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[Rant] This game's practically dead in terms of actual content.
[MENTION=4093]SaptaZapta[/MENTION]; [MENTION=5956]hadriel[/MENTION];

Would like to put into context that I did spend majority of 2012 and the beginning of 13 working with Mysterymask to get a lot of the more common suggestions out. I referred to old threads and asked specific people what changes NEED to be implemented (Including hime from NCsoft), Mysterymask even hooked me up with a Korean translator to translate my suggestions through Nexon. I dont know if the results were directly because of the pushing from them, I was initially told it was looked at but nothing ever was communicated. I did make a suggestion of making a new server to alleviate the shock of the extreme changes as at that time people were still obsessed with damage.

Considering how these results have manifested in the last 2 years, I think it was planned pre-those suggestions, so I feel the changes we see now, are the solutions they saw then, which I think many agree is not enough.
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1. Global potion cooldowns, so potions are actually worth something and discourage people from soloing bosses. Give Bishops and other classes with party heals (Lumi and Beast Tamer) some meaning. Remove potion pots, and either remove or add a cooldown to cash shop revives.

2. Damage and drop rate bonuses/penalties. Increase your damage to monsters below your level, but reduce drop rates accordingly. Reduce your damage on monster highers level than you, but increase drop rates accordingly. This gives meaning to character levels.

3. Remove FJ on classes that shouldn't have FJ. Give classes their class perks back.

4. Reduce hits/s on skills where it doesn't make sense. You can choose between high numbers or high hits/s, but shouldn't be given both.

5. Increase the HP of all normal mobs by at least x10, and increase the monster damage, exp and drop rates accordingly. Reduce requirements for kill x mob/collect x drop quests by 10x. We need to reduce the monotony and the pointless grind.
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YennoX Wrote:2. Damage and drop rate bonuses/penalties. Increase your damage to monsters below your level, but reduce drop rates accordingly. Reduce your damage on monster highers level than you, but increase drop rates accordingly. This gives meaning to character levels.

The first part should already be a thing, and part of the second part should already be a thing. One of the changes that came with Shade is that you do more or less damage depending on your level compared to the monster's level, and your drop rate has decreased when killing higher level monsters (minus bosses) for a while now. It wasn't explicitly mentioned in the patch notes, but when Shade came out I distinctly remember a damage bonus for monsters lower than me.
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Grey Wrote:The first part should already be a thing, and part of the second part should already be a thing. One of the changes that came with Shade is that you do more or less damage depending on your level compared to the monster's level, and your drop rate has decreased when killing higher level monsters (minus bosses) for a while now. It wasn't explicitly mentioned in the patch notes, but when Shade came out I distinctly remember a damage bonus for monsters lower than me.

If it is already a thing, then it should be a lot more noticeable. The idea is to make leveling a viable option to making your character stronger. Currently, the actual damage boost from leveling up is pretty negligible compared to what you can get from equips. If I can't clear X content successfully, then training harder should bring me closer to that goal (to some extent). Maybe even tweak damage formulas, so that being higher level means you receive less damage from a lower leveled boss.

Right now at the same funding levels, a lv 250 character is only barely stronger, and pretty much has piss-all advantage over a lv 200 character. That's not how things should be.
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YennoX Wrote:If it is already a thing, then it should be a lot more noticeable. The idea is to make leveling a viable option to making your character stronger. Currently, the actual damage boost from leveling up is pretty negligible compared to what you can get from equips. If I can't clear X content successfully, then training harder should bring me closer to that goal (to some extent). Maybe even tweak damage formulas, so that being higher level means you receive less damage from a lower leveled boss.

Right now at the same funding levels, a lv 250 character is only barely stronger, and pretty much has piss-all advantage over a lv 200 character. That's not how things should be.

I think the reason it's not as noticeable might be because, much like the drop rate penalty, there's a cap on the damage increase/decrease. For now, I guess I agree with artificially increasing damage purely on the basis of level in the meantime. It's alright, but in the end, what should actually allow you to do more damage would be having more access to skills and equips and stats (though stats are (or, for us, will be) partially taken care of by the new hyper stats)
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YennoX Wrote:Increase the HP of all normal mobs by at least x10, and increase the monster damage, exp and drop rates accordingly. Reduce requirements for kill x mob/collect x drop quests by 10x. We need to reduce the monotony and the pointless grind.

This can be a huge problem for new players starting fresh with no character card sets because the monsters actually hurt a lot at lower levels, and if we include the global potion cooldown you mentioned (I'll assume a 30 second cooldown like Empress's) you take a few hits and then have to wait 30 seconds in a safe spot, just to fight again for another 5 seconds. This does not sound like fun. It's definitely cannot be 10x to all normal mobs, it should be at least be scaling that starts from 3x to 10x.

YennoX Wrote:Remove FJ on classes that shouldn't have FJ. Give classes their class perks back.

I don't really like to see FJ applied to every class, but they have to have some mobility like a dash, hop or a blink. All of the end-game bosses requires you to be quick and mobile in order to dodge 1HKO projectiles and area of effects. But then again, the newer, recent bossing design in Maplestory is absolute garbage and needs to be redesigned entirely because this %max hp, ignore all defenses free damage dealt to you is just utter bullpomegranate, giving you mobility as your only defensive tool.
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TrueBlitz Wrote:This can be a huge problem for new players starting fresh with no character card sets because the monsters actually hurt a lot at lower levels, and if we include the global potion cooldown you mentioned (I'll assume a 30 second cooldown like Empress's) you take a few hits and then have to wait 30 seconds in a safe spot, just to fight again for another 5 seconds. This does not sound like fun. It's definitely cannot be 10x to all normal mobs, it should be at least be scaling that starts from 3x to 10x.

This is basically what training alone is like on MapleStory 2, at least for a close ranged attacker. I would rotate around the map killing mobs, and eventually after a while I would rest at the healing spot (which they have in all maps) for a minute or two. It's not that bad.
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Grey Wrote:This is basically what training alone is like on MapleStory 2, at least for a close ranged attacker. I would rotate around the map killing mobs, and eventually after a while I would rest at the healing spot (which they have in all maps) for a minute or two. It's not that bad.

You said eventually after a while. That doesn't sound so bad if you did survive that long. But we don't have healing spots in MS1, except in the Dragon Forest and they're not on any safe location to rest and the healing aura turns on once in a while. And with YennoX's suggestion of taking 10x increased damage and adding potion cooldowns means you're only be fighting for a few seconds before you have to rest/be in a safe spot and wait for cooldowns to expire.
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Ironically, I did that when I first started playing MS, especially when mages had to conserve all their AP for INT and ended up twacking orange mushrooms (no not Max!) and red snails. Pretty tough and boring at the start tbh, but I could do it perfectly without using pots, knowing when to hit them, jump in time with their KB motion so that you don't kiss them (assuming no latency or lag).

I'm not sure if that's what you want. Some amount of it, yes, and it's slowly implemented (some want more, some want less... a coin has 2 sides) for bossing, making you avoid attacks and stuff. It's abit like... do you want a brainless game, an exciting game, or a stressful game (or other descriptors)? There can be some combination of them all, but there are going to be times when they're close to mutually exclusive.

I can't remember how long it has been since the new management (or maybe just one or two big guys) took over Nexon (for MS...?), but it has got to be recent, and I think we still need time to see how much they're doing, and how fast. We could push them harder too. A good number of broken stuff like Monster Book and Twisted Aqua Road [MENTION=3070]Marksman Bryan[/MENTION]; prod them for us please...?), and many little things here and there are what peeves me off in this game, and less so about the power creeping or grinding.

Rather than railing on and on until we drown ourselves in our saliva, I think we should just contribute feedback continuously.

Hadriel
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TrueBlitz Wrote:You said eventually after a while. That doesn't sound so bad if you did survive that long. But we don't have healing spots in MS1, except in the Dragon Forest and they're not on any safe location to rest and the healing aura turns on once in a while. And with YennoX's suggestion of taking 10x increased damage and adding potion cooldowns means you're only be fighting for a few seconds before you have to rest/be in a safe spot and wait for cooldowns to expire.

The point is, if we do go down that route, that we could definitely add them to alleviate the issues with the cooldown. I mean, you know about the ones they have in Dragon Forest, there's no reason we can't just make more. Except well, I found them incredibly ineffectual but really cool when they came out, but they can be improved upon.

Additionally, we could just have tiered training areas, it's like how the new Ghost Park is. The more risky it is (pot cooldowns, tougher monsters, map hazards), the greater the EXP, but they can still have classic training maps that provide less EXP in exchange for convenience.
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 offtopic

b2t

Grey Wrote:So, those are my two cents.

I would love to see new questlines too, but at this point it's pretty hard. Unless you add something peculiar as quest rewards, for example items that help scrolling. Or maybe "shards" that, once gathered in total, allow you to create some new item that may match up with harder-to-obtain endgame gear. These quests might as well involve exploring hidden maps. This is the concept of DIPQ, except dim gloves are only one piece of armor, and I believe you have tyrant gloves too which can easily outdo them.
There was plenty of these quests back then, but they mostly gave useless rewards and are now barely completed, for example the explorer medals. However systems like the hyper rock hinder this design at least for people who have it.

Party quests I feel are severely damaged. Speaking of my world, they are partially underrated aswell, very few people play them despite the good trait leveling tool they represent as well as a decent alternative to grinding. As it is now we have some fixed grinding spots. I would like to see some "new" PQs (as in recycle the existent ones) specifically for levels 45-60 (currently we grind at drakes and start off with a 40% miss rate or so), 90-100 (MP3, it's not slow but it's boring to do all 3rd job levels there), 140-160 (in GMS I believe you don't have veracent so I will also ask where you grind - we have 2 very good maps in veracent, but if you think that of all the available grounds in veracent (20ish maps) and outside, of those 2 one holds high HP mobs and the other is overpopulated by anyone of levels 100-160 really) and 150-165 (it's ridiculous that people at 160 with mystic door mules go occupy KC1 with level 177 mobs and a requirement of level 165 prequests). Just an example.

In the regard of motivating people to level up, I believe hyper stats are a great idea. They replace those passive stat enhancing hyper skills and require an increasing number of points which you get by leveling, in a higher quantity the more you level up. And the bonus they offer is not at all irrelevant
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YennoX Wrote:1. Global potion cooldowns, so potions are actually worth something and discourage people from soloing bosses. Give Bishops and other classes with party heals (Lumi and Beast Tamer) some meaning. Remove potion pots, and either remove or add a cooldown to cash shop revives.

2. Damage and drop rate bonuses/penalties. Increase your damage to monsters below your level, but reduce drop rates accordingly. Reduce your damage on monster highers level than you, but increase drop rates accordingly. This gives meaning to character levels.

3. Remove FJ on classes that shouldn't have FJ. Give classes their class perks back.

4. Reduce hits/s on skills where it doesn't make sense. You can choose between high numbers or high hits/s, but shouldn't be given both.

5. Increase the HP of all normal mobs by at least x10, and increase the monster damage, exp and drop rates accordingly. Reduce requirements for kill x mob/collect x drop quests by 10x. We need to reduce the monotony and the pointless grind.

A global pot cooldown is definitely something I support.

Drop Rate lowering for lower level monsters is unacceptable to me, some lower-level monsters drop important things sometimes and the only way to be able to get decent loot from and what happens if I want to help someone kill a boss and I'm 50 levels ahead of it so I can't get the boss to actually drop anything? Being level 150 and going to a level 70 area to grind a specific drop is reward enough, I'm strong enough to decimate the screen so I can in theory get my rare drop much faster. Lowering their drop rates would be taking away the value in leveling.

Removing the mobility on many classes is no longer an option anymore. The maps are balanced and designed around the fact that every class is mobile and can traverse the entire map in seconds, they would have to redesign a large amount of grinding maps to accomdate for different classes, something I support but in current Maple it'd be impossible to do.

Agree with the multi-hit.

Agree with hp.
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Lore Wrote:I hate bringing this on and on but you are showing off as real annoying. Your aim is evidently to just provoke my replies in a poor attempt to get away with your distorted posts. Keep in mind this is the last time I satisfy your ego, any other points that remain unclear you can pm me as I will ignore your replies and try to stay ontopic.

lore Wrote:Worst crap I've ever humanly been told.

What f`ucking self righteous garbage is this. He pointed out the arguments towards your interpretation which most of your reply to the original reply was a unedited paragraph of unnecessary offended rage. There is nothing he said that was directed towards you as an individual. Even if he was how about you stop being insecure and attack the points and not the respect you think you're entitled to. Just for reference your entire argument or majority of your temper tantrum is based off something as subjective as how it was perceived, which grammatically was not insulting towards you.

In fact you attacked HIM, which is why YOU got a warning and he DIDN'T. So you can start by apologizing honestly.

lore Wrote:Maybe you are very sure that only GMS is buried under a pile of crap, so is what I understand from the comments. Shocker!, KMS was too and EMS still is too. I don't go sugar sweet on it, difference is instead of just whining I work to get out of it using what is in my possibilities, and I tried to give some suggestions. The feedback I got is how you welcome a little help.

Sapta has already conceded the time it takes to meet any progression is almost a year long progress. You're bat pomegranate insane if you think majority MMO's play anywhere like that. If you did happen to read the other posts you'd have a credible argument regarding the population drop, but you won't honestly. You'll take some elitist attitude like "ONLY THE BEST CAN THRIVE", the irony you'll be trying to tell that to me out of all people.



lore Wrote:That's the exact opposite as I intended LOL! you think I don't know bishop was the easiest? Yet it took all that long. Any other job took double as long or more, people (this is also for KhainiWest) invested so much time on grinding and so much meso on books (yes books were expensive if anyone remembers, and required for bossing/grinding if anyone remembers). So actually you could buy your skill points (aka books that allowed you to use them), actually you HAD to. Intended, with mesos. You can buy your gear with mesos too; yet you refuse to try making money? I never said what happened is good for the game, but if the game has changed then it's natural for some/many people to quit. It used to be about leveling, now it's about gearing up. Some people now play it because they prefer it now rather than what it was back then, so what? You cannot either say that 80% of the population has quit due to these changes, because you seem to forget IRL changes or new hobbies and integrate them in the mentality of "I grinded hours for level 200, now I cba to grind hours for gear so I quit" which is limited to a part of that 80%.
Your severe misunderstanding, Zero, makes me wonder what else on earth you could possibly have misinterpreted. Probably the entire thread.

I'm so so glad you put my name in the hat because you really really are full of sh`it.

First off, you can't compare gear to something like leveling. I already stated this in the thread and you're fu`cking stupid if you think they are equivalent. Gear should not define your entire base damage. A level 170 character and 250 character with the same gear should have drastic DPS differences. They do not.

When server tracking was still available back in 2014, the population decrease was down 75%, it's even worse now. You're seriously naive if you don't see the HUGE population gaps in today vs 2008. Also skill books are a pretty poor excuse, there were only half a dozen unobtainable to most people because they were exclusive HT drops. Also back when I played in 2011 I knew people who grinded level 200 characters in a week, gear takes months if not years, unless you strike it really lucky or pay for it. They are not the same, gear is tangible, it fluctuates, it also has no balance, you are literally looking at characters who can be 200x stronger than a non-funded counterpart.

The game perspective as changed in the worst possible way and has made majority of the population quit. The point of getting gear before was to train more efficiently, to get those last %'s an hour, now it's to be able to take on a boss without dying. I originally started a str chief dit, I quit as the top Drk in my server, from hard work, you have no soapbox to stand on when it comes to me.


lore Wrote:There is something called "buying equipment" without recurring to the cubes' RNG. That takes pure meso raising, no RNG gods praying needed, luck or whatnot.

You need 10's of billions to get the gear you're talking about, where 90% of the drops in the game are NPCable, the remaining being bosses that you can't kill without said gear. Hello vicious circle.


lore Wrote:Do I need for Your Majesty to write in capital letters "I agree, this is right and completely flawless" and argument it or do you have a brain to understand that "I agree" = "agreement" without you resorting to big words to hide the fact you are merely satisfying your compulsion to question each and every of my words even after I stated "I agree"? Are you able to follow up a post that treats more than one topic at once or do you need a linear sequence of thoughts? This is your worst defect, you seem to be gravely unable to understand people and their intentions.

You can't criticize people for giving you attitude then turn around and be facetious you flaming hypocrite. Also just fyi, most people disagree with you, that's kind of what the pineapple system is for if you haven't f`ucking noticed. So stop trying to speak on behalf of people, like you have some supporting regime ready to back you up, makes your argument look a lot weaker.



lore Wrote:I don't take the authority to order people what to suck up. I do take the authority to share my experience, give ideas and offer motivation to keep going. If you want to take away from me the freedom of expression, go become a dictator, but do it somewhere else.

Here's my advice, stop being a masochist and quit. I tried a lot of bureaucratic methods to get changes made, the Korean HQ doesn't give two sh`its. They made 2 community managers leave because they couldn't get anything done. You're playing a corpse, there are much better options out there, I loved maplestory, it was unique and beautiful in it's own way. Now I can't even log in without being immediately bored (save for omok). The classes are all the same, the leveling is a chore with no reward (seriously, level 140/250 and you run out of skills?), it's too f`ucking cluttered and completely prejudiced to anyone who doesn't have an ass load of time on their hands or money. The only people who still play are the ones who have been playing for 10 years, had hacking backgrounds, or are children. Even with the khaini/broa merge I can log in right now and get an FM 3 spot and try to sell garbage. That is unheard of from the generation I used to play.



lore Wrote:Finally, I never mentioned to be an authority in EMS. This is the Nth proof that you keep inventing bull.

I'll be honest, no one really gives a sh`it about the other servers, it's either KMS, or GMS, for you to come in here and try to speak on behalf of all the Nexon branch offices is just so out of context and unnecessary that it's almost laughable.


lore Wrote:I would love to see new questlines too, but at this point it's pretty hard. Unless you add something peculiar as quest rewards, for example items that help scrolling. Or maybe "shards" that, once gathered in total, allow you to create some new item that may match up with harder-to-obtain endgame gear. These quests might as well involve exploring hidden maps. This is the concept of DIPQ, except dim gloves are only one piece of armor, and I believe you have tyrant gloves too which can easily outdo them.
There was plenty of these quests back then, but they mostly gave useless rewards and are now barely completed, for example the explorer medals. However systems like the hyper rock hinder this design at least for people who have it.

Party quests I feel are severely damaged. Speaking of my world, they are partially underrated aswell, very few people play them despite the good trait leveling tool they represent as well as a decent alternative to grinding. As it is now we have some fixed grinding spots. I would like to see some "new" PQs (as in recycle the existent ones) specifically for levels 45-60 (currently we grind at drakes and start off with a 40% miss rate or so), 90-100 (MP3, it's not slow but it's boring to do all 3rd job levels there), 140-160 (in GMS I believe you don't have veracent so I will also ask where you grind - we have 2 very good maps in veracent, but if you think that of all the available grounds in veracent (20ish maps) and outside, of those 2 one holds high HP mobs and the other is overpopulated by anyone of levels 100-160 really) and 150-165 (it's ridiculous that people at 160 with mystic door mules go occupy KC1 with level 177 mobs and a requirement of level 165 prequests). Just an example.

In the regard of motivating people to level up, I believe hyper stats are a great idea. They replace those passive stat enhancing hyper skills and require an increasing number of points which you get by leveling, in a higher quantity the more you level up. And the bonus they offer is not at all irrelevant

There are only two solutions, Korea already taking one of them, an entire server reboot for people to migrate too, or for them to play 1 player maplestory for the rest of their lives. The second would be to drastically nerf potential and stop caring about so much of the gambling addicts that still play and justify keeping the server up.

Also the person you ridiculed initially as if he raped your family already made this suggestion, like, awhile ago, so good job on the whole "I READ EVERYTHING" or being a parrot, whatever suits you.
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''The only people who still play are the ones who have been playing for 10 years, had hacking backgrounds, or are children. Even with the khaini/broa merge I can log in right now and get an FM 3 spot and try to sell garbage. That is unheard of from the generation I used to play.''


I don't remember when I started playing, this account was made in 2009 but I've been playing much more before that(I just don't know how long) and I tried logging in a month ago and the Free Market was practically barren, CH 1 Free Market tended to have like 2 or 3 people, as opposed to 30-50+ people samming their sales.

All the people in the FM were also AFK, honestly I was very surprised to see that. Like Khaini west said, there are so little stalls now.


Even with the removal of the instanced dungeons, I still never really see anyone training. I never have to compete for maps anymore, I honestly haven't found anyone besides AFKers for a week straight when I played GMS for a bit.


Private Servers are more lively than this and tend to require less money to play. Jus sayin
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I like what maple has become to be honest, at first with the release of big bang I was disappointed, but with the integration of star planet and the ability to gain cubes from bosses and drops has brought me back. I've been going strong for 3-4 months now and my range went from 65k to 200k, I will say that I do spend like 6-7 hours on the game daily, but I still have time to do my school work and work a part time job. In terms of community I joined a fairly active guild and I manage to either train or boss with them daily. The guild always has about 10 people online at a time, except during afternoon hours where everyone is at work or school. This game has evolved and it has gone through rough segments that is why I believe players have left but now it is much better and I see it progressing to an even better state with the release of the new skeleton system and further updates. Oh and I forgot to add I've only spent like 5 dollars on nx and that was for a shop permit and a pet, the range gains have been from random cube drops and star planet cubing during miracle time.
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StarStrafer Wrote:I've been going strong for 3-4 months now and my range went from 65k to 200k

StarStrafer Wrote:I do spend like 6-7 hours on the game daily

StarStrafer Wrote:the range gains have been from random cube drops and star planet cubing during miracle time.

I'm just going to leave this here....

Is this still the type of game you all want to be investing your time (and potentially money) into?....

6 hours a day.... has to rely on RNG from cubes to progress his character... has only gained 135k range in 3-4 months... I think this speaks for itself.

No offense to you StarStrafer, and I am not judging what you do in your spare time at all. I just feel this is a great example is all.
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Actually with the exception of Miracle Time use 3-4 months isn't too bad.
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None taken, I mean I like the way it is, if I was to reach 2m-2m it wouldn't be fun anymore . I like the aspect of starting from the bottom and making my way up to the top slowly. Sure there is a money shortcut if someone wants to spend say 20 dollars a month on cubes? that person will improve way more than I have, and I don't mind that at all. They spend money I spend time. Time is money right haha
Justin Wrote:I'm just going to leave this here....

Is this still the type of game you all want to be investing your time (and potentially money) into?....

6 hours a day.... has to rely on RNG from cubes to progress his character... has only gained 135k range in 3-4 months... I think this speaks for itself.

No offense to you StarStrafer, and I am not judging what you do in your spare time at all. I just feel this is a great example is all.
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do keep in mind 2m-2m is just a visual cap . It goes far beyond that.
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You guys do know there exist "places" where you can play pre-big bang maple, but without some of the downsides you brought up about this version of the game? Not going into details because I don't want to get infracted.

That said, there is obviously much more that is wrong with current maplestory than the pay2win aspect, but I still have faith in the reboot server they're bringing up.
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