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Rethinking of the cube/meso changes

ChainsparkChainspark
Reactions: 710
Posts: 19
Member
edited January 26 in Suggestions, Feedback, and Requests
The biggest concern are the cube changes and not the meso changes as much since you aren't able to get them from bosses/elites. That hurts maple as people aren’t cosmetic focused if they cannot get good gains. I’d just lower cube prices in cs to 700/1100 or 500/800 (better) and full weight towards class stat gains per char, since that makes people play multiple classes(even for story or differentiation of play style). Then it’s be a class game and you would also have way more interactions from planning paths/ even increases in cosmetic purchases and stuff like char expansions/ familiar upgrades/packs. (Lower prices and more chars in game would probably bring way more people back and also get people to return)


The meso changes are more of a no-go since mesos need to be constantly inputted to keep players training and able to equip optimize. If mesos stop dropping while training that’s a hamper on even frenzy and even wasted coupons as well(meso drop). It also hurts meso drop %s more than increases need since both cubes are limited and you have less opportunities to double
line. Multiple muling would be the go to but stuff like lack of drops of meso and having to even meso buy cubes would hurt player interactions since cubes are even a service and the changes kill that. This further pushes the game from multi character progression to central character focusing as even a lack of upgrading a single item if not in a decent amount of time could take months per item.

The only other concerns are that these changes kill meso market use as people would not prefer spending money on mesos if it’s like 2k per 100m (just a reference and not actual math), and that both meso and cube use changes also remove the idea of multiple item use on characters as you end up with more items than people can upgrade.