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Personal Suggestions and Comments Megathread

gigatrapgigatrap
Reactions: 620
Posts: 42
Member
edited November 2020 in Suggestions, Feedback, and Requests

SUMMARY

- Most skills focus on flashy animation rather than responsiveness, creating a need for skill transparency and making some classes feel clunky
- Some skills focus on flashy animation rather than uniqueness, causing many classes to feel generic and boring
- Some skills have sounds which are less satisfying/tolerable, or their updated sounds are less satisfying/tolerable
- Some skills conflict with the class concept, ie. Dark Knight
- Some skills blatantly push a class into a theme which is too specific, ie. Night Walker theme is more like 'bats' than 'shadow'
- Some skills are dated in design and don't hold up in modern gameplay

- Some skills are much weaker or stronger than they should be
- Some classes have useless or exceptionally boring skills, especially Explorers
- Some skills unintuitively can't be used while airborne
- Some skills are identical in function but require different inputs or have different range/distances travelled, ie. teleport, up-jump

- Current bossing meta is burst while on bind, which doesn't promote skilled gameplay

- The UI seems to have many form-over-function elements over the last years and could use streamlining for more readability
- The UI transparency in combat causes intense eye strain when trying to use the UI and stay in combat at the same time (ie. assigning stats and skills while levelling, or socializing while training)
- skill transparency should be separated into multiple categories
- resolution compatibility should be increased
- camera zoom to adjust FoV should be available


PROFESSION & TRAITS

- Traits are so impractical to level up outside of events, that you will likely run into an event that can max them in 1 week before you can get anywhere with them outside of the event
- Trait limit per day should be removed and amount acquired from tasks should be increased substantially
- Fatigue limit should be removed. Bots easily avoid this with multiple characters and accounts, so this mainly serves to cause headaches.


COMBAT

- 'miss' doesn't give an invincibility frame anymore, making avoid unhelpful since you'll get attacked like 10 times in 1 second when standing in mobs


QUEST & NPC

- 3rd job advancement quest completion should appear above the head, rather than only in the quest bulb UI
- Hayato's intro quests prompts to 'equip the Bladed Falcon gear' but actually you need to equip the Musashi gear
- NEED to skip Cadena, Illium, Adele, Ark, Hoyoung, Resistance, Kinesis, Shade, Phantom, Aran, Evan, DB, Pathfinder, Resistance, Cyngus introduction quests
- Chaos Horntail doesn't count toward Horntail Slayer medal quest
- Black Heaven quests aren't real quests, so you can't keep track of your progress
- Some photographic elements don't appear in the correct places during Black Heaven, especially in certain resolutions (1920x1080 - portrait of Gelimer screaming when in his escape pod)

- Flo's option says "I want to meet the Tanatos" when it should be, "I want to meet Thanatos"
- Mr. Pickall's dialog box can't be closed with NPC chat
- the 3 minute hunting quest in Svarti Trail gives you a 5 minute timer
- dialog hunting shrelephants quest in Windsleep Forest Outskirts has a typo


ITEM & CASH

- Classes with scrollable secondaries don't get anything past 20 stars apart from 1h warrior classes

- Many classic items are missing from the cash shop and haven't been available for a long time


MONSTERS & FIELD

- Remove weapon/magic cancel and damage reflect, because they're poorly designed mechanics. Bosses which have these are damage sponges so it only wastes time. Damage Reflect is unintuitive for newers players, but most bosses with it are for newer players
- monsters in Hilla's corridors shouldn't drop mesos

- All towns are stated to have Auction House access, but these towns don't have it: Sleepywood,

- Eos Tower 11-30th floor has unnecessary arrows

- Chu Chu's monster distribution in the maps is odd in these maps, making it awkward to do daily quests:
1. eree valley: chu chu village entrance
2. eree valley: torrent zone 1
both maps have both green and blue catfish

3. eree valley: torrent zone 3
4. eree valley: below the falls
both maps have both rhyturtle and boss rhyturtle, so there's no single map with just boss rhyturtles

5. slurpy forest: dealie-bobber forest 1
6. slurpy forest: dealie-bobber forest 2
both maps have unripe and ripe wolf fruit

7. slurpy forest: bitty-bobble forest 1
8. slurpy forest: bitty-bobble forest 2
both maps have flyon and angry flyon

9. skywhale mountain: skywhale mountainside 1
this map has both crilla and patriarch crilla, whereas the opposite side has only birdsharks


MISC

- Automatic emotes when typing words should be toggle-able

Comments

  • gigatrapgigatrap
    Reactions: 620
    Posts: 42
    Member
    edited November 2020
    removed skill suggestions due to incoming solving a few of them, and reworks which are expected soontm
  • gigatrapgigatrap
    Reactions: 620
    Posts: 42
    Member
    edited November 2020

    UI/CLIENT

    - Skill transparency should be split into 'normal' skills (attacks, buffs) and 'summon' skills (kanna's mana veins, turrets, etc)
    - Summons should have a separate buff bar, to more easily discern when they should be re-cast


    - Quick Slots are outdated and impractical. The screen is too big nowadays and many skills need cooldowns, and it's difficult to see which skills have cooled when they're so far away from the action
    - New Quick Slots should be modular down to 1 single key. Any key should be groupable to any other keys, and any single key or group of keys should be movable anywhere on the screen
    - This wouldn't be that difficult, just create multiple quickslots that could be individually remapped and moved around the screen to be locked in place


    - Buff bar should be a movable UI element
    - HP, MP, level, name UI should be a movable UI element
    - Quick slot should be a movable UI element
    - Menu buttons should be a movable UI element
    - Quest Notifier UI should be a movable UI element
    - Maple Rewards UI should remember when it's been moved and if it's been closed
    - Quest Helper UI should remember where it's been moved and if it's been closed
    - Surprise Mission UI should be separate from the Quest Helper UI, and remember where it's been moved
    - Most UI elements should be hide-able (crawling EXP bar, window surrounding HP and MP, level+IGN, menu buttons)


    - Cash Shop should be a window accessible within the field
    - Auction House should be a window accessible within the field


    - Most UI windows aren't easy to use or well thought-out, ie. guild check-in could be fit on the main guild page for one-click check-in. It could allow the 2 windows to be closed by just clicking G, but it doesn't
    - Most UI windows are outlined twice, which draws unnecessary attention to them and creates eye strain
    - Most UI windows use conflicting color schemes, ie. black+gold combined with grey+blue, which are extremely painful to switch focus on
    - Many buttons have a variety of unintuitive colors and fonts, ie. Skill UI window has green, blue, orange, black, grey, silver, white, multiple fonts, all in an odd layout
    - Some UI windows don't follow the same color and format, causing odd discontinuity
    - Most UI windows have weird reflections and bezels which decrease readability and increase eye strain and visual clutter


    - Item and skill tooltips are noticeably more difficult to read than previous iterations, especially the neon blue text on items, and red-colored names of items when scrolled. White on blue with larger text was much easier to discern at a glance, whereas now it often takes deliberate focus
    - Text has odd rasterization that causes eye strain when reading, especially on tooltips
    - The 'flame advantage' dot is difficult to discern upon first glance, and should probably be a bright flame icon instead of a white dot on a white background
    - "Available Recoveries" shouldn't be in yellow and in brackets
    - There should be spacing between slot information and stat information in item tooltips
    - There should be spacing between combat and non-combat stats in item tooltips
    - The dotted lines that separate the item name, type, stats is awkward and unnecessary
    - The dotted lines that separate skill names from their level adds unnecessary visual clutter


    - Default position of the chat window should be attached to the bottom of the UI, so it appears where the user expects it to when the resolution changes
    - Resolution and size of characters on screen are not constant. There should be a 'camera zoom' option to increase the field of view for lower resolutions, and decrease it for higher resolutions
  • gigatrapgigatrap
    Reactions: 620
    Posts: 42
    Member
    edited November 2020
    removed skill suggestions due to patches in kms resolving some previously stated gameplay issues
  • gigatrapgigatrap
    Reactions: 620
    Posts: 42
    Member
    edited November 2020
    removed skill suggestions due to patches in kms resolving some previously stated gameplay issues