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[Rant] This game's practically dead in terms of actual content. - Printable Version

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[Rant] This game's practically dead in terms of actual content. - hadriel - 2015-08-14

The point about the audience difference is a crucial one, but occasionally there are small gems to be gleaned from comparing GMS and KMS. Concepts and content start from KMS, and they develop it to their ideals, then it's up to Nexon NA to bring it over to GMS and sort of fit it to our ideals. Obviously nothing huge can change, but I'm certain some things like scissors limits etc. for additional options can't be tweaked.

Oh, for the record, I fking hate untradeable equipment, and equipment that's non-NPCable or has 1 meso sell value. At least give it some decent value... like 10k...? And we have too many duplicates of untradeable pots e.g. at least 3 different Power Elixirs that are untradeable and sell for 1 meso to NPCs. Maybe Nexon could invest some time into removing redundancies and actually help reduce file sizes (not sure if it's significant though...).

Hadriel


[Rant] This game's practically dead in terms of actual content. - TheBlackMage - 2015-08-14

hadriel Wrote:The point about the audience difference is a crucial one, but occasionally there are small gems to be gleaned from comparing GMS and KMS. Concepts and content start from KMS, and they develop it to their ideals, then it's up to Nexon NA to bring it over to GMS and sort of fit it to our ideals. Obviously nothing huge can change, but I'm certain some things like scissors limits etc. for additional options can't be tweaked.

Hadriel
Funny that you've said that after I've said/edited this "Just to say I've seen a lot of dialogue changes in GMS compared to KMS and quite a bit of localization, along with some unique aspects that appeal to the typical GMS player whether if it's humor (memes) or something else. There's a bit of content that GMS people wouldn't understand though, such as the new Mushroom kingdom *Assumption* (I don't know if they've localized it so)." Biggrin
There is definitely some care in the GMS team, even Dragon Warrior was changed to appeal to the audience. Also there's plenty of exclusive content that appeals to GMS players I believe, and honestly I believe your typical Jim is the same as your typical Kim, they both play this game and enjoy it, hehe bad puns ftw.


[Rant] This game's practically dead in terms of actual content. - Grey - 2015-08-14

TheBlackMage Wrote:Of course you can't replace it, not that it gives much either way, it's more about the experience.
But that's thing, is experience truly that lacking in GMS? Maybe I am too culturally impaired or something and can't really see many differences, or I just never cared to nitpick.
Thanks for adding the edit about the players, I was focusing on the game and its gameplay than the players, that's the thing honestly, I was just comparing the versions and not the players.
I guess I can't really understand this thing, not that I don't understand, actually it's something else that bothers me about this whole thing, Is maplestory truly unenjoyable by the players of NA/"Global"?
I think Nexon made a decent amount of changes to satsify the players, obviously not enough but we'll see how it plays out later on as the management changed.

I wouldn't say GMS is lacking an experience, I would just say it's different. You would be very wrong to think MapleStory is unenjoyable to all the players, haha, it's just that a lot of people here are pretty jaded, and I don't blame them, it's pretty disillusioning to see how the game as evolved over the years and how focused on cash shop advantages its become and how bad the damage creep is. The other day, I was going through the Thief Flaunting Thread here, from the very beginning, people happy with 4 digit damage ranges (I'm at 2m~2m buffed), happy they did 20k (I do at least a thousand times that in a single hit), getting accused of duping because one of their weapons is like 4 30s and 2 60s (I have like 3 perfectly 15% spell traced weapons, 1 perfectly evo scrolled, and 1 perfectly primed weapon). I also watched a Zak vid I did with my guild years ago, took 5 of us 50 minutes and he had like 500m HP altogether, nowadays I could kill Hard Magnus alone in 25 minutes (120b HP, that's like 240 times more).

As someone who still plays Maple, although I admit, much less than before, I would say in terms of reducing cash shop advantages, GMS is doing the best out of all the versions I follow (well, other than, obviously, KMS Reboot). We have a pomegranate ton of opportunities to get cubes (and you know, actual cubes and not just occult cubes, but still not as good as cash shop cubes). They added owls, AP resets, SP resets, buff freezers, wheels, and charms into the game as things you can just buy for mesos. I remember back before anyone had killed Empress, I would run with a friend and I'd spend a ton on wheels, like $5 a day (we were still figuring things out after all, not that I was a good bishop anyway), now I can get the same amount of wheels for like, 20m (though, I'd have to do it over several days, but they're permanent, so no big). It would be very nice if we eventually had full cash trading, and even meso market. Auction House, I could take it or leave it. It'd be pretty convenient, but I think shop permits are likely to be in game pretty soon.

But for a lot of the older players, these changes are far too little, and far too late, not to mention this only deals with the cash shop issue. Something I think we can all agree on is the lack of content for 200+. I mean, other than Scrapyard/Mechanical Grave, and that's basically just a training area.


[Rant] This game's practically dead in terms of actual content. - Silver - 2015-08-14

KhainiWest Wrote:Closing the gap would not lead to a logical conclusion of raising the gap. The only reason nexon would hopefully make that decision is if a boss requires a higher cap to defeat it. See potential with pink bean. Players will not demand a cap raise unless there is content they cant reasonably clear without a necessary damage cap change.

If a million extra free ways to upgrade equipment are added into the game tomorrow, why won't there be any reason for players to demand a damage cap increase? Furthermore, why won't Nexon be more inclined to increase the cap as a result? The whole notion that some content requires a higher cap is silly because Nexon created that content and hence set the standards for that content in the first place.

KhainiWest Wrote:What I'm suggesting is a method for a small group of players to have the possibility of clearing high level content. We don't have that because the gap is too big, the only reason (I repeat) that a damage cap would be "demanded" is if the high level content would REQUIRE a cap increase.

You're making wild and illogical hypothetical progressions. Your method would just piss people off and make them feel scammed to be honest.

I dunno, cappers might demand a damage cap increase so they can kill stuff faster. And if more and more upgrade options are added (meaning it is easier to hit cap), eventually people will ask for a damage cap increase as it eventually becomes easier to hit cap whilst not even fully utilizing all those upgrade options. And, again, the notion that anything requires a cap increase is silly - they could just adjust the content itself. Your motive is good, but the method is poor.

Grey Wrote:It doesn't matter if you add free ways to upgrade gear later on, because the people hitting cap are already hitting cap. Your premise that it would upset them assumes that these people are frugal, that they meticulously keep track of their finances so they can just barely hit cap and then they stop, so that they'd care if they could've done it for cheaper if they had just waited. While there are certainly people like that, most of the people at the top are not. Money is a blunt object, they throw money at the game until they get what they want. If they could do it for cheaper, great, but if they can't, they'll just spend more. They aren't just paying to get to the top, but to get to the top as fast as possible. It's somewhat like early adopters with electronics. They'll throw down a ton of money, even though eventually it'll probably be cheaper, just for the privilege of having it, and having it before other people.

On the other hand, if one day you paid a dollar for a candy bar and then the next day you paid the same amount for half the candy bar, you'd probably feel gipped, regardless of whether or not you still needed a whole candy bar or if half was sufficient. It feels pretty bad when something is taken away from you, even if it's clear that things really haven't changed.

I spent quite a bit to be able to solo CRA, and just barely, so when they nerfed Paladins, a bit more to regain the ability. The fact that Star Force makes it cheaper to get stronger barely crosses my mind, in fact, Star Force was one of the major factors in me being able to solo CRA again, compared to the thoughts of "Man, if they didn't nerf me, I'd be doing twice as much damage now". My thoughts on it are literally, with the same amount of money, I could've been capping. That bothers me a lot more than the fact that I can basically do everything I used to do before.

Yep, which is why I said some people. I'm one to think like that... lol.

Well, as I stated, the damage cap and monster and boss HPs can all be lowered. If I decreased the cap to 25m and also halved the HPs of all monsters and bosses, I don't see the problem there. The players complaining that they had paid for that extra 25m damage just to have the cap reduced... that's sort of like complaining about paying to hit cap just to have more free ways to upgrade later on. And, like you yourself stated, most top players don't really care if they could have had it for cheaper.


[Rant] This game's practically dead in terms of actual content. - Grey - 2015-08-14

Silver Wrote:Well, as I stated, the damage cap and monster and boss HPs can all be lowered. If I decreased the cap to 25m and also halved the HPs of all monsters and bosses, I don't see the problem there. The players complaining that they had paid for that extra 25m damage just to have the cap reduced... that's sort of like complaining about paying to hit cap just to have more free ways to upgrade later on. And, like you yourself stated, most top players don't really care if they could have had it for cheaper.

It's really not the same, for one, people's feelings toward it are not (as I said, it's the difference between taking something away from you and giving things to everyone, one feels like pomegranate, the other's not so bad). Dropping the cap, even if you adjust monster HP, means that you have a ton of excess damage that you no longer have access to, but that you already paid for. What makes you think people won't push for a damage cap increase immediately after they decrease it? Especially since it would mean they could kill bosses much faster than they did before this whole thing because the bosses have less HP now.


[Rant] This game's practically dead in terms of actual content. - KhainiWest - 2015-08-14

Silver Wrote:If a million extra free ways to upgrade equipment are added into the game tomorrow, why won't there be any reason for players to demand a damage cap increase? Furthermore, why won't Nexon be more inclined to increase the cap as a result? The whole notion that some content requires a higher cap is silly because Nexon created that content and hence set the standards for that content in the first place.

[Image: Funny-memes-salary-idea-from-jon-stewart-640x559.png]

Let's start with your fallacy, we are talking about a single upgrade system, a system we have a clear understanding and results of, you're arguing against the ideology of it because "WHY STOP THERE? LETS DO INFINITY UPGRADE SYSTEMS TO GET EVERYONE TO CAP".

No one in this thread is suggesting that, a free to play player will always be at a disadvantage, no one is even arguing that either, but the difference is a problem. How do you solve said difference? You reward players who spend time on the game. The people who are already at cap aren't affected. They have invested in the game outside of time, they aren't a variable.

Pink bean was literally unkillable the first 6 months it was in GMS. If you got close you got banned. Nexon pulls that sh`it all the time, only the top .5% uber elitists can actually defeat the LATEST SUPER BOSS MONSTER, the people with 4 sets of gear that are all hyper max'd or whatever. So no, this isn't a foreign concept, it's actually a large practice by nexon, so your entire argument is on f`ucking NOTHING. It's been PRACTICED.



Silver Wrote:I dunno, cappers might demand a damage cap increase so they can kill stuff faster. And if more and more upgrade options are added (meaning it is easier to hit cap), eventually people will ask for a damage cap increase as it eventually becomes easier to hit cap whilst not even fully utilizing all those upgrade options. And, again, the notion that anything requires a cap increase is silly - they could just adjust the content itself. Your motive is good, but the method is poor.

Why aren't they demanding for one now then? The cappers would be unaffected by the suggested upgrade system. You're also assuming nexon listens to the f`ucking community, which is totally true right, since this thread f`ucking exists. Your entire argument is subjective analysis of your limited outside understanding/limited knowledge of nexons history evidently. My argument is based on the realities of the walls they currently face, who holds them up, and a substantial memory of the correlation of how the f`uck things happened.

So no my method is goddamn perfect, it gives people who invest time in the game a reward of getting a closer gap to the cap or to players at the cap, allowing them to do small squads to do f`ucking bosses, said system not affecting those at cap already and haven't changed how they played at f`ucking all. Your idea of capping and proportionally lowering everything is frekin retarded, it punishes those who have spent money, you know, the small group of people who still fund the servers to still function. You reward the community, you don't punish them because of your ineptitude over a long period of time. I mean seriously man this is business 101 for christ sake.

I mean, you do know your argument can be applied to your own goddamn solution right, with the addition of people being pissed off their gear has been nuked?


[Rant] This game's practically dead in terms of actual content. - YennoX - 2015-08-14

Even if raising the minimum standard won't directly impact the top players, I'm sure they won't be happy seeing all the plebs starting to come out of poverty. (But then again, they've probably invested so much into the game already and their only response would be to invest even m0ar to stay ahead of the plebs.)


[Rant] This game's practically dead in terms of actual content. - Silver - 2015-08-15

Grey Wrote:It's really not the same, for one, people's feelings toward it are not (as I said, it's the difference between taking something away from you and giving things to everyone, one feels like pomegranate, the other's not so bad). Dropping the cap, even if you adjust monster HP, means that you have a ton of excess damage that you no longer have access to, but that you already paid for. What makes you think people won't push for a damage cap increase immediately after they decrease it? Especially since it would mean they could kill bosses much faster than they did before this whole thing because the bosses have less HP now.

Well yeah... some people would be more upset over a lowering of the damage cap than they would if free methods were introduced. To me, I don't view it as all that different, I would probably be equally pissed at both options. As for taking something away, it's sort of like that but not quite because, really, all your damage does for you is kill something within a certain amount of time and, if boss HPs are also reduced, it doesn't seem that much of a loss at all.

Some people will push for a cap increase afterwards, but it makes less sense to reverse a decision than to press forward with something. The cycle of events would look something like:
Nexon decreases damage cap -> cappers demand a damage cap increase -> Nexon increases damage cap -> unfunded players demand a damage cap decrease -> Nexon decreases damage cap -> ...
Eventually, the damage cap will remain stable, at a point where almost everyone can agree on. Adding more and more methods of upgrade on the other hand only encourages the damage cap to go up, and up, and up.

KhainiWest Wrote:Let's start with your fallacy, we are talking about a single upgrade system, a system we have a clear understanding and results of, you're arguing against the ideology of it because "WHY STOP THERE? LETS DO INFINITY UPGRADE SYSTEMS TO GET EVERYONE TO CAP".

No one in this thread is suggesting that, a free to play player will always be at a disadvantage, no one is even arguing that either, but the difference is a problem. How do you solve said difference? You reward players who spend time on the game. The people who are already at cap aren't affected. They have invested in the game outside of time, they aren't a variable.

Pink bean was literally unkillable the first 6 months it was in GMS. If you got close you got banned. Nexon pulls that sh`it all the time, only the top .5% uber elitists can actually defeat the LATEST SUPER BOSS MONSTER, the people with 4 sets of gear that are all hyper max'd or whatever. So no, this isn't a foreign concept, it's actually a large practice by nexon, so your entire argument is on f`ucking NOTHING. It's been PRACTICED.

Why aren't they demanding for one now then? The cappers would be unaffected by the suggested upgrade system. You're also assuming nexon listens to the f`ucking community, which is totally true right, since this thread f`ucking exists. Your entire argument is subjective analysis of your limited outside understanding/limited knowledge of nexons history evidently. My argument is based on the realities of the walls they currently face, who holds them up, and a substantial memory of the correlation of how the f`uck things happened.

So no my method is goddamn perfect, it gives people who invest time in the game a reward of getting a closer gap to the cap or to players at the cap, allowing them to do small squads to do f`ucking bosses, said system not affecting those at cap already and haven't changed how they played at f`ucking all. Your idea of capping and proportionally lowering everything is frekin retarded, it punishes those who have spent money, you know, the small group of people who still fund the servers to still function. You reward the community, you don't punish them because of your ineptitude over a long period of time. I mean seriously man this is business 101 for christ sake.

I mean, you do know your argument can be applied to your own goddamn solution right, with the addition of people being pissed off their gear has been nuked?

Yep, and a single extra upgrade system encourages a damage cap raise, to a marginal extent. The keyword is marginal. If we add more and more upgrade systems, then the incentive to increase the damage cap becomes higher and higher. Your notion before didn't support this, as you stated "closing the gap would not lead to a logical conclusion of raising the gap". What are you going to say for the next upgrade system? And the next one? How about the one after that?

We don't see many players demanding a damage cap raise likely because there just isn't that many players at the cap, and they probably barely hit cap. As the cap becomes easier for players to hit, many of them will likely demand a cap raise because of all the excess damage that they could potentially reach. Rewarding is also punishing and punishing is also rewarding, at least for this case, lol. Never took a business 101 course mate.


[Rant] This game's practically dead in terms of actual content. - MuscleWizard - 2015-08-15

man the problem with progression in this game is simple


there's no sense of accomplishment to it, the bosses all have the same strategy, eg: dodge whatever bullpomegranate OHKO mechanic they throw at you and deal enough numbers to make the big number go to zero.


but getting your little numbers to be big numbers requires for the most part things that are locked behind a paywall, and the gear progression is tied to being able to face these bosses in the first place to farm whatever set it is you're after

there's no balance, everyone is at the same time hilariously overpowered while being hilariously underpowered.


[Rant] This game's practically dead in terms of actual content. - dowie - 2015-08-15

doesnt really help that there isn't a large variety towards gear progression. Only thing stopping you from equipping the best stuff is levels which are pretty easy to get to.


[Rant] This game's practically dead in terms of actual content. - Grey - 2015-08-15

Silver Wrote:Well yeah... some people would be more upset over a lowering of the damage cap than they would if free methods were introduced. To me, I don't view it as all that different, I would probably be equally pissed at both options. As for taking something away, it's sort of like that but not quite because, really, all your damage does for you is kill something within a certain amount of time and, if boss HPs are also reduced, it doesn't seem that much of a loss at all.

Some people will push for a cap increase afterwards, but it makes less sense to reverse a decision than to press forward with something. The cycle of events would look something like:
Nexon decreases damage cap -> cappers demand a damage cap increase -> Nexon increases damage cap -> unfunded players demand a damage cap decrease -> Nexon decreases damage cap -> ...
Eventually, the damage cap will remain stable, at a point where almost everyone can agree on. Adding more and more methods of upgrade on the other hand only encourages the damage cap to go up, and up, and up.

I suppose we differ on that, I don't mind it when everyone gets something because I generally don't mind other people's positions relative to my own (I also don't mind the other, but that's a different can of worms, but I know many people do while I like to think most people aren't so petty to get pissed at what other people can get). I know exactly what you mean by the relationship between damage and HP, that's how I've always seen it and, I'm certainly satisfied killing pretty much all but two bosses with much lower than cap damage, but the problem there is not everyone views damage just as a means to kill things (given all the obnoxious people I know who cap who take more pride in their 50m hits rather than the bosses they can kill).

At this point, I don't think it makes much sense at all to lower the damage cap when there are already (many) players there, so they would far exceed the damage cap as it is, which I think is one of the reasons you stated would necessitate a damage cap increase, while adding this, mind you, not just any, upgrade system wouldn't really force a damage cap increase given that it's not going to raise the damage of the heavy hitters very much, while it makes a much greater difference for the weaker players (to answer your much earlier question, %atk is not possible, the only percent stats you can get, as far as I've seen are about ~6% all stats, and if it's a weapon around ~12% boss and I assume a similar (or possibly much less amount of % total damage), while every other benefits are flat stat increases)

I think it's stupid to reject a new upgrade system purely on the basis of it being a new upgrade system and that we have so many already (disregarding the fact that around half of them are locked behind paywalls). The argument isn't that we should have more and more upgrade systems, it's that we should have this one which, unlike most of the others (potential, bonus potential, nebulites), doesn't take excessive amounts of cash in order to fully utilize.


[Rant] This game's practically dead in terms of actual content. - Five Second Pose - 2015-08-15

Silver Wrote:Well yeah... some people would be more upset over a lowering of the damage cap than they would if free methods were introduced. To me, I don't view it as all that different, I would probably be equally pissed at both options. As for taking something away, it's sort of like that but not quite because, really, all your damage does for you is kill something within a certain amount of time and, if boss HPs are also reduced, it doesn't seem that much of a loss at all.

Some people will push for a cap increase afterwards, but it makes less sense to reverse a decision than to press forward with something. The cycle of events would look something like:
Nexon decreases damage cap -> cappers demand a damage cap increase -> Nexon increases damage cap -> unfunded players demand a damage cap decrease -> Nexon decreases damage cap -> ...
Eventually, the damage cap will remain stable, at a point where almost everyone can agree on. Adding more and more methods of upgrade on the other hand only encourages the damage cap to go up, and up, and up.

Why would anyone want to play a game where the damage cap isn't even stable? That's a fundamental that shouldn't be changing every other patch.


[Rant] This game's practically dead in terms of actual content. - KhainiWest - 2015-08-15

Rather than repeat what I said about your retarded logic, let's actually apply it to reality.

Silver Wrote:Well yeah... some people would be more upset over a lowering of the damage cap than they would if free methods were introduced. To me, I don't view it as all that different, I would probably be equally pissed at both options. As for taking something away, it's sort of like that but not quite because, really, all your damage does for you is kill something within a certain amount of time and, if boss HPs are also reduced, it doesn't seem that much of a loss at all.
Yep, and a single extra upgrade system encourages a damage cap raise, to a marginal extent. The keyword is marginal. If we add more and more upgrade systems, then the incentive to increase the damage cap becomes higher and higher. Your notion before didn't support this, as you stated "closing the gap would not lead to a logical conclusion of raising the gap". What are you going to say for the next upgrade system? And the next one? How about the one after that?

Hyperbole argument.

1) The upgrade system already exists in KMS
2) GMS players PROTESTED because they didn't understand the difference between this upgrade system and the MEE system. The MEE system is broken, KMS even regrets it.

Your argument holds no standing whats so ever. We aren't asking for a new concept to be generated, were asking for an existing concept to be

Silver Wrote:We don't see many players demanding a damage cap raise likely because there just isn't that many players at the cap, and they probably barely hit cap. As the cap becomes easier for players to hit, many of them will likely demand a cap raise because of all the excess damage that they could potentially reach. Rewarding is also punishing and punishing is also rewarding, at least for this case, lol. Never took a business 101 course mate.

Probably should, or at least game design before trying to stout your opinion here. Do you even know when they raised the damage cap and why? I already explained it to you, it wasn't a collective mob to do so. Also the damage cap would have increased already if your hypothesis was correct since KMS has this and an additional system we don't have. GMS itself as a server branch cannot make such a game altering decision by upping the damage cap, and KMS won't do it unless KMS needs it.


[Rant] This game's practically dead in terms of actual content. - Greg - 2015-08-15

I havent played MS in a couple of years. Recently Ive become bored and want to again. Figures that I come to this forum, and this is the first thread I see. Not surprised at all. GMS was going downhill 4 years ago! But I still want to play. I'll probably just not.


[Rant] This game's practically dead in terms of actual content. - MuscleWizard - 2015-08-17

Greg Wrote:I havent played MS in a couple of years. Recently Ive become bored and want to again. Figures that I come to this forum, and this is the first thread I see. Not surprised at all. GMS was going downhill 4 years ago! But I still want to play. I'll probably just not.

it's basically better used as a fancy chat client than an actual game at this point.

Collect chairs and idle.


[Rant] This game's practically dead in terms of actual content. - Ivangold - 2015-08-18

I was thinking, why they never did like a 2x exp for party quests?:f6: or even quests :f6:, not much ppl do them since they don't give that much of exp, why would you do PQ in a 2x if a trainning stop with 2x is better(there's HS, kanna and OP attackers or peoples to share the maple)? I wonder if they did 2x or 3x exp for PQ's and quests,Hurt people would do more of em.

I remember that LPQ didn't give as much exp as MCPQ, but it have great rewards, or like KPQ giving those bamboo hats at certain rate; quests would actually be done to get some itens(i remember doing the korean town quests to get some itens, like a mace).

Now good or usefull itens won't be given in PQ's or quests in general, at least the itens aren't that good or just won't stay long enough in your character(maybe capes can stay), now you get more stuff from bosses, events or things that require money(gacha, marvel cash shop?).


[Rant] This game's practically dead in terms of actual content. - MuscleWizard - 2015-08-18

Ivangold Wrote:I was thinking, why they never did like a 2x exp for party quests?:f6: or even quests :f6:, not much ppl do them since they don't give that much of exp, why would you do PQ in a 2x if a trainning stop with 2x is better(there's HS, kanna and OP attackers or peoples to share the maple)? I wonder if they did 2x or 3x exp for PQ's and quests,Hurt people would do more of em.

I remember that LPQ didn't give as much exp as MCPQ, but it have great rewards, or like KPQ giving those bamboo hats at certain rate; quests would actually be done to get some itens(i remember doing the korean town quests to get some itens, like a mace).

Now good or usefull itens won't be given in PQ's or quests in general, at least the itens aren't that good or just won't stay long enough in your character(maybe capes can stay), now you get more stuff from bosses, events or things that require money(gacha, marvel cash shop?).

Leveling isn't a way to gain enough power to face off against any of the late game content they've added though.
Why buff the exp to encourage people to get higher levels and do more PQs if that doesn't solve the problem that PQ's give pineapple all in terms of useful things.

Because you cannot progress through the bosses without potential.

This game could honestly stand to learn a lot from warframe.

Everything drops damn near everything, progression in power is tied to drops, the pay functionality is used to for cosmetics and convenience, as well as trading top tier mods. Plat's used for trading, the game's credits/"mesos" are used in crafting and upgrading of equipment only and are unable to be used for trading, it solves the issue of credit farming destroying the economy because there's a supply of currency that the players know the relative value of.

it basically turns it from a pay to win into a pay to convenience since it just lets you skip the grind by buying things you can just get anyway, but only from other players that farmed it. you can buy fusion cores on the market, which is the drop used to upgrade mods, but the cost is so exorbitantly high that people know it's not at all viable to do it instead of farm.


[Rant] This game's practically dead in terms of actual content. - Gymleaders - 2015-08-18

MuscleWizard Wrote:This game could honestly stand to learn a lot from warframe.

Everything drops damn near everything, progression in power is tied to drops, the pay functionality is used to for cosmetics and convenience, as well as trading top tier mods. Plat's used for trading, the game's credits/"mesos" are used in crafting and upgrading of equipment only and are unable to be used for trading, it solves the issue of credit farming destroying the economy because there's a supply of currency that the players know the relative value of.

it basically turns it from a pay to win into a pay to convenience since it just lets you skip the grind by buying things you can just get anyway, but only from other players that farmed it. you can buy fusion cores on the market, which is the drop used to upgrade mods, but the cost is so exorbitantly high that people know it's not at all viable to do it instead of farm.

Progression tied to drops, pay functionality used for cosmetics and convenience, trading top tier "mods"(not sure what that is but sure sounds like the karma scissor system)... I mean it sounds like how MapleStory used to be before they fucked pomegranate up.


[Rant] This game's practically dead in terms of actual content. - MuscleWizard - 2015-08-18

Gymleaders Wrote:Progression tied to drops, pay functionality used for cosmetics and convenience, trading top tier "mods"(not sure what that is but sure sounds like the karma scissor system)... I mean it sounds like how MapleStory used to be before they fucked pomegranate up.

weapons are craftable by the players, you have the option to buy weapons straight from the parent company with cash shop currency or farm the materials to make it
farming the materials to make damn near anything takes less than a few hours.

mods are what get slotted in to the weapons in order to strengthen them. different builds consist of different element / power / utility combos.


[Rant] This game's practically dead in terms of actual content. - Pikamemnon - 2015-08-19

To summarize my long story:
Maplestory changed over time.
Each player defines their own finish line in this RPG.
The biggest requirement to playing Maplestory and doing well in the past was free time, which I think was one of the games best strengths.

On a larger scale, the changes over time could have been worse.
Having said that, some rage is understandable due to said changes interfering with many players previously defined objectives.

Those things would have been ok if the changes were easy to undo but since they are not, it has become much harder to figure out what Maplestory is about, gameplay wise.