2013-03-12, 05:38 PM
I should lend my voice too. Here you go Spadow.
Thanks [MENTION=75]Spadow[/MENTION]; for asking us too.
Hadriel
Spoiler
What is the class of your main character?
Luminous (or Mage will do)
Q1. Do you think the balance between classes in MapleStory is appropriate?
It is not.
Here's why: there are concepts that are good in this game, such as clerics etc. as party support, or Paladins as front-line tanks. But their roles cannot be utilised properly in most situations, not when most skills either kill them on the spot, or other classes overtaking them in skill design (or incompatibility of skills), or that the game mechanics simply do not allow them to properly play their defensive or supportive roles e.g. Paladins tanking most of the damage and the ranged classes receiving less damage would be ideal, but the game mechanics make it such that everyone in that hit box will be damaged equally. As a result, the game has degenerated into one focused on DPS so that one can kill a monster/boss quickly. In this respect, the DPS balance is poor - classes meant for supportive roles now lose out when their roles are shafted for one reason or another.
Also, in terms of skill design, the mobility and recovery skills design given to classes seem haphazard at times, if not insufficiently balanced. Some classes only have limited passive recovery (of MP and/or HP) while others heal a good amount per hit or kill. This could be a little more balanced, especially to help provide some survivability to poorer players with limited money for potions. In terms of mobility, there also seems to be little rational correlation between design of a class and the mobility provided - most new classes are very mobile (which is not necessarily a bad thing) while others seem to be shafted. In this respect, some rebalancing would be good.
Q2. For which level range should level up content be added?
Lv. 151~160
Lv. 181~190
Lv. 191~200
Lv. 201~210
Lv. 211~220
Lv. 221~230
Lv. 231~240
Lv. 241~250
In general, the amount of content available for players level 180 and above is very limited, and leveling up at those levels revolves around grinding. The level-up content for all the above listed areas should be improved and/or increased, especially in that we want more quests that provide proportionally more experience or rewards than what is currently available. We want content that allow us to level without having to resort to days of virtually only boring grinding to level up e.g. a few daily random quests that provide significant amounts of EXP. In particular, if bossing is to be one of those options for levelling up, then the rewards and experience earned need to be proportionally increased, and/or the accessibility (and kill-ability) of the bosses for the average player, need to be re-evaluated.
Note: We're not talking about players hitting 10-20% of the damage cap per line as a baseline for bossing accessibility with regards to gaining experience at higher levels - we're talking about players who only have enough funds to get a 3-6%stat for each equipment while relying on clean/cheap-scrolled equipment. Sure, keep some of the top-tier bosses up there to entice people to buy NX etc., but we need more accessible bosses too.
Q3. I am satisfied with the current buying and selling system for items.
No, I am absolutely not.
FM1 shouting is very laggy and extremely unrepresentative of prices in shops. Going through all the FM shops by clicking on them individually is very tiring. An auction-house type of trading built into the game would be way more efficient (or at least, make Minerva the Owl purchasable in-game!).
In terms of items bought/sold to/from NPCs, some sort of multiple check-box system to sell multiple items at once would be good.
Q4. I am satisfied with the current item enchantment system (scrolls, potential, enhancement).
I'm not.
Yes there should be a degree of randomness in potentials, but the accessibility of above-average tier potentials is too low for the standard player. Keep those top-tier potentials up there with NX, yes! But make standard cubing more accessible - monsters and bosses should drop cubes (at a low rate), and in that sense the occult cube is a good addition and more of such designs should be added.
Scrolls are unbalanced right now - some add a great deal, some add less for lower percentage of success. Upper tier event scrolls should be kept account-movement-only, while basic scrolls should be kept cheaper. We could also do with more in-between for scroll success rates - I like the idea of Azwan scrolls for that matter, but basic scrolls could do with more in-between success rates and improvements in stats.
I'm ok with the current Enhancement system, though not terribly happy with the Superior item class because it makes the gap in stats much too big.
Q5. The story in MapleStory is fun and interesting.
Somewhat likely.
Lower levels - yes. Higher levels - grinding is boring. Bossing becomes routine. PQs need some refreshing to encourage players to go for PQs more - some sort of EXP rack-up system, or better PQ rewards would be helpful (at least, comparing the equipment available from PQs to equipment available on the market.
That said, Maplestory is interesting for the newer boss mechanics. Some of the storylines are interesting too.
Q6. The interface in MapleStory is familiar and convenient to use.
Yes it is.
Few gripes about it, though it would be nice to have more keyboard control over the UI tabs. In general, good clear GUI, very friendly to beginners.
Q7. Please write what your most interesting moment was in MapleStory.
[Maximum limit of 300 characters allowed]
Reading all the hilarious and amusing and interesting storylines in MapleStory (e.g. Kao is the amnesiac wanderer because of the time travel from Elin Forest)
Q8. Please write what moment in MapleStory left you with dissatisfaction/inconvenience.
[Maximum limit of 300 characters allowed]
Killed Von Leon but got disconnected immediately without being able to pick up loot. Could not get a party ever since.
Pressed potion key many many times, but none of them were drunk because of server lag, and thus died.
Q9. Please write what should be updated in MapleStory?
[Maximum limit of 300 characters allowed] (What should be updated/What kind of update would you like to see?)
- On-the-field alchemy, or some way to deal with loads of equipment (NPC-ing not counted).
- In-game purchasable meso/item-looting functionality
- The overall game mechanics, because it is too flat and even and limits the skill designs and roles of classes.
- Have a timer that counts how long you have been logged in for a day for e.g. Spirit Pendant, rather than staying logged in all at one go (because some of us DC too often)
Q10. Please write something about MapleStory.
[Maximum limit of 300 characters allowed] (A question where you are free to enter anything)
Listen to us more, but we'd also like Nexon to show us some of their more creative sides [I think Root Abyss is a wonderful example].
What is the class of your main character?
Luminous (or Mage will do)
Q1. Do you think the balance between classes in MapleStory is appropriate?
It is not.
Here's why: there are concepts that are good in this game, such as clerics etc. as party support, or Paladins as front-line tanks. But their roles cannot be utilised properly in most situations, not when most skills either kill them on the spot, or other classes overtaking them in skill design (or incompatibility of skills), or that the game mechanics simply do not allow them to properly play their defensive or supportive roles e.g. Paladins tanking most of the damage and the ranged classes receiving less damage would be ideal, but the game mechanics make it such that everyone in that hit box will be damaged equally. As a result, the game has degenerated into one focused on DPS so that one can kill a monster/boss quickly. In this respect, the DPS balance is poor - classes meant for supportive roles now lose out when their roles are shafted for one reason or another.
Also, in terms of skill design, the mobility and recovery skills design given to classes seem haphazard at times, if not insufficiently balanced. Some classes only have limited passive recovery (of MP and/or HP) while others heal a good amount per hit or kill. This could be a little more balanced, especially to help provide some survivability to poorer players with limited money for potions. In terms of mobility, there also seems to be little rational correlation between design of a class and the mobility provided - most new classes are very mobile (which is not necessarily a bad thing) while others seem to be shafted. In this respect, some rebalancing would be good.
Q2. For which level range should level up content be added?
Lv. 151~160
Lv. 181~190
Lv. 191~200
Lv. 201~210
Lv. 211~220
Lv. 221~230
Lv. 231~240
Lv. 241~250
In general, the amount of content available for players level 180 and above is very limited, and leveling up at those levels revolves around grinding. The level-up content for all the above listed areas should be improved and/or increased, especially in that we want more quests that provide proportionally more experience or rewards than what is currently available. We want content that allow us to level without having to resort to days of virtually only boring grinding to level up e.g. a few daily random quests that provide significant amounts of EXP. In particular, if bossing is to be one of those options for levelling up, then the rewards and experience earned need to be proportionally increased, and/or the accessibility (and kill-ability) of the bosses for the average player, need to be re-evaluated.
Note: We're not talking about players hitting 10-20% of the damage cap per line as a baseline for bossing accessibility with regards to gaining experience at higher levels - we're talking about players who only have enough funds to get a 3-6%stat for each equipment while relying on clean/cheap-scrolled equipment. Sure, keep some of the top-tier bosses up there to entice people to buy NX etc., but we need more accessible bosses too.
Q3. I am satisfied with the current buying and selling system for items.
No, I am absolutely not.
FM1 shouting is very laggy and extremely unrepresentative of prices in shops. Going through all the FM shops by clicking on them individually is very tiring. An auction-house type of trading built into the game would be way more efficient (or at least, make Minerva the Owl purchasable in-game!).
In terms of items bought/sold to/from NPCs, some sort of multiple check-box system to sell multiple items at once would be good.
Q4. I am satisfied with the current item enchantment system (scrolls, potential, enhancement).
I'm not.
Yes there should be a degree of randomness in potentials, but the accessibility of above-average tier potentials is too low for the standard player. Keep those top-tier potentials up there with NX, yes! But make standard cubing more accessible - monsters and bosses should drop cubes (at a low rate), and in that sense the occult cube is a good addition and more of such designs should be added.
Scrolls are unbalanced right now - some add a great deal, some add less for lower percentage of success. Upper tier event scrolls should be kept account-movement-only, while basic scrolls should be kept cheaper. We could also do with more in-between for scroll success rates - I like the idea of Azwan scrolls for that matter, but basic scrolls could do with more in-between success rates and improvements in stats.
I'm ok with the current Enhancement system, though not terribly happy with the Superior item class because it makes the gap in stats much too big.
Q5. The story in MapleStory is fun and interesting.
Somewhat likely.
Lower levels - yes. Higher levels - grinding is boring. Bossing becomes routine. PQs need some refreshing to encourage players to go for PQs more - some sort of EXP rack-up system, or better PQ rewards would be helpful (at least, comparing the equipment available from PQs to equipment available on the market.
That said, Maplestory is interesting for the newer boss mechanics. Some of the storylines are interesting too.
Q6. The interface in MapleStory is familiar and convenient to use.
Yes it is.
Few gripes about it, though it would be nice to have more keyboard control over the UI tabs. In general, good clear GUI, very friendly to beginners.
Q7. Please write what your most interesting moment was in MapleStory.
[Maximum limit of 300 characters allowed]
Reading all the hilarious and amusing and interesting storylines in MapleStory (e.g. Kao is the amnesiac wanderer because of the time travel from Elin Forest)
Q8. Please write what moment in MapleStory left you with dissatisfaction/inconvenience.
[Maximum limit of 300 characters allowed]
Killed Von Leon but got disconnected immediately without being able to pick up loot. Could not get a party ever since.
Pressed potion key many many times, but none of them were drunk because of server lag, and thus died.
Q9. Please write what should be updated in MapleStory?
[Maximum limit of 300 characters allowed] (What should be updated/What kind of update would you like to see?)
- On-the-field alchemy, or some way to deal with loads of equipment (NPC-ing not counted).
- In-game purchasable meso/item-looting functionality
- The overall game mechanics, because it is too flat and even and limits the skill designs and roles of classes.
- Have a timer that counts how long you have been logged in for a day for e.g. Spirit Pendant, rather than staying logged in all at one go (because some of us DC too often)
Q10. Please write something about MapleStory.
[Maximum limit of 300 characters allowed] (A question where you are free to enter anything)
Listen to us more, but we'd also like Nexon to show us some of their more creative sides [I think Root Abyss is a wonderful example].
Thanks [MENTION=75]Spadow[/MENTION]; for asking us too.
Hadriel

