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Check out the v.258 - MapleStory x Demon Slayer: Kimetsu no Yaiba Patch Notes
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Hello, I just want to make it very clear that I absolutely love the art direction and maps. Such beauty is found in strange places that you wind up in. This is what makes maple story so great. However it is also its biggest weakness currently as there is no reason to do anything other than dailies. Forcing you to essentially remain in one or more areas you are not fond of. I have a suggestion and this absolutely needs to be fixed as it is the reason the game is dying.
Remember when you had a reason to train on mushrooms outside Henesys? Or PQed at Kerning? Those were often the times you had the most fun.
I wish for your beautiful maps to have a purpose other than certain leveling aspects of the game. If I want to be in this area I should have a reason to do so. There should be purpose granted to all maps. There is absolutely none for 99% of your beautiful game world. It is a shame. And it can be fixed
Thank you
Comments
What's the difference between leveling up on mushrooms vs leveling up wherever you are now?
Maple has always had you move onto the next area for leveling up as soon as you were done with the old one.
There are plenty of optional reasons to visit old areas.
Monster Collection, Quests/Lore, Achievements, Familiar cards, etc.
If you make the old maps mandatory then people will get sick and tired of them as well.
If you're suggesting to add more optional reasons to visit these areas such as adding more achievements, that's an idea I can get behind.
The reason cannot be something that has real incentive for all players however, otherwise it becomes mandatory and you create the same problem.
If I want to spend time in a certain place I cannot.
You talk about "adding purpose" which suggests giving players more reasons to visit different maps, which imo suggests you want value in doing other things.
If there is value in doing those other things then it will become mandatory for the sake of min/maxing your character.
I'm curious how you would go about making nothing mandatory as I don't think that it's possible to achieve that without changing the game on a core level.
Some things must be required for progression otherwise there is no goal or direction with the game.
If you remove all progression content (mandatory) then you'd have what you're talking about I think.
This would be the removal of dailies, weeklies, bosses and anything else that you have to do other than just grind anywhere for levels.
The game then becomes a sandbox game which is more aligned with the way old maple worked but the way maple currently works is entirely different from that.
Personally I prefer maple far more the way it currently is and if I wanted to play the old style of Maple I'd go play Maple Worlds.
I think keeping these two versions of the game separate works best for both kinds of players.
For a potential solution that allows more freedom to do whatever you want I think this would be a good middle ground.
I would prefer the game move away from dailies and more towards weeklies, this would allow players to do everything they want on any one day (or multiple days) instead of having to log in daily.
If I can knock out an entire character's "chores" for the week in a single day that gives me a lot more time to do various other things I want.
I'd rather spend an hour finishing up a character on a single day than log in for 8 minutes every single day on that same character.
This keeps the goal that dailies currently offer but with increased flexibility to do other things if you want as well.
For players who cannot play during certain days this allows them to keep pace with others who can log in daily, so long as they can play once a week.
He wants there to be a reason to explore the entire maple world again and not have it be dead content. Discover the names of the monsters and the scenery of different places, instead of being forced to grind on only the character's highest level area and the monster designs and names being irrelevant.
Familiars does this a little bit, but the system currently is very flawed and not good to deal with.
I been thinking of something that helps players learn about the world and the monsters, and give a reason for players to learn of the environments as well. But the thing I am thinking of would be isolated and would not do anything to making the old content relevant again.
Though there is probably a way to combine these two aspects together, but also would require significantly more work and time than making something new and isolated.
i did post some pq revamp thread couple months ago in attempt to revive them but nothing happening atm
but just plain old pq the way they were ? nah, if pq are revive they need to be revamp entirely.......dig up my few months old thread and see what i suggested
but PLZ do NOT necro it by posting in it, it didn't rly interest anyone so bumping it would be pointless....very least i'd prefer if you didn't necro...but do what you want
at least it may give you some ideas to fuel your thoughts
i recommend taking it to the maple discord...maybe you have better luck there, i can't post in the maple discord since i refuse to verify my discord acc...well technicly i can't anyway since i dont have a cell phone
The biggest difference and problem is that you get penalized for leveling/progressing in this game. Why does a level 50 get less exp/mesos than level 15 fighting the same low level mob? There are so many maps in this game but half of them are never used because people outlevel these regions very quickly and never visit unless they're doing something specific like you said.
Maybe you like to train in the same maps all the time but some people don't and there aren't many options to choose from the farther you progress into the game. The incentive that they can bring to help with this is allowing people to train wherever whenever however they want without penalty as long as they follow the TOS.
Another incentive would be an exchange system of sorts (could be etc or use drops) for cosmetics, rare anvil-able items or something fun that doesn't have a big impact on gameplay. They already have a similar system with orbis/showa town so this shouldn't be too hard to implement. They can even have secret/hidden quests for unlocking more things to exchange or have party quest specific items for people who want to explore so that they can have fun.
The first part is hard as it would require making maps scalable and instanced due to players finding a certain map being super dense/lazy and thus make that obsolete. Also by following the current route of going thru Arcane River to Grandis, you get the proper growth materials exclusive to those zones such as Symbols, Nodes, Erda, etc. If maps were to scale, changing levels, EXP, HP and Mesos wouldn't be enough as it would need to account for updated drop tables and there would be difficult situations.
At 200, Arcane River opens up along with 5th Job and 260 opens up 6th job and Continental Grandis. Do monsters automatically become Arcane force mobs once you cross 200 threshold and does the same occur at 260 but they become Sacred force mobs or would they just remain the same but scaled without ARC/SAC updates and drop tables? There are also 200+ mobs that aren't aren't in Arcane River such as Scrapyard/Dark World Tree and there are a few 260+ mobs in Liminia still using Arcane Force. Also having scalable mobs might not be favorable when it comes to kill quests or weaker players who grind in Grandis/Arcane River and has better rates hunting monsters weaker than their recommended level due to faster kills leading to more mesos/EXP. It would be difficult to turn on/off scaling for players who want to kill something weaker than what's recommended if they grow/farm faster or just want to satisfy a kill quest faster. I seen 260+ players stay in Liminia just for the sake of mesos or having an easier time finishing those kill 2000 x 3 weekly quests.
Also making any map viable would kill exploration via scalable/instanced maps as players would soon find the fastest map in the game and stick to that forever instead of exploring the world. Not only that, it would place a ton of stress on that map and it would just make finding maps confusing as there would be endgame players taking over Sleepwood if it were treated as mobs their level.
It would be fun have nice goodies like these for those wanting to explore areas that outgrown.
I think simply removing the EXP reduction for when you're higher level than a mob would be a good way to allow players a little more flexibility.
I can understand why they nerf EXP for higher than your own level, it would be easy to get a ton of EXP and shoot past certain level ranges by cheesing the system and killing stuff way above your level.
Below you level however? You've already earned the ability to kill that mob and then some, I don't see why you shouldn't be able to farm that mob with at least a +/- 0% EXP/Meso bonus for as long as you want. You can always earn more EXP/Meso by going to a map that is more appropriate for your own level.
This also helps with people who flew past the area very quickly before they were actually done with it. With hyper burning this is actually super common.
People doing Arcane River dailies are getting -30% EXP from killing the already low base EXP mob, then on top of that they're not making much if any meso from that either.
There's no reason to punish them for playing the game correctly. This also allows people who boosted their mules via EXP vouchers or growth potions to continue to fight these mobs without losing a bunch of EXP because the mule that nexon allowed them to boost up is too weak to handle the area it's supposed to be in.