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AKradian

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AKradian
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  • Ideas/ Suggestion for future update and new char

    TL;DR; of Its2Sharp4U's post: OP's assumption about the reason for the level 250 cap is wrong, and therefore the entire system they design to get around this cap is not needed.


    I agree, and would like to elaborate a bit:
    Originally, EXP was stored in 32-bit integers. The EXP requirement from 199 to 200 was near 2b, so raising the level cap was indeed not possible because the EXP required would overflow.
    However, Nexon has since changed to using 64-bit integers for EXP, and raised the cap to 250, because leveling to 200 became far too easy and increasing numbers of people were getting bored with the game after reaching it. As Its2Sharp4U pointed out, 250 (and the 650b EXP needed to reach it) is by no means a "hard cap" of what 64-bit integers can store. I'm sure that if 250 becomes as trivial to reach as 200 was a few years ago, the level cap could simply be raised again.
    Its2Sharp4U
  • Graphic elements missing after playing for a while

    I've also seen this occurring more frequently recently, more especially during/after bossing.

    I decided to drop out of full-on bossing for a bit, and didn't have it happen. Then I started bossing again. Voila, it's happening again. It's likely not a Root Abyss, Hilla, or Magnus issue, as I still do those daily and haven't seen an issue.

    Bossing might hasten it, but this happens to me on computers that I don't boss on at all.
    SkyTheDestroyer
  • [Resolved] Cygnus Damage Reflect

    Silva wrote: »
    AKradian wrote: »
    Silva wrote: »
    AKradian wrote: »
    That's intentional.

    That reminds me, although the effect of it is intentional , the activation of its effect is way too early.

    The party member of the lowest HP will die even before the Damage Reflect indicator is displayed on Cygnus.

    For every other single boss in the game (there was a change I believe), that players will not die during the initial cast until the Damage Reflect indicator is shown.

    If that is indeed "intended", then I don't remember in which updates they've changed the mechanics on how Cygnus's Damage Reflect works. It's not on Orange Mushroom blog, nor on Nexon's Update Highlight!

    We can't take anything on Wiki pages as facts. Everyone is free to edit the pages on Wiki and for all we know, this could be an unintended glitch...

    They didn't change Cygnus, which is why you don't see a change listen on any blog.
    She's always been like that, picking on the weak.

    I asked a friend who always did Cygnus since way long ago, and they said that they don't remember Cygnus EVER had a mechanic like this, until they implement the death count thing, that is.

    http://www.southperry.net/showthread.php?t=56330&p=969923&viewfull=1#post969923

    This is a post from 2012, randomly commenting on how her DR targets the person with least HP.
    Silva
  • The Attic

    TL;DR: Character-specific storage for untradeable items.

    The Problem

    Since MapleStory's launch, over 13 years ago, the number of different items in the game has increased a hundredfold. But the maximum size of a character's inventory has only increased by a third.
    Most items (that aren't just discarded or sold to NPCs) can be moved to storage and thence to other characters. But as the game progresses, more and more items that are introduced are "untradeable". Once one has acquired one of these items, one is faced with a difficult choice: give up an inventory slot to keep the item, or drop it and lose it forever.

    Both events and permanent content tend to award these untradeables: equipment, chairs, titles, scrolls, potions, boss souls, coins, and more. Older characters who participate in events and play through new content, accumulate more and more of these items over time. Many of the rewards are "useless", either because they were purely decorative even when awarded, or because power creep has made them obsolete. However, some people view them as memorabilia, and are loathe to part with them. These people end up with an inventory so full of untradeables that they have little room for the items that are actually of use.

    The Suggested Solution

    Add a new feature to the game, named The Attic, like the place in a real-world house where people store memorabilia and rarely-used items (like baby's first shoes, or the Christmas tree decorations).
    The Attic has the following features:
    1. Has a UI similar to Storage. This makes it easy to code and intuitive to use. Note that this means slots are not pre-assigned to equip/use/etc/setup. Each character is free to fill their Attic with whatever items they like to collect.
    2. Specific to each character. This is to preserve the untradeability of whatever is put inside.
    3. Can only hold untradeable items (including items that could be made tradeable-once). This is so the Attic is not used as just more storage for such things as potions or crafting materials, that can be put into the regular Storage. Note that on Reboot, this includes all equipment.
    4. Can contain Cash items that can't be moved to Cash storage. For example, the snapback hats from the Heroes of Maple event.
    5. Can only have items inserted or removed once a day. As described above, the Attic is meant for memorabilia. Items that are kept for sentimental reasons, and have no real use. Restricting access to once a day will prevent people from using it to avoid expanding their inventory, by storing alternate equipment sets (e.g. drop gear) or other frequently-used items. Note that looking into the Attic should not be restricted. Collectors like to stare at their hoard.
    6. Very large. Ideally, the Attic should be "infinite." At the rate that MapleStory gives us untradeable chairs and titles, they alone would overflow any finite storage sooner or later. If that's not possible, the size of the Attic should be a function of the size of the character's regular inventory. This would reward people for expanding their inventory, without adding yet another cash grab for players to complain about.

    Brief discussions of other solutions suggested for the same problem

    • Increase maximum inventory size
      This would only be a temporary solution to the problem, because new events and content keep raining more and more items on us. Also, this could be abused by people who don't collect memorabilia, and would use the entire inventory size for useful items. A limited "bag" of useful items is a staple of all RPG's.
    • Add more bags, and allow more bags of the same type to be used simultaneously
      Only solves the problem for specific items, and temporarily at that. Also, an inelegant solution, requiring one to go through several layers of "inventory" to find any one item.
    • Make chairs and titles into collections, like mounts and medals.
      While this is a good idea, and probably necessary if the Attic can't be made "infinite", it does not solve the problems of the Equipment, Use, and ETC tabs.
    • Make all, or most, "untradeable" items into "movable in account only"
      This would certainly help to reduce inventory clog, and most users would be happy with this solution. However, it would greatly blur the "role playing" lines between characters, if they can share equipment and even quest rewards. It would also lose Nexon money on Sharing Tags and (Platinum) Scissors of Karma.


    Its2Sharp4USlicedTimeStarrySWolfRollsPhantomMasterThiefpepemorkShadowParadoxNeonTwilightArgent
  • Is mercedes link skill actually worth it?

    AKradian wrote: »
    It's worth it.

    Say it normally takes you X number of hours to level a character to 120.
    You just spent X/3 on Mercedes.
    You have 11 other mules to level to 120, which would have taken 11*X, but now will take you 15% less than that, so only about 9.57*X. It would have been worth it even if you hadn't burned the Mercedes.

    And then there's your main. You are going to be spending many hundreds of hours training it. 15% of that is hundreds of hours of grind you'll be saving yourself.

    all depends if they play maple religiously. if theyre new, theres a higher probability theyll give up on the game as theres too much to "catch up" on. and with the burning maps and runes the mercedes link is left in the shadows since it yields no benefit at 1-100

    If you're going to quit in a month then it doesn't matter what you do, at all.

    OP already made their Mercedes. Deleting her would be a waste. Especially with the "request failed" bug that's likely to make them unable to burn another character if they do delete the Mercedes.
    Mawg