2016-02-13, 08:45 PM
I think a mixture of the great balance updates and content updates, with the design philosphy of the old Maple is what is seriously needed.
Yeah, everyone is getting older and part of them thinking the old Maple is better is definitely influenced by Nostalgia, but no one is saying that the old game had no flaws. They could have fixed the games issues without throwing a rug over everything and basically saying ''pineapple it, release 20 copy/paste classes with slightly different animations and let clerics hit 50 mil damage and level to 200 in a few weeks''.
It was the way they made the game back then that gave it a sense of magic and adventure, they could probably make leveling a bit easier....I think Big-Bang pace(without the 5% accuracy penalty) was a very good leveling pace, just don't put 2xp in.
Rebalance maps to emphasize either profit, exp, or a smaller combination of both, and give better class-specific areas to grind in.
Take away all this mobility on the classes, having a class that can zoom across the map in seconds is just unecessary.
Lower the range on like, every skill so that it doesn't encompass nearly the entire screen.
Damage reflect is stupid and cheap, it at least needs to stop proccing with every skill.
Rebalance the entire elemental system, to this day I still feel like they don't do very well. The goal in most cases is to reset your entire elemental damage because everything resists it. Why encourage elemental based jobs to actually LOSE their elemental affinity? It should be a much bigger defining mechanic than just how their skills look.
Etc.
Imo the storyline was made far worse. Back then it was an optional feature that didn't intrude on the player, but offered wonders of lore to the curious types of players. Now, every new class has a redundant tutorial forced on them with yet another rendition of ''Hey guys, Black Mage dun it!'' or some random element they just pulled out of their ass. Focusing the plot has been a total cluster pineapple compared to what it used to be imo.
Yeah, everyone is getting older and part of them thinking the old Maple is better is definitely influenced by Nostalgia, but no one is saying that the old game had no flaws. They could have fixed the games issues without throwing a rug over everything and basically saying ''pineapple it, release 20 copy/paste classes with slightly different animations and let clerics hit 50 mil damage and level to 200 in a few weeks''.
It was the way they made the game back then that gave it a sense of magic and adventure, they could probably make leveling a bit easier....I think Big-Bang pace(without the 5% accuracy penalty) was a very good leveling pace, just don't put 2xp in.
Rebalance maps to emphasize either profit, exp, or a smaller combination of both, and give better class-specific areas to grind in.
Take away all this mobility on the classes, having a class that can zoom across the map in seconds is just unecessary.
Lower the range on like, every skill so that it doesn't encompass nearly the entire screen.
Damage reflect is stupid and cheap, it at least needs to stop proccing with every skill.
Rebalance the entire elemental system, to this day I still feel like they don't do very well. The goal in most cases is to reset your entire elemental damage because everything resists it. Why encourage elemental based jobs to actually LOSE their elemental affinity? It should be a much bigger defining mechanic than just how their skills look.
Etc.
Imo the storyline was made far worse. Back then it was an optional feature that didn't intrude on the player, but offered wonders of lore to the curious types of players. Now, every new class has a redundant tutorial forced on them with yet another rendition of ''Hey guys, Black Mage dun it!'' or some random element they just pulled out of their ass. Focusing the plot has been a total cluster pineapple compared to what it used to be imo.

