Patch Available - KMST 1.2.456
Honestly, it's pretty obvious they are milking this game for all it's worth. I expect to see Maplestory 2 anytime soon now. I mean they can't be this stupid can they? Either they are "experimenting" or they have gone full retard.
MorbidMagus Wrote:Whatever the case. Expect another revamp in 6 months to 1 year to fix whatever they pineapple up this time.

That there is the single biggest issue with this entire game. Apparently Nexon's image of content is continual revamps. I don't think any game in existence has had this many massive game-changing scale revamps. And they've all been in pretty much two years. The game ran fine for seven fine, then Big Bang hit and it was just revamp after revamp after revamp. Every character they added constituted another revamp because of the massive difference in strength between the new guy and everyone else.

At least, if I ever start working on game design, I can look at Nexon's fine example on what exactly not to do.

Oaysis Wrote:Honestly, it's pretty obvious they are milking this game for all it's worth. I expect to see Maplestory 2 anytime soon now. I mean they can't be this stupid can they? Either they are "experimenting" or they have gone full retard.

I dare say it's very difficult to tell which.
Polantaris Wrote:That there is the single biggest issue with this entire game. Apparently Nexon's image of content is continual revamps. I don't think any game in existence has had this many massive game-changing scale revamps. And they've all been in pretty much two years. The game ran fine for seven fine, then Big Bang hit and it was just revamp after revamp after revamp. Every character they added constituted another revamp because of the massive difference in strength between the new guy and everyone else.

At least, if I ever start working on game design, I can look at Nexon's fine example on what exactly not to do.

You know it's bad when pretty much the biggest completed area with lots of content is still Edelstein from years ago. I suppose Pantheon/Hellsium may count too but a big part of it is content for low-leveled players unless you can fight Magnus.
Whelp, Nov 29th and Dec 6th. Prepare your anus for what's inbound, what's left of it anyways...
Ever since potential and when we started seeing these 3 second papulatus and zakum runs, I though that was broken. But the correct way to fix this isn't making bosses harder but nerfing the damn potential system. Maybe give a touch for the damage formula too.

Also when they make bosses harder, then rewards should be better too.
Well at least on those days, you have Tempest and second day of Luminous.
Satellite Wrote:Ever since potential and when we started seeing these 3 second papulatus and zakum runs, I though that was broken. But the correct way to fix this isn't making bosses harder but nerfing the damn potential system. Maybe give a touch for the damage formula too.

Also when they make bosses harder, then rewards should be better too.

Failing that I'd like to know how much testing do they do on their own game. It feels as if they just go berserk with the numbers without testing what actually happens after adjustments but that seems unlikely since they have Tespia.

And yes, better rewards please. New items too while you're at it, I want to see new designs. Tongue
They should revamp the party and expedition system and I'll be happy with that, something like making the expedition a big party (not unions of them) and the party system more rewarding like getting a lvl up system based on the exp gained by the party and spending that exp/points in things like 2x, increased heal, etc. That way killing those bosses isn't that hard (okay magnus is still hard but he was AB only anyways), Imagine a party of 30 men fighting Empress, it'd would be cool because you'll always have connection to the bishop of the expedition for example or the DrK with this lovely HB, that way everyone enjoy the fact of having to interact with others while killing bosses because they can work now as a real unit.

Also they should revamp the boss drop system, it should be like the old PQ rewarding system, everyone will get a group of random items and if you don't get lucky at the end, bad luck for you. This way everyone will get something (or nothing) while having it easier to kill those bosses. Also, make Bosses party play zones they are bosses they are supposed to give stupid amounts of EXP.
Not liking the limit they plan to put with SoK / PSoK.
Makes me want to QUIT now.
Chicocl Wrote:They should revamp the party and expedition system and I'll be happy with that, something like making the expedition a big party (not unions of them) and the party system more rewarding like getting a lvl up system based on the exp gained by the party and spending that exp/points in things like 2x, increased heal, etc. That way killing those bosses isn't that hard (okay magnus is still hard but he was AB only anyways), Imagine a party of 30 men fighting Empress, it'd would be cool because you'll always have connection to the bishop of the expedition for example or the DrK with this lovely HB, that way everyone enjoy the fact of having to interact with others while killing bosses because they can work now as a real unit.

Also they should revamp the boss drop system, it should be like the old PQ rewarding system, everyone will get a group of random items and if you don't get lucky at the end, bad luck for you. This way everyone will get something (or nothing) while having it easier to kill those bosses. Also, make Bosses party play zones they are bosses they are supposed to give stupid amounts of EXP.

I'd actually like parties to be more dynamic and interactive. For example...make it so that certain classes in parties give certain buffs so that people that aren't hugely funded still stand a chance at fighting bosses and I think it'd be much more fun if survival was a large part of getting to the end reward such as introducing cues to dodge otherwise the party is screwed over.

I'm ambivalent on the boss drop system because luck based systems are a crapshoot (Hur hur). Party EXP sounds great, that gives additional incentive for partying as people can save some cash and hardworking people may be able to get invited into parties even if their range isn't OMGWTFBBQ good so long as everyone else complements them.
Chicocl Wrote:They should revamp the party and expedition system and I'll be happy with that, something like making the expedition a big party (not unions of them) and the party system more rewarding like getting a lvl up system based on the exp gained by the party and spending that exp/points in things like 2x, increased heal, etc. That way killing those bosses isn't that hard (okay magnus is still hard but he was AB only anyways), Imagine a party of 30 men fighting Empress, it'd would be cool because you'll always have connection to the bishop of the expedition for example or the DrK with this lovely HB, that way everyone enjoy the fact of having to interact with others while killing bosses because they can work now as a real unit.

Also they should revamp the boss drop system, it should be like the old PQ rewarding system, everyone will get a group of random items and if you don't get lucky at the end, bad luck for you. This way everyone will get something (or nothing) while having it easier to kill those bosses. Also, make Bosses party play zones they are bosses they are supposed to give stupid amounts of EXP.

That's basically what I'm looking forward to. HOWEVER. Changes need to be done. Either that, or bring 6 shadowers/battle mages so you only have to care about damage reflect. Or keep the current system only for skills like that one. So bishop can heal everyone, but not everyone has eternal godmode.
Bomber Wrote:I would be okay with this if there was no goddamn time limit.

This is the Most important thing. It really doesnt matter how strong(more like how high their HP is) they make these new boss but the Timelimit for them. It basically makes any of these bosses ONLY for teams of people with God-tier items.
valhala556 Wrote:This is the Most important thing. It really doesnt matter how strong(more like how high their HP is) they make these new boss but the Timelimit for them. It basically makes any of these bosses ONLY for teams of people with God-tier items.

I'm waiting to see that additional potential but it definitely looks like this right now. Essentially, don't bother making such changes if you're not going to acknowledge the huge gap between funded, semi-funded and unfunded players, you do NOT ever make it so that only a small percentage of your playerbase can try out the highest game content particularly when it's been years since you gave pretty much any of us new end-game areas.
The HP changes won't be so bad if they implement the following changes too:

1) Lower PDR/MDR by a ton. With boss HP being increased past their 2 bil cap, these stats won't be needed to artifically increase boss HP anymore. When I last played Maple, these stats were a thing, although I hear that a few classes now have a way to ignore that stat. Not sure if ALL classes do, however.

2) Revamp the elemental weakness/resistance system. The current immunity/50% resist/neutral/50% weakness system is horribly outdated, in the sense that the vast majority of this game's mobs are in neutral, and the majority of bosses fall in immunity/resist. Not every major boss needs to resist everything under the sun anymore. Hell, they never did, but now it'd be freaking ridiculous with all these changes.

3) They're going to need to make rewards worth it right off the bat. The boss drops right now are basically going to be worthless for all the effort you need to put in to kill them, unless you spend a ton of effort scrolling/cubing it to the point where it's actually usable (in the sense that you're already going to need godly equips to kill bosses now). This is very bad in a game where every significant means of upgrading equips now relies on cash shop RNG.
- Perhaps make boss drops guaranteed to have hidden potential that starts off at Unique.
- Perhaps introduce a repeatable 'kill boss' quest that awards like 10-20 mil EXP or something, although obviously everyone would have to complete each boss' respective quest line to access these quests.

If they just slap on massive HP increases and EXP nerfs without anything else, then well, I'd say I was completely justifed in jumping off the ship after the Chaos patch last year.
Alilatias Wrote:The HP changes won't be so bad if they implement the following changes too:

1) Lower PDR/MDR by a ton. When I last played Maple, these stats were a thing, although I hear that a few classes now have a way to ignore that stat. Not sure if ALL classes do, however.

2) They're going to need to make rewards worth it right off the bat. The boss drops right now are basically going to be worthless for all the effort you need to put in to kill them, unless you spend a ton of effort scrolling/cubing it to the point where it's actually usable (in the sense that you're already going to need godly equips to kill bosses now).
- Perhaps make boss drops guaranteed to have hidden potential that starts off at Unique.
- Perhaps introduce a repeatable 'kill boss' quest that awards like 10-20 mil EXP or something, although obviously everyone would have to complete each boss' respective quest line to access these quests.

If they just slap on massive HP increases and EXP nerfs without anything else, then well, I'd say I was completely justifed in jumping off the ship after the Chaos patch last year.

If people snap up the market surplus before the patch hits it'd be like a Catch-22: To get godly items to cube you need to be godly first and to be godly you need those items and now you'd have to pay even more. PDR/MDR is one of the dumbest things I've ever seen done (Though it obviously makes sense business wise) and I really hope that gets switched in some way too.

(Most classes have it; problem is that you'd have to get it to about 60%-70% for it to be useful)

Another major problem Maple Story has is that it has very limited gear options for high level characters. That basically makes all the other bosses fodder or trash in the end and this will become even more pronounced if nothing is changed about this update.
[MENTION=5941]Oaysis[/MENTION]; I think its just stupid. If they were experimenting they would of looked into the model they seem to be targeting, which is party bosses like back in the old days. Ill explain:

But it wont work like it did before. Back in 2006/07 the strongest, Lets say dk, was AT MOST 1.25x stronger than the "average/unfunded" one of the same level. So it was easier to say you need X amount of dk's to kill zakum. Now 1 Drk "funded"can be the same as like 10 or 20 average ones. So when you fight these "new" bosses, you will run into the same problem as we have ever since Big Bang. Boss will be either have too much hp or have too little (only real factor). If no one is able to kill then just slow buffing until top tier people can take it down. Pre Big Bang bosses cannot happen under the current character power and boss structure.

Idk what they are doing, but it seems like its not gonna make this game alive.

I will say that it is kinda nice that potential and NX sheilding wards isnt 95% of what God-tier-items power are from. Though its not cool to instantly shaft old equipment like that.
Next they'll add in mechanics and content that we don't (or do) need.

1. Raise the attack speed cap, that'll get people to use faster weapon without regretting. The damage cap is harder to reach than it needs to be, so why not make attack speed cap harder to reach?
2. Add Slash and Stab damage, except Slash and Stab damage are bonus damage and no penalties that makes the weapon deal less damage unlike when MapleStory originated. Example: Sword (1h and 2h,) Dagger, Spear, and Fist (Knuckles) gain the Stab damage bonus, while Axe (1h and 2h,) Blunt Weapon (1h and 2h,) and Pole Arm gain the Slash damage.
3. More altered World Tour or non KMS Area bullshit, and more Party Play areas.

So yeah, these mechanics and content may seem good on paper, but at the end of the day, they won't be as good as they seem. Then again, it's Nexon.
Knuckles don't have a slash animation.
McAwesomesauce Wrote:Knuckles don't have a slash animation.

Good thing he suggested they get stab damage then?
FlameChocobo Wrote:Next they'll add in mechanics and content that we don't (or do) need.

1. Raise the attack speed cap, that'll get people to use faster weapon without regretting. The damage cap is harder to reach than it needs to be, so why not make attack speed cap harder to reach?
2. Add Slash and Stab damage, except Slash and Stab damage are bonus damage and no penalties that makes the weapon deal less damage unlike when MapleStory originated. Example: Sword (1h and 2h,) Dagger, Spear, and Fist (Knuckles) gain the Stab damage bonus, while Axe (1h and 2h,) Blunt Weapon (1h and 2h,) and Pole Arm gain the Slash damage.
3. More altered World Tour or non KMS Area bullshit, and more Party Play areas.

So yeah, these mechanics and content may seem good on paper, but at the end of the day, they won't be as good as they seem. Then again, it's Nexon.

Im a Pally with a two handed bw.
STAB STAB STAB STAB.

Where's my bonus damage?


Either way, I get what you mean but it wouldn't work in the current state of MS.


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