated man, this shit should be like a blog

 No.78

>>77
The thing is right now there's not a lot to talk about because with our small staff we hadn't done a lot for roughly a week and a half (give or take a little bit of time), so it became apparent as I've wanted to resume working that we needed more people, and people with skills neccesary at that, punctuated by the fact that our main coder thus far, S'Crow Funk has been MIA for over a week

 No.79

>>78
Is there anything someone with no coding or spriting skills can do to help you guys?

 No.80

>>79
Someone who can test the sever and take notes on what works. I've done a large deal of this already but I'm not going to pretend like I've covered every base yet.

 No.81

>>80
I added you on steam, i have some free time till january and could help with that.

 No.90

File: 1418943161630.png (1.19 MB, 800x600, 4:3, 1374714347693.png)

I know C, C++, Python, and have some experience with a few other languages. I would like to help on this project. What is the best way to get in touch and get something to work on?

 No.91

>>90
Add Brickington on Skype

 No.93

>>91
Machete don't Skype.

 No.94

>>93
Clearly

 No.96

>>94
Jokes aside. I don't like Skype, Twitter or their ilk. Is their some other means that we could use, email or Steam for instance? I would like to help with the coding, but I would rather not use the aforementioned sites for communication.

 No.97

Hey guys, what's it looking like presently?

 No.98

Please tell me this shit's still going.

 No.100

100 get

 No.101

>>100
Honestly, the coders have fucked off to whatever the hell they're doing, college probably. I think Drybones stopped paying for the server, and everyone lost motivation because without good coders, we lacked direction. Malakyte kept contacting me regarding continuing the project, but if I were to come back to Bones, I'd probably have to be able to prove to him that we could get this shit started again. I know that Taft still has the files, unless he deleted them, so what the hell. Maybe this summer we'll try again, but I'm joining the military in due time, so I can't stay as the head of the project forever.

 No.102

>>101
Understood, shit happens.

 No.103

quick question

so my computer's old as balls and my internet is spotty at best (i'm poor so I piggy off the coffee shop's wifi from across the street) what's the likelihood of getting a tutorial from you guys on just setting up a basic server for my damn self

 No.104

if i get 104 /vms/ shall be reborne



[Return][Go to top][Catalog][Post a Reply]
Delete Post [ ]
[]
[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]