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Fixing MapleStory
#21
If you like the idea of partying with player's I think you also need to consider map structure. When I used to party train at duals and occually viks and grims. it wasnt that the mobs were differicult to kill persay but that there was a lot of them spread over a wide area. So it was faster if you placed players at stragietic places and everyone needed to hold their own. not saying that's the only way for fun party play But currently the party play is too small to realistically hold more than like 2 people. couple that with people able to 2 or 3 shot the mobs doesnt make it too fun with 6 people crammed in a tiny space.

But as for fixing maplestory, they need to add back diversity in players and mobs and they need to allow exploration to places you really shouldn't be at ur current level. and maybe do something about that exp curve. its too streamline. I think it would be intresting if they streamlined lvls from 1~55, then increased the exp curve dramitically while at the same time dumping a bunch of content so places have many things to do and explore. then onces 60 stream line again to like 90 or such with more content dumping and then finally at like 160. Though this would probably ruin their market scheme of each person having several characters. But this method would be easier to deliver content.
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#22
Jamesie Wrote:I wouldn't mind them making PQs longer if they adjusted the experience as well. I did really enjoy the original Ludi and Orbis PQs, but at the same time they're really time inefficient and the rewards really aren't worth spending 30~45 minutes.

If they made it worth the reward and exp, maybe it could be then.
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#23
The problem i have with all of these revamps is that nexon will never be able to make content for everyone fairly without adjusting potential. Whenever we get content its either for people with 25%ish - 100% main stat and they end up as a joke because everyone with 150+% can solo it in a matter of seconds. Then we get content for people with around 150% main stat and the people with 250% main stat end up soloing that. It keeps going with this trend until the boss is impossible.

There is too much of a variation in damage between people of the same level to make fair content for everyone.
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#24
HeroDDC Wrote:The problem i have with all of these revamps is that nexon will never be able to make content for everyone fairly without adjusting potential. Whenever we get content its either for people with 25%ish - 100% main stat and they end up as a joke because everyone with 150+% can solo it in a matter of seconds. Then we get content for people with around 150% main stat and the people with 250% main stat end up soloing that. It keeps going with this trend until the boss is impossible.

There is too much of a variation in damage between people of the same level to make fair content for everyone.

Maybe they can make bosses whose hp is based on your range, or like Balrog exped where they drop your range to a certain level.
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#25
Sephie Wrote:IMO, players are way too strong and when you get past a certain amount of funding, having a party or playing in a group becomes redundant and unnecessary. When you have a game where the players can function alone somewhat okay when funded but benefit greatly in a party regardless of funding, you have a game that promotes people to actually play together.

I disagree. Chaos root abyss in general is insane for a party of "past a certain amount of funding" people but it is close to possible if we progress the way we (GMS) are.

@above: what then is the point of having all the range?
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#26
I've always wanted them to revamp their "reporting and technical" department, but alas, my prayers were answered when RED was announced, so yipee.
Another thing I've been pondering about, is that who even does quests anymore besides for getting to another area anymore?
I'm basically pondering if it would be logical to fix the exp scaling with mobs in certain level areas where players need it, fix the quest exp output and alongside balance the party system?
...It's stupid, I know.
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#27
There's one simple thing that's bothered me for a long time.
Fix the quest system.

Give quests that are more interesting, larger quest-chains with interesting unique monster designs and the like.
Silent crusade did this near perfectly.

And for regular quests... increase the exp they give, and HAVE THEM GIVE MESOS DANGIT.
Seriously, avid questers should be rewarded with an income. Have lower level quests in the 20-60 range give like 10-100k mesos, and maybe have 140+ quests give upwards of 5-10-20mill each?
There's no point in doing quests except for progressing into new areas as Omega said, and those damn NPCs should be paying me for half the suicidal crap I do for them on a regular basis.
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#28
Evolite Wrote:Maybe they can make bosses whose hp is based on your range, or like Balrog exped where they drop your range to a certain level.

But do many people even do Bolrog anymore? The problem with capping range is that people will not pay to increase their range, they dont need to be funded or dont gain benifits from it, and Nexon loses potential profit.
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#29
Alloy Wrote:To me, maplestory's problem is that there's certain stats on your equipments unobtainable without spending copious ammounts of cash. Like legendary tier, and additional potential.

There's literally NO WAY to get those stats without the use of NX. Something like giving cubes when leveling up could be interesting. Something like every 10 levels you get a cubing reward like:

(all untradeable)
lv 50, 1 occult cube
lv 60, 2 occult cubes
...
lv150, 10 occult cubes
lv 160, 5 normal cubes
...
lv 200, 10 normal cubes
lv 210, 5 legendary cubes
...
lv 250, 10 legendary cubes.

Might seem overpowered, but if you think about it, it's a limited supply per character. And to get any good results, you'd have to get to... lv 160 to get anything better than epic. A nice way to earn stuff in my eyes.

Make these untradable and that would be great. Also old chars can still claim them, sort of how I can still claim a level 20 Eq box from Tot's Rolleyes
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#30
I highly doubt they can "fix" potential. But if everything surrounding potential was scaled accordingly, then there's hope.

Bosses definitely need a challenge factor. Increasing boss HP and lowering the time limit is not full content. That's just simple arithmetic via calculating how much you hit per second and multiplying by the time limit.

I also wish rewards would be scaled based on people. More people would give more rewards. It's especially very sad when greed comes into play among bossing expeditions - "We don't want more people because that cuts into our profit."

This has always been Maplestory's downfall in my opinion. That everything is too extreme and rarely scaled properly.
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#31
Well I agree with all this. We don't know in depth detail about what RED is actually gonna do to bossing and potential also party play and all that. Hopefully it fixes some things at least! Smile Also can someoen explain scaling and MS could be such a better game with all these awesome idea's you guys give out they should take notes.
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#32
They should change the potential system where you can find already Rare-Legendary tier, and then you cant cube to upgrade the tier but instead you can only get good pots from cubing. (was kinda thinking about the spark system in dn)


Honestly maplestory is the first game i've ever played where i had to spend $100+ on just a single item and thats just ridiculous. Right now maplestory is at the stage where theres not really any sense of skills you need for this game, but its just about how much money you invest on your character
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#33
basically, i think the best way to fix, the whole cubing problem, would be to revamp the entire smithing options to a different system. If anyone has ever played summon night craft swordstory, it would be a similiar system. You can use any use/etc item as a reinforcement to items. Once u obtained enough experience on the weapon, and the higher ur smithing is, you can add ehancements varying to more attack~more str/dex/luck/wisdom. Adding 2ndary effects to weapons and stuff. Being able to do this with all your armor as well would definatly help the poor. And being able to use any item to enforce your weapon up to limit, depending on crafting, it would require people to actually put effort into their gear instead of just buying it premade. If they implemented the swordcraft story system, it would benefit the poor and the rich. The rich can get stronger, and the poor through earning exp a on their equips can obtain better stats and smithing with better enforcements. The issue with cubing, is they need to make cubes more affordable for the poor. Because at 1.20 dollars a cube, or 1.90, thats just ridicolous. Lower the price to half at least, and the poorer people could keep up, while the richer folks well be able to cube even more and obtain more perfect equips.

i think nexon is heading in the right direction with being able to make scrolls
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#34
Abnormal status is also poorly implemented. Completely unavoidable in most cases and forces players to get 100% resistance or as much as their class can obtain to do full Empress.
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#35
It's already too late to nerf potential. Nerfing it now will balance the game, but at the same time, cause many players to quit. That's definitely not something Nexon wants to happen.

What they can do though, is making cubes more accessible (example: boss monsters can also drop untradable cubes that raise tier to Legendary) to reduce the gap between the rich and the poor.

Anyway, here are some of the things that I wish would be implemented to MapleStory:

1. Skill system changes
- Add a MAX button for each skill, so you don't have to click over 500 times whenever you SP Reset - especially considering the lag.
- Remove Mastery Books.
- Allow SP Reset with mesos (similar to Hyper Skills, price starts at 100k and raises every time you reset, caps at 100m or something), so players aren't screwed up when they accidentally add points to the wrong skills.

2. Quest changes
- Adjust the rewards for quests. Some quests are just not worth doing because of the low rewards.
- Add more trait rewards for questing, especially Empathy since it's really fitting and the Empathy trait itself adds to Quest EXP... and also because it's the most difficult trait to get unless you're a herbalist.

3. Scroll changes
- Get rid of DEF scrolls (except maybe Shield DEF). Just make it so the STR/DEX/INT/LUK scrolls also add to DEF.
- Get rid of Accuracy scrolls.
- Combine all of the currently existing types of scrolls into a few, like in the event shops:
+ Scroll for Weapon for ATT/M.ATT
+ Scroll for Armor for ATT/M.ATT/STR/DEX/INT/LUK
+ Scroll for Accessory ATT/M.ATT/STR/DEX/INT/LUK
+ Scroll for Shoes for Speed/Jump
+ Scroll for Gloves for ATT/M.ATT
It's quite tedious when your inventory is flooded with scrolls you can't use.

4. Potential system changes
- Get rid of useless potentials (like 3% chance to ignore 20 damage) to make it easier to get useful ones.
- Make more useful types of cubes drop from monsters.
- Increase chance of epic on reveal for equips dropped from monsters.
- Make equips dropped from bosses unique or legendary on reveal.
- Make it easier to obtain Bonus Potential and Nebulites.

5. Other changes
- Adjust party EXP bonus.
- Adjust some Familiars, as well as Crusader Codex set bonuses.
- Make Gallant Emblems more easily obtainable.
- Make the anti-bot system for killing low level monsters affect meso only. Equips should still drop.
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#36
Tukkun Wrote:It's already too late to nerf potential. Nerfing it now will balance the game, but at the same time, cause many players to quit. That's definitely not something Nexon wants to happen.

What they can do though, is making cubes more accessible (example: boss monsters can also drop cubes that raise tier to Legendary) to reduce the gap between the rich and the poor.

problem with this is, which bosses, normal zakum? hes a joke, normal ht? well its kinda hard for the unfunded and if you dont have the medal to skip the jq hard to get 6 people, normal hilla? Its kinda hard for the unfunded but the right classes can kill her unfunded like heroes, pb,arky,empress, von leon is out of the league for anyone that isnt funded, and unfunded parties don't happen with those.
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#37
-Put a cap on potential stats for each category, and make it clear how high you can cap.
-Have cubes drop from monsters at a rate similar to equipment drops.
-Have a selection of Cash Shop items be purchasable from NPCs in-game as a massive meso sink. Permanent pets from NPCs for crap's sake please, so I don't have to throw all this money at the game each time I want to play a new character. Purchaseable in-game Wheels/Scissors/Safety Charms would go really far in taking mesos out of the economy.
-Shareable Cash Shop with ALL character
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#38
KillerZero Wrote:problem with this is, which bosses, normal zakum? hes a joke, normal ht? well its kinda hard for the unfunded and if you dont have the medal to skip the jq hard to get 6 people, normal hilla? Its kinda hard for the unfunded but the right classes can kill her unfunded like heroes, pb,arky,empress, von leon is out of the league for anyone that isnt funded, and unfunded parties don't happen with those.

Make all of them drop cubes, but have their levels and difficulty determine how many drop and how often any drop at all. Zak drops one at a low rate, HT drops a few more at a slightly higher rate, Chaos bosses drop even more, and so on.
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#39
All this gambling stuff with potentials is kinda crappy too. Maybe they could change part of it to something like nebulites instead.
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#40
MountLag Wrote:Abnormal status is also poorly implemented. Completely unavoidable in most cases and forces players to get 100% resistance or as much as their class can obtain to do full Empress.

Yeah, there's a lot of room to make that stuff require skill instead of funding (or just plain being a certain class, eg. kaiser's 100% resistance in transform).

Bosses are more fun when you can outsmart them to win. They're less fun when you get to watch another class pwning them with ease, therefore cheapening the loot. Brute force as the only necessary ability, combined with a massive gap in the level of brute force a class can wield (a literal 1000x difference is feasible) makes it impossible to balance bosses at all well.
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