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Smarter System Additions

DaxterbeerDaxterbeer
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edited June 11 in Suggestions, Feedback, and Requests
Here are some QoL I can think of that would make going through the game's systems much faster.

Fusion
For those that used Rebirth Flames, it highlights the items in your inventory that aren't flammable such as rings, badges, emblems, shoulders and secondaries and tradable items if you are using a Karma flame. I hoping we get a similar feature when it comes for item fusing. Once one item is selected for fusing, all items in the inventory that aren't that item would be highlighted in red so only duplicates of the items you are trying to fuse would be visible. This feature would be extremely useful for fusing items that share the same sprite (Empress Capes and Shoulders, Tyrant Gear, Absolab Armors, etc.)

Rummage
With the quick character swap coming soon from KMS's Milestone update, this would be a great addition. This feature would allow you to look into the inventories of all the characters on your character for any missing items or if they lack items and to see how many mesos they have. I was thinking of an item search feature that you search manually like Pet Item Ignore, but it would only work on one item and you would need to spell it correctly. This feature doesn't require you to remember the item's name and you could search multiple items with Rummage. This would eliminate the need to check every character when something goes missing. I was thinking about this feature being an expansion to the Legion System, but it would not show characters below a certain level in case someone has a level 10 storage mule that is loaded.

Character Stat Check
This feature is used to see the equips, stats and skills etc. of other players. This would be a handy feature to see the stats of your other characters in case you have gear prepared for them or wondering who needs to be worked on instead of visiting all characters until you find someone with a V Matrix or ability that is lacking.

Finding you other characters
This feature would allow you to find which map your other characters are in (not the channel.) This might be least useful feature on this list.


Fuhreak

Comments

  • DaxterbeerDaxterbeer
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    edited June 24
    Expanded with a few more ideas

    Highlighting items that can be enhanced

    Currently, this feature is only present when you double click on a Rebirth Flame. It highlights all items that cannot be flamed in Red (Either because they aren't flammable to begin with, are still tradeable and the user clicked a Karma Flame, someone using boss flames and items higher than the flame are excluded or the item has a white dot.) I would like this feature to be expanded to other items to make it easier to spot items than can be enhanced. Below are a few examples of how the highlight system would be used on potential related items.

    Potentials Stamps/Bonus Potential Stamps
    Items that don't have a revealed Potential/Bonus Potential or have 3 Lines already will bed highlighted in Red.

    Potential/Bonus Potential Scrolls
    Items that have a potential or hidden potential will be excluded. In the case of Bonus Potential, items that have a Bonus Potential or no regular potential would be Red. For Epic, Unique of Legendary Potential Scrolls, items whose potential rank is equal to or greater than that of the scroll will be in Red.



    Preset Cloning and importing

    No one wants to copy over a Legion layout just to have one that is slightly different from the other. The same applies to keybinds. This would make it easier to for those who want to make 2 or more legion preset that uses similar placement. For keyboard cloning, it would allow one to experiment with keybinds for harder classes without having to drag the other system hotkeys. As a bonus, there should be an option to customize a template hotkeys so that hotkeys for chat, skills professions etc. are saved and can be opened on any newly character on the account. This would eliminate the need to rearrange hotkeys when a character is created.

    In KMS a couple of months ago, there was a feature to either import and copy or just compare hotkeys. https://orangemushroom.net/2023/08/24/kmst-ver-1-2-160-special-skill-ring-changes-2023-maple-vision-talk/ Not sure why we didn't get it.
  • StaconaStacona
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    edited June 25
    Two majour flaws:

    1. A waste of time and resources on Nexon's part so they won't do any of this. There are significantly more important things to tackle first.

    2. None of this actually benefits the user's experience, and some of it harms it with information overload which MapleStory is already a very complex game with a lot of systems as is. If anything, we need less systems and not keep adding on more systems.

    I rather see them implement new fun things to do, new classes, and improve the gameplay experience of existing classes than develop things that will never change or improve anyone's experience.

    The other thing to do is improve the new player experience like making the 1-200 areas and the leveling process more enjoyable, and making sure there are the bare minimum level of systems and information on new character creation (as in, have as little things on the screen and what is available to see as possible to not overwhelm the player and very slowly introduce things to the player) which includes minimal to almost no text so the player can play the game for themselves with control over their character so they can have hands on experience.
  • FuhreakFuhreak
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    edited June 25
    Stacona wrote: »
    Two majour flaws:

    1. A waste of time and resources on Nexon's part so they won't do any of this. There are significantly more important things to tackle first.

    2. None of this actually benefits the user's experience, and some of it harms it with information overload which MapleStory is already a very complex game with a lot of systems as is. If anything, we need less systems and not keep adding on more systems.

    1. Nexon already wastes plenty of time doing stuff that doesn't matter and QoL is always fine.

    2. All of this benefits the user experience and none of it harms it, no new information is added just the ability to have tighter control over your account/characters without jumping through as many hoops.

    Developing content too fast without thinking about how it affects long term experience is how you end up with dead content that nobody wants to do or more things that you have to do daily/weekly.
    Can anyone say they're actually looking forward to having to do high mountain every week from now on? If Nexon had made it a party based game that was shorter you could at least somewhat look forward to it but the way it is now it's just lackluster and takes too long.
    If anything Nexon should slow down and consider some of the new stuff they add to the game to make sure it's worth supporting for the next decade.
    Daxterbeer
  • DaxterbeerDaxterbeer
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    edited June 26
    The other thing to do is improve the new player experience like making the 1-200 areas and the leveling process more enjoyable,

    The road from 1-200 is fast as the stuff the game provides you (0-100 Event Followed up with Tera Blink that both give free equips as Burning events.)
    I rather see them implement new fun things to do, new classes, and improve the gameplay experience of existing classes than develop things that will never change or improve anyone's experience.

    It takes a lot of time and resources to develop a new class as they need to animate new skills, come up with lore and inspiration, come up the side characters etc. Class rebalances and remasters are another difficult thing and requires the team to deeply understand what is wrong with the current class and how they can improve on it without making the class suck or angry the player base with poor graphics or ruined mechanics (looking at the recent revamps that went wrong in Destiny, Ignition, Angelic Buster as well as Aran and Eunwol.)

    Back in 2016, 5th Job was new and had a lot of flaws. Some major ones was it took forever to get the desired trinode you wanted because it was possible to get trinodes of other classes. If you are looking for are Blaze Wizard looking for Orbital Flame, GOOD LUCK. You would find other nodes such as Dark Knight's Dark Impale or Kaiser's Giga Wave. It was a major QoL when they announced that you can only get trinodes for your class instead of all the classes. We went to looking praying you find your own class and primary skill out of all the characters to finding the right skill within your own class. Eventually we were able to choose what primary boost we wanted for our boost nodes and soon we will have control over the entire node essentially removing all RNG. Although this change was drastic and greatly reduces the farming needed to perfect a matrix (the devs might had wanted to grinded it more from the beginning) but this is beneficial change.
    2. None of this actually benefits the user's experience, and some of it harms it with information overload which MapleStory is already a very complex game with a lot of systems as is. If anything, we need less systems and not keep adding on more systems.

    The changes I am suggesting don't change how much is needed to farm or difficulty it is to progress through randomness, it just makes it easier to spot items in the inventory you can enhance instead of looking for an item that can be enhanced. Rummage and the ability to check the stats and inventories of characters you aren't on makes it easier to find things and work on other characters instead of visiting 50 characters. These changes will help anyone that enhances any items or visits their alts within their accounts.

    Fuhreak
  • DaxterbeerDaxterbeer
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    edited November 5
    More things to add:

    Monster Collection Exploration Faster Dispatch and Claim

    Currently you have to claim the rewards of Monster Collection one by one and then dispatch them one by one. There should be a feature to allow the user to quickly get all the rewards and dispatch the same monsters to begin exploration again. This feature takes inspiration from Genshin Impact's Adventurer's Guild Expedition that allows you to get all the rewards at once and send your characters back at. Maple has a similar feature in Auction House where you get to CLAIM ALL to retreive all unsold items or receive the mesos made from sales as well as the relist all to sell all the items again. The claim all feature will claim all the rewards in sequence and stop once everything is collected or the player has a full inventory similar to retreive all in auction house (in the case the player has 4 inventory slots and he is retreiving 10 items, everything up to the 4th item will be collected instead of asking to make 10 slots available.)

    Price Adjustment

    In the auction house, the current way to reprice an item is to end the listing, collect it in your inventory, list it from your inventory and then assign the new price. That is a lot of steps that can be simplified by simply ending a listing and having an option to change the price. Also, the current method of relisting to reprice requires the player to have space to take the item down before they decide on repricing it which is a hassle when all they want to do is drop the price of an item that isn't selling. Just allow us to reprice after delisting an item.

    Fusion and Extraction Visibility

    When the player puts an item in for extraction or fusion, the inventory still has the item in the inventory and would only disappear when the extraction/fusion is completed. This is confusing as the player can get confused which item is being extracted/fused if they are working with a large number of items. The game should either highlight the items that are being extracted or fused so the player knows which items have been selected so far. If the extraction/fusion is successful, the highlighted items would disappear as usual and canceled fusions/extractions would return the inventory back to its normal state.

    It's kind of surprising Familiar extraction and fusing have an indicator that shows which item is clicked on already and it hasn't been implemented into crafting yet. Non-KMS content with a more advanced feature than something from KMS is kind of shocking.
    Fuhreak
  • DaxterbeerDaxterbeer
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    edited November 23
    Even more things to add:

    Familiar Fusing/Extraction Straight from the Inventory

    Currently, the way we use familiars is by clicking on them in our inventory and deciding how many familiars we want consumed. From there you go your FUSION to feed your familiar duplicate energy or go to EXTRACT. There should be a way to allow players to fuse and extract directly from your inventory to save item and space.

    Familiars whether they are the ones you summon, used to feed your familiar you are growing or just want all share that 100 or so familiar slots. Keeping more familiars makings it take longer as you will be only to batch extract/fuse in smaller batches. Also when it comes to loading, you would need to keep a mental count on the number or available slots left or deal with the constantly changing number.

    A new feature for fusion would allow the player to fuse with familiars directly from their USE inventories. The player would begin the fusion process like normal, but when they click on familiar in their USE inventory, there would be prompt asking how many familiars they want to feed to the familiar they are fusing into. The number would range from 1-100 of the familiar in the stack. When you are about to fill a familiar to max, the max amount of familiars consumed would be decreased to prevent the player from overfeeding the familiar and wasting cards. The concept would function the same from extract except there is no upper limit. This feature would resolve the speed and space it takes to feed a familiar and lower the risk of fusing/extracting wanted familiars by accident.

    This suggestion is based on how you can directly use Arcane/Sacred Symbols and symbol selectors in your USE Tab to grow your Arcane/Sacred Symbols without turning them into equips.

    Profession Crafting Bulk Crafting


    I know there is an option already to bulk craft items, but it could be improved. The current mass crafting puts the player in a state that would craft the amount of items requested. The crafting spree ends when the player fails at lower mastery levels and continues when the player reaches the amount of EXP needed to reach the next level of crafting. The mass crafting spree should continue even if the player fails and there should be a checkmark to automatically stop when they reach enough EXP needed to reach the next level so materials and fatigue isn't wasted. This suggestion is minor as it becomes useless once you become Meister but this would greatly improve the road to Meister level.

    Fuhreak