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How to fix maple in one update from a 12 year vet
Comments
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.
You go a bit too extreme, but I actually agree with some of these things. 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.
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.
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.
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.
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.
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.
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"
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.