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How to fix maple in one update from a 12 year vet

Comments

  • FuhreakFuhreak
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    Member, Private Tester
    edited July 2019
    Can Nexon even make their own decisions, like doing some of the above? Reinvent maple? Or do they need to follow the parent company?

    NEXON, does. What you're talking about is a COMPLETE revamp of the game. There's no way any game company would ever allow a sister version to be so vastly different.
    Not even Nexon is that dumb with altering their version.
    I would say nerf the whole game back to big bang standards
    You go a bit too extreme, but I actually agree with some of these things.
    like making the damage cap 999k, reducing damage formulas, skill damage (anything to do with damage basically) back to those times
    The game is stupidly designed around huge damage numbers because they "look cool" or something.
    I agree that it should be changed to stop being so silly, but I don't agree with your methods.
    reduce the stat gains from scrolling, potential etc, nerf % potential (so 12% becomes 6% or something like that), make parties relevant and needed. Increase cooldowns of runes, add cooldowns to the bounty hunter portals, increase exp from party quests, increase exp needed to level by 2/3x, decrease exp from all monsters, revamp the trait system to add more traits and have them affect more stats, maybe ambition can give boss % damage, charm can give %atk.

    Stats are fine. It's easier and more productive to reduce the damage formula than revamp multiple systems.
    Rune cooldown is already 15 minutes, how long do you want these things to stay on CD?
    EXP needed is already insane. At the rate I grind it will take almost a year from 270->275, that's on Reboot...
    Party quests could use a rework, but party design in whole needs a rework. We shouldn't even separate the two.
    EXP from Monsters is fine, like I said. It already takes long enough to hit max.
    Trait system could use a revamp, maybe.

    What I do think they should do (if anything) is reduce HP/Damage formulas to have reduced range and smaller numbers so that players only gain a slight advantage when enhancing gear.
    This would mean bosses and to some extent grinding is more skill based than gear based. It's also easier to balance classes and party play.
    Of course this is also a complete game design change, one that Korea is not likely to do and I can't really blame them.
    WONDERGUY
  • darikdarik
    Reactions: 3,270
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    Member
    edited July 2019
    AKradian wrote: »
    Aggraphine wrote: »
    Im also tired of going through these long prequest just to gain exp outside of them. Being forced to do something is not fun.

    I don't know of any class, outside of zero, that forces you to do quests in order to gain exp outside of the quests.

    The Flora (and Cadena) would like a word with you.
    Deleted
  • darikdarik
    Reactions: 3,270
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    Member
    edited July 2019
    Yeah those vida sure take some time, he decides the best spots to train, he has frienda to safe thw channels for him beforehand, he gets all the gear he needs, he takes them seriously, hes very focused and really wants to do it asap, so u need to calculate everything, i mean is not super super super hard, but it requires its work.
  • AggraphineAggraphine
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    Member
    edited July 2019
    darik wrote: »
    Yeah those vida sure take some time, he decides the best spots to train, he has frienda to safe thw channels for him beforehand, he gets all the gear he needs, he takes them seriously, hes very focused and really wants to do it asap, so u need to calculate everything, i mean is not super super super hard, but it requires its work.

    It's not super hard if you already have the means to do it. The players that do have the means are few and far between. They're the exception, not the norm.
  • L4d2jpnL4d2jpn
    Reactions: 2,060
    Posts: 200
    Member, Private Tester
    edited July 2019
    I would say nerf the whole game back to big bang standards, like making the damage cap 999k, reducing damage formulas, skill damage (anything to do with damage basically) back to those times, reduce the stat gains from scrolling, potential etc, nerf % potential (so 12% becomes 6% or something like that), make parties relevant and needed.

    I for one hated pre bigbang. The amount of time it took to go up one level felt like the same as getting from 1-200 now. Not to mention there was maple world, orbis and ludi and people spent 99% of the time in kpq and lpq. Might as well removed all the content except pq and called it pqstory.

    Reducing the damage limits the sense of progression for people. Your character grows in power exponentially so that once you break past the first million the second million seems like it only takes a fraction of the effort. If all you're doing is limiting the stat gains from scrolls and pots then the game has to be balanced around that so essentially there's really no difference between what we have now right? If the limit is 1m lines and almost everyone can reach it then it's balanced around linestory. Slow but heavy hitting classes are never taken into consideration for bosses while classes with hurricane are always wanted. If the stats needed to reach 1m lines is similar to the 10b cap now then what's the honest difference to what we have now? Doesn't it suck when you scroll your gear and your damage goes up by 1000? Not even enough to lower your ttk at all?

    Parties are relevant in hardmode endgame bosses heck even normal endgame bosses. There's so much content in this game that people just skip over because it doesn't benefit them enough and if it does then "OMG WHY DO I HAVE TO DO PREQUEST AGAIN ON MY NEW CHAR!!!11one!!1" Like if low damage numbers and doing pq's all-day is your thing then make or have someone make pqstory that's just kpq all day.

    I actually quit my Evan many years back because it took me 5-6 hits to kill stuff in ludi, when I came back my range double or tripled and I was 2 shotting the same mobs. That meant faster exp gains, easier to reach higher levels and it allows me to go enjoy higher level content. Essentially more of the game opened up for me to enjoy. This is stuff that was handed down to me after not playing for a while. The fact that I could kill things and not feel like I'm stuck was a great feeling.

    I would be willing to put money down that the reason why people quit is because the money investment truly becomes a waste as soon as new gear is out. I knew people who perfected their dragon weapons with unique potentials back in the day. They ragequit as soon as empress stuff with set effects came out because and I quote "Why the f*** would I go through spending that much money again?" That's the sole reason why people quit. It's because once you invest and something shinier comes out, your investment is dead and gone. There's really no incentive for people to purchase your old gear cause it's outdated and no one wants it and you can't transfer the potentials/scrolls because they get limited to epic tier. How this is handled is your reason why people quit. They do it once, realize it's an endless money sink and then leave. At least that's my theory.

    Let the whales have the ability to one shot endgame bosses, they've honestly probably spent enough money to keep the servers running for free for the rest of us for a year. For the players that currently or have played for free, I feel that damage increases are what makes the game enjoyable.
  • bumbertyrbumbertyr
    Reactions: 6,610
    Posts: 1,167
    Nexon
    edited July 2019
    L4d2jpn wrote: »
    I for one hated pre bigbang. The amount of time it took to go up one level felt like the same as getting from 1-200 now. Not to mention there was maple world, orbis and ludi and people spent 99% of the time in kpq and lpq. Might as well removed all the content except pq and called it pqstory.

    I'm guessing you're referring to 2006. Leveling in Old school maplestory wasn't that bad, granted it was slower. 70 could be achieved in a month or 2 if you were just hardcore grinding. Content wise there was actually quite a bit by that point, Victoria Island, Ossyria, Ludus Lake, Aqua Road, Amoria, 3rd job, Major Bosses such as Papulatus, Zakum and Pianus.
    L4d2jpn wrote: »
    Parties are relevant in hardmode endgame bosses heck even normal endgame bosses. There's so much content in this game that people just skip over because it doesn't benefit them enough and if it does then "OMG WHY DO I HAVE TO DO PREQUEST AGAIN ON MY NEW CHAR!!!11one!!1" Like if low damage numbers and doing pq's all-day is your thing then make or have someone make pqstory that's just kpq all day.

    While parties are relevant in hardmode bosses, people are looking for more party play relevance in every day tasks like grinding and farming.

  • AggraphineAggraphine
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    edited July 2019
    bumbertyr wrote: »
    While parties are relevant in hardmode bosses, people are looking for more party play relevance in every day tasks like grinding and farming.

    Maps and class skills aren't set up any more to facilitate party grinding. One character can clear an entire map with precious little effort.
  • L4d2jpnL4d2jpn
    Reactions: 2,060
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    Member, Private Tester
    edited July 2019
    As far as I can recall, thieves were wanted for haste, spearmen for hb, bishop for hs and heal spamming. Archers were not even considered.

    Snipe Jr newties all-day from a safe spot as a group, that's considered party play? Even better yet, afk in LHC while just spamming hs on a rope, or being in a mage pt while they spam their ultimate so you can leech. What do people really miss? The afk-leveling or actual safe spot sniping for hours to get 5% a day? I only ask cause in ch1 I can find people that need help with dailies or hmuto.

    Didn't have a Priest that could stay alive in himes? So you learn how to pot yourself.

    It's almost like as soon as harder content came out people gave up and started this maple is dead trend. All while people who actually learned to be self sufficient kept on to this day and are at the point where they are in hard mode boss groups.
  • AggraphineAggraphine
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    edited July 2019
    L4d2jpn wrote: »
    As far as I can recall, thieves were wanted for haste, spearmen for hb, bishop for hs and heal spamming. Archers were not even considered.

    Snipe Jr newties all-day from a safe spot as a group, that's considered party play? Even better yet, afk in LHC while just spamming hs on a rope, or being in a mage pt while they spam their ultimate so you can leech. What do people really miss? The afk-leveling or actual safe spot sniping for hours to get 5% a day? I only ask cause in ch1 I can find people that need help with dailies or hmuto.

    Didn't have a Priest that could stay alive in himes? So you learn how to pot yourself.

    It's almost like as soon as harder content came out people gave up and started this maple is dead trend. All while people who actually learned to be self sufficient kept on to this day and are at the point where they are in hard mode boss groups.

    Sounds an awful lot like party play is still there, just not in the form that a lot of people want it to be.

    "You want cooperative play with a focus on parties?"
    "YES!"
    "Okay, we'll add content where you can party up to help people to clear a piece of content."
    "Wait no not like that"
  • FuhreakFuhreak
    Reactions: 7,620
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    edited July 2019
    For me party play grind is fine. It just involves sitting on a platform covering areas that mapwide attacks can't hit for the other classes without moving.
    Get enough people and all you do is sit on a platform and earn that EXP while only pressing a few buttons.
    While you're doing that you get to talk to people as well. Sounds like it's the people that changed, not the game.

    The problem I have with it is that the benefits aren't clear enough to actually find people willing to do this.