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#51 kubikyuu

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Posted 29 June 2016 - 03:17 PM

mid ti map is bad because of the many unwalkable cells that look like walkable ones

they block you from using aoe/support skills in the most unneeded moments :/

(+ people only walking in circles and totally ignoring the middle of the map, often making it impossible to survive the mob at the entrance - might be a time related issue though)


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#52 Paopaw

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Posted 29 June 2016 - 04:02 PM

Please fix Blood Butterfly Ears effect and C. Amistr Bag Thank you


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#53 fuyukikun

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Posted 29 June 2016 - 04:49 PM

What maps would you want to see for the low TI? Looking to change that this week. Something smaller than the current map, but should be connected or like a loop (think abyss lake) so the monsters don't bunch up in the areas where monsters aren't. 

amatsu dungeon 2nd floor

pyramid osiris map

lunia guild dungeon


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#54 hesho

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Posted 29 June 2016 - 05:22 PM

What maps would you want to see for the low TI? Looking to change that this week. Something smaller than the current map, but should be connected or like a loop (think abyss lake) so the monsters don't bunch up in the areas where monsters aren't. 

 

what about ant hell 2 or geffen 2.  I'm not sure if those maps are big enough of or not though.


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#55 fuyukikun

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Posted 29 June 2016 - 05:46 PM

http://choobs.org/maps/

this contains maps with number of walkable cells


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#56 VModCinnamon

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Posted 29 June 2016 - 06:00 PM

http://choobs.org/maps/
this contains maps with number of walkable cells

 
Those are file sizes.
 

 

Walkable cells // Name of map
10201 ama_dun02
34709 moc_pryd04
6997 gld_dun02


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#57 fuyukikun

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Posted 29 June 2016 - 06:15 PM

 
Those are file sizes.
 

 

Walkable cells // Name of map
10201 ama_dun02
34709 moc_pryd04
6997 gld_dun02

whoops

thanks for the correction


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#58 Stalkerness

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Posted 29 June 2016 - 08:21 PM

maps mentioned so far, some of these are terrible choices (way too large)

6997 gld_dun02
7886 pay_dun00
9356 orcsdun01
9375 orcsdun02
9899 izlu2dun - this has a lot of trees people will complain about
10201 ama_dun02
14632 abyss_03
15944 gef_dun02
16059 gef_dun03 - mid TI
21264 ra_san04
22014 anthell02
25620 mosk_dun02
26486 pay_dun03
27935 mal_dun01 - high TI
31747 gld2_ald - low TI
33807 mosk_dun03
34709 moc_pryd04

My suggestions:
9702 mag_dun02
10349 gef_dun00


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#59 Toxn

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Posted 29 June 2016 - 08:35 PM

Map size alone doesn't really matter. What matters is spawn ratio and how annoying actually navigating the map is. As well as the monsters the map contains I guess, like for some reason putting bio monsters in the wide open areas of Malangdo Dungeon (Why even?).

Any large sized map will suck if they don't change the spawn amount to accommodate it.


Edited by Toxn, 29 June 2016 - 08:36 PM.

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#60 Stalkerness

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Posted 29 June 2016 - 08:43 PM

iirc, they've mentioned having problems with maps if they turn the spawn up too high


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#61 Ashuckel

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Posted 30 June 2016 - 02:28 AM

Juperos entrace tunnel or verus tunnel pls ty

Oh there's also the map wich Vesper spawns, that big circle one :v

Edited by Ashuckel, 30 June 2016 - 02:29 AM.

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#62 Doomsquare

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Posted 30 June 2016 - 02:39 AM

Payon dungeon 1 for high ti!


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#63 Ashuckel

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Posted 30 June 2016 - 02:42 AM

payon dungeon first floor or 2nd floor? :v ( coz pay_dun00 = 1st, pay_dun01 = 2nd)


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#64 JuliettedeRachel

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Posted 30 June 2016 - 03:49 AM

lutie field  :questionmark:


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#65 Exvee

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Posted 30 June 2016 - 03:54 AM

iirc, they've mentioned having problems with maps if they turn the spawn up too high

 

Which why custom maps like TI are not enough by 1 map only, even the other game does this when I'm talking about this like in 2014 and it's not fulfilled on RO instead...


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#66 Akreis

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Posted 30 June 2016 - 04:01 AM


pay_dun00.png
Payon Dungeon 01 (pay_dun00 actually)

mosk_dun02.png
Moscovia Dungeon 02 (mosk_dun02)

 

I like those 2 maps :v both are good for both types of TI in my opinion
 


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#67 BornHater

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Posted 30 June 2016 - 04:06 AM

Gyges Ring please :(


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#68 HeresNatan

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Posted 30 June 2016 - 05:25 AM

I like those 2 maps :v both are good for both types of TI in my opinion
 

FOR Ti

 

payon ca with payon cave song 

 Ancient groover [BGM 20]

 

moskovia with dream whale song pls     

 
 
Dream of Whale [BGM 117]  
 
 

Edited by HeresNatan, 30 June 2016 - 05:29 AM.

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#69 Ashuckel

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Posted 30 June 2016 - 05:31 AM

One Step Closer bgm.

Cmon we dont have training grounds where we can hear it anymore :v
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#70 Havenn

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Posted 30 June 2016 - 05:37 AM

thanks for keeping the bonus, gunna do another BB event then


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#71 LouisLu

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Posted 30 June 2016 - 06:36 AM

Next week on July 7th we're going to be down for an extended downtime on Chaos as we continue work on the DB. During this time we'll have events running on Classic and Thor as well as doing livestreaming while we're down. 

 

The EXP/Drops event is extended on Classic and Renewal one more week! so enjoy the 4th of July weekend.

 

 

 

do you mean one more week till July 7th? or is it just 4 days extension till July 4th?


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#72 PeeJay27

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Posted 30 June 2016 - 07:42 AM

How about new patch and include Nightmare Old glast heim instance?


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#73 beaupoem

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Posted 30 June 2016 - 08:23 AM

do you mean one more week till July 7th? or is it just 4 days extension till July 4th?

 

he means 1 week. during which the july 4th weekend will fall...


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#74 Demeris

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Posted 30 June 2016 - 10:11 AM

Can't we just stick with turtle dungeon map or that dicaste dungeon?

Smaller maps are nice, but the KSing becomes more of a problem since everyone will be so close to each other. I say leave it at the old dicaste dungeon cause that map was big enough and explorable with corridors to make it a perfect low TI map. The entrance was cool too.

@Toxn - The map completely makes a difference. Imagine mi gao maps where things can spawn on that tower island thing and then everything else being spread out. The corridor in maps will help condense the map and make it easier to naturally gather mobs for yourself.

 

dic_dun02.png

 

dic_dun02.jpg


Edited by Demeris, 30 June 2016 - 10:15 AM.

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#75 Toxn

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Posted 30 June 2016 - 10:19 AM

@Toxn - The map completely makes a difference. Imagine mi gao maps where things can spawn on that tower island thing and then everything else being spread out.

Didn't say map doesn't make a difference. I said map size doesn't. The pillar on Mi Gaos map example would fall under "What matters is spawn ratio and how annoying actually navigating the map is" part.


Edited by Toxn, 30 June 2016 - 10:19 AM.

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