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New Player Experience + Heroic World Improvements:

StaconaStacona
Reactions: 2,395
Posts: 680
Member
edited December 14 in Suggestions, Feedback, and Requests
I think GMS needs to really start branching off from the KMS Direction.

This will be about permanently improving the new and returning playing experience and reducing and removing event mechanics that makes getting to the end to fast and/or skipping to the end outright.

Basically, let's make the game more fun to play and want to play by making the journey to the end more enjoyable and actually playing the game as you progress towards end game, rather than skip everything and just appear in end game.

This won't give ideas for everything needed, but it would be a good start to a better Maple for the future!


Heroic World Improvements:
This will help everyone, but also has the goal to make the new and returning player experience more enjoyable as well.

~ Revert Heroic Monsters to their original Reboot HP and EXP values.

- In addition, the Final Damage modifier for character level to monster level will be partially reverted. Character levels 1-199 will be reverted to how Reboot had it, but character levels 200 and above will remain to how it is currently is to not interfere with bossing.

Fighting monsters near your level is a lot more intuitive and offered more of a journey to tell towards 200 creating for a much more enjoyable experience, plus being more intuitive helps new and returning players get into the game easier since this is how they think.

You play a new game, it makes the most sense to fight things near your level and not try to fight monsters way above your level. Reboot grew for a reason and this is one of the big reasons for it (along with reducing and removing a bunch of system bloat).


~ Adjust and increase Final Damage Heroic Passive.

- Example change of Heroic's Final Damage Passive (all values additively stack on each other):

Immediately, gain +10% Final Damage.

Every other level, gain +1% Final Damage. (This will scale even beyond level 300.)

Every 50 levels, gain +5% Final Damage. (This will scale even beyond level 300.)

[At level 275, for example, you would have a total of +172% Final Damage.]

First off, Heroic is massively behind in damage compared to Interactive.

But more importantly, this really help new players get into the game to help them solo the earlier bosses for important equipment to get started in the game.

This helps players actually fight the much stronger ORIGINAL Reboot monsters HP and EXP values and a gradual system with every other level, like what Reboot had before. It really emphasizes the joys of leveling a lot more which was supposed to be one of the core aspects to Reboot between having more satisfying mobbing with fighting much stronger normal monsters and gaining more power from leveling than from other sources.



Permanent New and Returning Player Improvements:
This will have multiple aspects to it so stick with me here.

Get the ugly players don't want to hear out of the way...

~ Tera Blink: Completely Remove from the game forever! (At least for GMS.)

- Players learn from experience and NEVER from text on screen that they will skip and this entire process is just frustrating to go through.

- Instantly getting to level 200 has no satisfaction to it nor feel like you earned, it has no power progression, and has no bonding with the job you chose. It just sucks all the fun out of the game and the game should be permanently improved rather than have this extremes of really painfully slow without event stuff and instantly to 200 with no satisfaction to it... especially when new and returning players will appear and try the game out at any point through the year just because they randomly decided to check the game out / have the scratch to come back to Maple after so long.

~ Hyper Burning nerf down to 1+1 from 1+2 and Hyper Burning MAX nerf down to 1+2 from 1+4.

- This will make sense in a bit, but overall, to speed up the base experience and massively slow down the event experience. Make the game permanently better so a new and returning player can enjoy the game when they decide to check out the game rather than have a miserable time when they inevitably only show up during off-event and have a miserable time because they didn't come during a summer/winter update period.

~ Tera Burning adjustments:

- Reduce leveling down to 1+1 from 1+2.

- Increase max level to 235 from 200 to help new and returning players get into the game easier with acquiring all 6 Arcane Symbols quicker.

- Permanent additions to Tera Burning rewards for every time you Tera Burn a character.
--- At level 220, you always get the choice between the Fake Absolab Weapon OR Fake Dominator Pendent.
--- At Arcane Symbol Key Levels, you will receive a Level 5 version of that Arcane Symbol to help new and returning players get started with their Arcane River journey quicker.
--- At levels 200, 205, 210, 215, 220, 225, 230, and 235, you will receive 50 Nodestones each time to help get players started with their V Matrix.

~ Mega Burning adjustments + Remove the potion that instantly gets characters to level 200:

- Reduce leveling down to 1+1 from 1+2.

- Increase max level to 210 from 150 to help new players with their links and legion characters.

- Allow for Extreme Growth Potions to be used on Mega Burning Characters.

- Introduce new additional rewards with every Mega Burning Character, for example:
--- A ring that you acquire at level 100+ that lasts for 30 days and has at least two notable stats of +30% Normal Monster Damage and +30% Additional EXP.
--- A Prepared Spirit Pendent that lasts for 30 days.

The goal here is help players build out their account easier, but also remove and/or reduce instant leveling so players can experience the joys of actually playing the game rather than just being given everything and have nothing to play.

EXP Curve Reduction for Early and Mid Game, and smooth over for Late Game, to act as a catch-up mechanic for new and returning players:

NOTE: Story skip will still be a thing, but skipping to level 30 should be removed. Skipping to level 10 should still be a thing however.
Let players enjoy their 1st job and appreciate the gradual power increase, and to actually learn the game and their job with actual experience in the moment, with each job advancement rather than skipping everything.

~ Levels 1-100: Reduce EXP required to level by roughly 50%.
~ Levels 100-200: Reduce EXP required to level by roughly 65%.
~ Levels 200-210: Reduce EXP required to level by roughly 30%.
~ Levels 210-215: Reduce EXP required to level by roughly 55%
~ Levels 215-225: Reduce EXP required to level by roughly 50%.
~ Levels 225-240: Reduce EXP required to level by roughly 40%.
~ Levels 240-245: Reduce EXP required to level by roughly 20%.
~ Levels 245-255: Reduce EXP required to level by roughly 55%.
~ Levels 255-260: Reduce EXP required to level by roughly 45%.
~ Levels 260-270: Reduce EXP required to level by roughly 20%.
~ Levels 270-275: Reduce EXP required to level by roughly 15%.
~ Levels 275-285: Reduce EXP required to level by roughly 10%.
~ Levels 285-290: Reduce EXP required to level by roughly 5%.

Overall main goal is to speed up players to get to 4th job, 5th job, their arcane symbols, and 6th job faster at base so that the game is always more enjoyable to play allow for a more pleasant time for new and returning players to pick the game at any point.

With both reducing the event leveling experience increasing the base leveling experience is to narrow the gap between the two, make things less extreme, and try to have the game always more enjoyable to play rather than be a slog to get through or skip everything with no middle ground.

My goal here is see a net buff to early game leveling overall to help players get into the game easier, but still be a lot slower than outright skipping mechanics which should be removed / reduced.



This would a good start to help the game grow again and help players grow out their links and legion. There is still more work to be done than just this, but we need to start somewhere!


Comments

  • RedRavenRedRaven
    Reactions: 1,495
    Posts: 398
    Member
    edited December 14
    the lvling curve thing seem reasonnable...easier to lvl without event while keeping it almost the same for burning effects
    i dont get why the spikes in exp reduction in your exp table though

    the 1-30 skip...umm ya-no.....at least not fully removed
    first 10 chars 10-30 can't be skip(if a player have 10 chars above lvl 30 then sure let them skip 10-30
    char 11-50+ can skip 10-30
    dont handicap all players :S

    the FD buff i think your going WAY too massive with that, NX should progressively increase it untill at least 10-20 group of players appear to have take down the latest boss...the FD would only apply at specific lvl threshhold to match bosses that need the boost(stay undefeated for too long)
    like lvl 270 and 285 both each receive a 3-10% increase IF needed, but giving FD for every lvl nah
    HOWEVER if you remember from the crown update, you know that max lvl Sacred symbols will give a boost againts X Boss..so FD boost may not be needed
    overall i dont agree to FD boosting unless required for some bosses to be beatable

    Tera Blink should stay
    instant 200 potions should stay but maybe a little less given out XD....10 down from 20 seem more reasonnable, although i dont mind 20 of those for my perma beginner XD
    btw reaching 200 has no satisfaction even trough normal lvling
    260 is where satisfaction is currently felt at

    x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-

    addtionnal improvements NX could do that i forgot to list in my thread

    Quest Gear Bag(can hold up as much Cosmetic as you want
    Medals Bag(since they like to give a lot of those trough events)..that would fill a gear bad too quickly(some Medals can't be re-iterated so)
    Glass Marble purchasable for 20 Billions after acquiring it from the achievement(that way BOTH Corsair & Mechanic CAN use it)
    Balanced Fury Sold for 10 Billions Mesos...Phantom Forest is currently too tedious, so this would be a nice temporary option untill they update it

    40 slots Schematic Bag for all the Guild Castle Schematic

    Tokens bags For Cygnus, CRA, P-No and Eternal tokens
    Decoration Bag for home items




  • StaconaStacona
    Reactions: 2,395
    Posts: 680
    Member
    edited December 15
    RedRaven wrote: »

    I did say to keep skip to level 10.
    Also, to keep story skip, but remove skip to level 30 so players can actually experience 1st job and notice the rise in power.

    So you would skip story and just grind on monsters from 10-30. This would time would also be cut in half with an exp curve reduction on top of it is already very short to do.


    Heroic damage needs to be closer to interactive damage, right now we are massively behind and even with this increase we are still behind in damage. We just will be closer.

    This passive replaces the current one.

    The goal here is focus on new/returning players and casual players. End game veterans will obviously benefit from this, but it is not the focus here.

    I don't think gate keeping bosses for only the super sweaty is healthy for the game.
    Plus bossing is not good content anyways to motivate players to pursue nor does it offer any player engagement, you get done weekly bosses within an hour and then you are done for the week.

    They really need to rethink of something better to boost player engagement and desire to pursue getting stronger. I have ideas for this, but that is for another day.