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Regarding Kanna

plzdonhakmeplzdonhakme
Post: 1
Member
I was discussing with my friend, as reboot players, and there were a few things we didn’t like. I didn’t like that they implemented the system to prevent players from farming underleveled mobs. The problems I suspected it would be trying to solve would be that players wouldn’t go on and farm higher level mobs as they progressed, and changing the meso farming system. However it instead led to people creating a new kanna which they suicided over and over to maintain level. I also noted that the mob hp scaling was very rough for early game players making it hard for them to progress appropriately with their level.
Problems:
-the reason players continued to farm lower level monsters was because they were more rewarding. And even in cases they weren’t it’s hard for players for a relatively long period of time to efficiently kill creatures at their level to match the lower level rewards.
-many people have a secondary character that they also suicide to maintain level. (the restrictions instead make leveling up a bad thing in some cases, which is counter intuitive to mmos in my opinion. Now in the case that nexon disagrees, then this part can be overlooked)(edited)
My friend’s main complaint was that
-the higher level meta included people feeling the need to have a second computer for kishin purposes to farm on their main.

Now nexon has indeed made it clear that they also think kanna is problematic, and that they are looking to rework kanna in the near future. Assuming they do so that kanna no longer makes players feel like she is necessary for all farming related purposes due to how her effectiveness in that one particular matter is an absolute variable at the cost of many other things (while buffing kanna-less farming, i.e. increasing base spawns, and/or drop rate and/or xp and/or reducing meso demand i.e. matching our sf prices with kms. I personally think that the monster scaling should be toned down a bit in reboot especially around level 170-220), I had an idea that may solve the things that i consider to be problems.

My idea is xp to meso conversion. There’s a few ways they could do this, but I think the easiest way is to have it as an active skill in the jobless tab, similar to the link manager. They can either make it consume all accumulated xp in your current level, or give you a window to let you input the desired quantity (I think the former is more appropriate). Another option is to make it atoggle, enabling all xp gained while it’s on to be converted automatically. I believe it’s rates would be adjusted based on level, my base suggestion is 1xp:1 meso at levels 1-149, 5xp:1 meso at level 150-199, and 20xp:1 meso at 200-250, or something like that.

Assuming this is the case;
-People would farm at a level relevant to them even without restrictions.
-People would not feel the need to have a second, lower level suicide char for meso farming...at any stage in the game
-People would not feel the need to have a second computer for efficient farming
-The rewards would scale appropriately with progression

Note: I expect a 0% chance of implementation, I'm aware. However, I'm curious about what you guys think