i know there already some replica to og maple world but i'd like to give some imput to alter the og maple world a little(mostly QoL)
inventory slots
have the following tabs and set them to 100 slots each Equip, Use, Set Up, E.T.C.,Minerals tab, (mineral also count Moonrock,Star Rock and the Magic Stone) & Cash Tab
Star Sets(charge amount)(you still get the old experience of having to recharge but without the obnoxious need of 30+ set of stars
Subi Throwing-Stars 800 charges
Wolbi Throwing-Stars , Snowball,Mokbi Throwing-Stars & Wooden Top 1200 charges
Paper Fighter Plane, Orange, Kumbi Throwing-Stars,Icicle and Maple Throwing-Stars 1800 charges
Tobi Throwing-Stars & Steely Throwing-Knives 3500 charges
Ilbi Throwing-Stars & Hwabi Throwing-Stars 6666 charges
add a NPC in Kerning, Orbis and Ludibrium that can give Haste once a day for 1 hour to players talking to the NPC
can be extended to 2 hour for a semi-expensive mesos fee(price increase base on char lvl)
that way ppl get a good mobility experience at least for a bit during their day even if they're not thief
characters creation
let ppl fully customize their first char with 3 free set of cash clothes..1 equip and 2 going into the cash tab
they want more ? sell them in a cash shop
regarding top/bottom/overall...let them select a total of 7(whichever of the 3 following combination they want)
3 top/pants + 1 overall(7 pieces total
2 top/pants + 3 overall(7 pieces total)
1 top/pants + 5 overall(7 pieces total)
Bosses atacks/touch dmg should not exceed 80% of player hp unless its intended to 1 shot
do some tweaks to those
Party Quests
while I'd love to see 4 difficulty with bunch of new mechanics..i think 2 set of difficulty for OG maple pq without doing any change to the mechanics is the best that can be done
Normal difficulty: Normal monster dmg: 30% of player hp per hit, Bosses: 40-70% of players hp per hit depending on the attack
Semi-Hard difficulty: Normal monsters dmg 45% of player hp per hit, Bosses: 70-100% of players hp per hit depending on the attack
completing a harder difficulty increase exp acquire by 15%, and increase bosses drops by 20%
i dont want players doing the lower difficulty to feel like they're missing out(get the elitist treatment) too much so i'am only suggesting
a slight increase for the highter difficulty to make it feel more fair
All Cure: added to Orbis NPC shop but cost 3 time the price that Al Caster has it for(1200 mesos per instead of 400)
that way ppl have a way to remove Alishar skill lock without needing a priest and without having to do a big quest chain
Orbis Ride ship fees(honestly i can't remember if og ride was 30 mins or 15 or 10 XD)
30 mins ride: free
10 mins ride cost 80,000 mesos(meant to be affordable for players lvl 70+)(this option is locked to chars bellow 70 too, no skipping to it with alts)
3 mins ride cost 300,000 mesos(meant to be affordable for players vl 100+)(this option is locked to chars bellow 100 too, no skipping to it with alts)
...the mesos pricing suggested can be increased highter if i miscalculated and put in too cheap price
and a system is in place so newer players are sure to have an og experience with some veterans instead of a likelyness of an empty ship
add in a special quest for characters that reach lvl 140
lvl 140 quest: for 50 million mesos get a permanent teleport rock bound to the character(cannot be put in the cash shop for transfer)
while this was not in og maple i think players who reach that high a lvl on your serv should have a deserving reward for their effort
regarding buff skills, idk if they should be change to self-buff only or leave them as is
changing those would remove the OG experience entirely but..leaving it in also make it feel like following classes are mandatory in party
Bowmaster for Sharp Eyes
Dragon Knight for Hyper body
and Bishop for Holy Symbol/Bless.....no Heal isn't a buff(if nyone was gonna point the unfairness of that, its a different kin of unfairness)
the Scrolling system(the OG experience was atrocious with these...so i be suggesting some realistic odds and change they should receive)
10% scrolls--->60% Scrolls(approx 1 in 35 to make a perfect item) if its at 60% rate)...+5 main stats(no change to stat gain)
60% Scrolls--->77% Scrolls...+3 main stats(no change to stat gain)
100% scrolls-->+2 stats instead of +1
Booms scrolls(while odds are highter to make a perf you dont get to keep decent imperfects as 4-6 pass if it boom)
30% Scrolls--->80% Scrolls...+5 main stats(no change to stat gain)
70% Scrolls--->92% Scrolls...+3 main stats(no change to stat gain)
have PQ rewards and mobs have a small chance to drop a 100% scroll for +5 main stats
chance to get from a PQ run 1/100
chance to drop from mobs 1/100,000(200,000 ???)..have them drop from all mobs lvl 100+
chance to get from a big boss(Zakum and the likes) 1/25
you feel i'am being too generous with the odds ? well free to lower it, but dont leave it as atrocious as it use to be(it doesn't make for an enjoyable farm for ppl who like having a full set of perf items//near perfect items
Storage System make it more alike to inventory(with Equip,Use,E.T.C, and Minerals Tabs)...each with 60 slots each
Cash Shop(everything available year long,be a friendly creator, make the available cash items rotate every 2 months while ensuring every piece of clothes is available trough the
years)..you dont need to abuse FOMO or gambling habit like Nexon....have it be a good design which will make ppl actually interest to invest in
same system i suggested should be use for hairs style, skin color and face surgery
put a 50-80% discount for 1 week every 2 months
all cash items should alway have the option to be purchasable as a permanent version
Down Jump should be made available(while not fully classic it was introduce b4 the big bang....and its a rly nice feature too)
Knockback system i think the resistance should go lorewise with the classes(while i think 100% would be better, it would removed the classic feel entirely)
so i chose some fairly high resistance rating to not be too obnoxious, while also leaving a chance for it to occur for the classic feel)
Warrior(92%)
Thiefs/Pirates(85%)
Archers(77%)
Mage(69%)
i think that cover every aspect that rly should not stay or should be implement with a classic maple(the extremely bad designs that were there needs to go even if thats not 100% classic....at least its going to be quite similar but without the mega suffering that use to be there)