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MapleCon 2025 / Classic World Feedback:

StaconaStacona
Reactions: 2,395
Posts: 672
Member
edited October 25 in Suggestions, Feedback, and Requests
MapleCon Announcements to Start:

I like having something to do with Erda Daily every day rather than it move into Erda Weekly.
- What I would have liked is just simply buff aspects to Erda Daily like:
Reduce the monster kill count.
Fragments can be earned for every character that does the daily.
Increase the Sol Erda Energy and Sol Erda Fragments rewards.

As a Erda Weekly, what I want to see out of it:

~ Absolute minimum, 7x the Sol Erda Energy and Sol Erda Fragments so that there is no loss of Energy or Fragments we earn within a week!

~ Still make BOTH the Energy and Fragments earnable for EVERY character that does the Erda Weekly rather than only the Energy. Make the Fragments untradable if you have to (only applies to Interactive), but the Fragments need to be made as a reward for every character that you do the Erda Weekly on.

Another point that making Erda Weekly instead of Erda Daily creates is that it makes Sacred Dailies kind of awkward now since doing these things together is more satisfying and having one as a daily and the other as a weekly does not really solve anything at all. It is still just as inconvenient, but feels worse to do only one thing.

~ I would make Sacred Dailies also a weekly and increase the rewards and EXP given out by 7x. This should apply to Arcane Dailies as well, making Arcane have two different types of Weeklies instead of a Daily and Weekly.

~ Make the EXP handout for Arcane/Sacred Quests apply to every character that does it instead of only one character per day.

Reducing all of this to a weekly will make players not have such a burden to do every day and help prevent player burnout.

Every point made was super vague and could mean anything, but there is one that stands out:

~ What exactly are the changes to Familiar potential and this familiar set system all about? None of this was clear.
- To further add to potentials, the most important line is familiar healing and this both needing to be as strong or stronger than it currently is at and still able to ignore anti-healing effects.
- The other aspect is: Are the badges being fixed so that every badge is able to be acquirable now? And the effects of the badges being fixed so that every effect is desirable and useful to have?


Classic World Talk:

The thing that saves Classic World as a vague direction is new content!

New areas are great as it will recreate a sense of exploration and discovery and reward players for doing so.
- To further add to this, instead of going off and creating new continents and planets, instead keep things to Victoria Island and flesh this out as one massive open world to explore with including late game and end game areas to discover, die to, and grind your power up to eventually kill the monsters in this area to kill what killed you!

I like the idea of treating Classic World as an alternate reality of "what if we did this instead?" instead of being about returning to the past. This makes it a lot more fun and exciting, and will actually keep players around long term rather than a month or two.

With brand new areas should include Brand New Jobs!
Besides wanting Jett and Beast Tamer back, with their up to date forms and further beyond for QoL, these two should be added back into the game...

Add in brand new jobs that are never seen before!
This will be so much fun and really create that sense of wonder and discovery the old game provided because without new jobs would make the game get stale with trying to replicate what the perceived "best" way to play was rather than discover new things to do.

To further add to new jobs as a sub point, add in way more supports into the game with wildly different play styles than what Cleric/Priest/Bishop offered so that players that want to be supports can actually play a job that they like rather than be stuck as a Cleric or just not be a support at all.

~ Also with skill changes, add in a healing buff component to Cleric's Heal so that the player can still constantly be healing, but can also use attacking skills too and not only heal or attack.
Example: Every heal cast is 300% Recovery and applies a healing buff for 30 seconds to self and party members that heals for 50% Recovery every second - still a lot weaker and slower than spamming heal, but this way the Cleric player can do both of heal the party and attack at the same time at least and if needed can still spam heal (including to kill Undead Monsters).

New Jobs would make Classic World so much more exciting, and since it functions like a reset button to the game, it has a lot of empty slots to dish out new jobs somewhat frequently once again!



Comments

  • KrazyKrazy
    Reactions: 400
    Posts: 10
    Member
    edited October 25
    The main problem with people starting their maplestory experience is that not everyone starts at the same time and some people really like certain chapters of maplestory. I really enjoyed when Evan came out. And Mechanic. Those classes were really cool. However, I don't want Classic world to add those classes.

    I don't think Jett or Beast Tamer should be added either. I know you really liked those chapters of maplestory, you have voiced this opinion several times on different posts. But it is very important that we all look at this in such a way that benefits everyone and if the community keeps pushing for additional things that don't fit the idea of Classic World, it will very easily ruin a good thing.
  • Neocity_Traveler8Neocity_Traveler8
    Reactions: 600
    Posts: 17
    Member
    edited October 26
    Speaking only to my specific perspective, I think the fewer adjustments that are made then the better.
    However having said that, I also think that using Classic World as a sort of reset button is an interesting concept, if that is the route it ends up going.

    I rather liked the Resistance chapter in Maple history, maybe the developers could rewrite the story and give them a different role? Whether it be new regions or jobs, I do not think anything would be off of the table if the game starts going in that direction.
  • PoofbooPoofboo
    Reactions: 500
    Posts: 3
    Member
    edited November 17
    Reasons why old maplestory was good:
    #1. community - nowadays you can level easily to 200. There's no need to party, or PQ to level. You can solo a bunch of bosses ALONE
    Old MS was about the community, people liked to play together. I made a lot friends back then. I enjoyed playing cuz it was fun playing with other people, not alone...
    #2 jobs - all classes looks the same crap to me now. Everybody has teleport or jump or AOE skill, or a dmg like NL skill to boss.
    Every class was distinct before. Bowsman and assassins was about dmg. Mages were good for training. Every class had a distinct ability or way to play. Now all classes looks boring and have the same way to play. I want to play the classes and feel that they are different!
    # 3 game made too easy - seriously I came back to test and in a week only doing QUESTS I lvled to 162...
    You don't enjoy being 1st, 2nd, 3rd job anymore....hell you barely need to apply skills pts, cuz you don't seem to enjoy your character evolution...your character just lvl too fast to enjoy and appreciate getting stronger slowly...you don't have that feeling that you are "getting stronger". Whats the point of 1st, 2nd and 3rd job if you can get to 4th in a day? Since early you just kill everything so easily, there's no effort in anything! I don't get any satisfaction lvling....I played when there wasn't even third job....yes it was a pain to lvl but there was some satisfaction in that. Whats the point in making the lvl cap range higher if I barely feel like lvling to 200 cuz the game is BORING now. There's no hard work needed...everybody is lvl 200, what's the point? I didn't use or had to buy potions and I'm lvl 162...seriously?? This game took all the early difficult and all the need to do hard work ...why would I keep playing further 200?? If the games starts at lvl 200, what`s the point in the earlier lvls? And that's why when you lvl you feel like BLEH "I'm 200 and it's another lvl", even if in the later game you made it harder to lvl, there's no point till lvl 200....you don't feel any accomplishment by lvling. If you don't feel it since lvl 1, then why would I play till lvl 200 to only start to have some satisfaction?
    #4 too much content now - well not the game fault, but it feels like I'm a new player...after coming back after 13 years or so....Everything is too confusing...a bunch of systems that you don't know how to use...