There's a lot more to a GM than just banning hackers. It's something you'd have to move to Nexon's location for.
Not only this, most hackers are banned via auto-detect methods. Humans are … (more)much slower at banning than AI is.
If you were to do anything related to banning you would probably just be teaching the AI how to catch people it hadn't already caught.
I doubt you'd ever personally ban anyone and the reverse would actually be the case, you'd be unbanning people that the AI false flagged if you could prove it was a false flag.
GMs these days don't really play games and go around patrolling for hackers.
They're mostly there for events, answering questions, looking into issues, etc.
Active GMs in the game will do almost nothing to cut down on hackers.
Every single server has 20 channels. We have 7 servers counting the two EU ones.
This means for EVERY single map in the game they have to check 140 versions of it.
A single map chain is thousands of maps they have to check.
Nexon is banning tens of thousands of hackers per week and sometimes over one hundred thousand.
There's no way a group of humans could hope to match that.
Black Cipher needs to be improved, not removed.
Removing it would just allow anyone to hack because they no longer have to get tools to bypass hack protection. (less)
like a potable badge; I'm not entirely sure what happened to them but I'm kind of sad that they took them away; I would imagine the player base isn't happy about this too. What was the reason Nexon took them away in the first place is there an official statement from Nexon?
Please do not spread conspiracy theories about Nexon, thank you.
Those arent conspiracy theories ,what are u talking about? O.o
Hes just stating a reality, there are way too many hackers in this game,so many that legit players cant enjoy the game .
Hes asking for a solution from the company, yes they might be taking some action towards it but it doesnt seem to be effective at all, so what they are doing desnt seem to be enough.
Hackers , stability and 2 pc meta are the 3 main issues this game has and should be fixed as soon as possible. (less)
The conspiracy theory was removed from the post. I even called it a conspiracy theory in the section removed.
It had very limit merit behind the reasoning but it did take a cool look into the business side of Nexon which I wish wasn't removed from the post.
its different for all that got the recommended pc spec/net speed?
Load time happens when a computer is loading assets. As for why computers of similar specs/speed load at different times, there are too many variables to list.
Load time is how long it takes for you to load all the correct assets to enter a map. Lag has no effect on this it's all based on how fast your computer loads assets.
While you are loading assets, the game is still going on in the background. You die because even though you can't see what is happening, the game's logic is running perfectly fine and you get hit by a laser that has yet to start rendering.
There are plenty of other games with similar examples. You might start hearing sounds while on a loading screen, (Much like in YinYangX's example.) and even be able to press buttons and hear your character reacting to the inputs.
This is because of how games are usually programmed. Code that handles game logic is separated from draw code.
Without this separation you have a game that speeds up or slows down based on how fast it is rendering.
If your game locks up and you end up dead in the very next frame, that isn't lag.
That's render lag. Your computer is dropping frames, meaning you cannot see what is going on in the background.
However, stuff is still going on. This is why you die even though your game is frozen.
Here is a good sample which shows both types of lag.
First, when the map is first entered there is render lag. You can hear the lasers start long before they actually show up on screen.
You can also see the entire screen freeze for a fraction of a second. This is render lag. The computer is having trouble rendering and not able to properly show the laser.
Shortly after this, around the 38 second mark, the laser jumps backwards by a good bit. The location of the laser on the client did not match up with that of the server. The client is most likely desynced from the render lag at the start, causing the laser to render in the incorrect location.
We then see some more lag when the player completes their surprise mission around the 50 second mark this is also render lag, as everything seems to jump ahead.
Again at the start of phase 2, 1:35, we see yet more render lag as the character is able to move to the center of the screen, yet several frames of this movement are dropped. They are able to move because the game, despite being frozen, is still running game logic, letting the server know what we're doing.
Network lag is more easily seen at 4:00, 5:13, 6:32 (Maybe not this last one?) where the player dies after what appears to being outside of the hitbox. (Could just be a bad hitbox, but the one at 5:13 appears to be lag.)
Network lag is more easily identified when there are no frame drops alongside of it. Unlike the examples in the earlier phases, little to no frames are dropped here. This means this is either the fault of network lag or bad hitboxes. Lotus killing players upon entering the map is due to render lag. Though it could be possible that the lasers teleport like in network lag when first entering the map, this is more likely due to render lag causing the laser position to be desynced like at the start of this video.
Hopefully that clears up any misconception and you'll see why having the ability to spawn in a boss after you've loaded in is an important feature.
As for lag that causes a map to load slower, it's most likely because the server hasn't told your client what map you just entered yet. Thus, there's nothing to load yet because your computer doesn't know what to do until the server tells it what map you're on.
This type of lag is also helped by this by allowing you to get into a map before a boss is spawned. Then the game only has to sync things such as the laser/mob locations, rather than wait for you to get the packets telling you what map to go to and load the map. (less)
new bosses mechanics makes it really nice,lucid,will, verus hilla darknell, the huge stone and BM are all very challenging , requires a party of 6 on discord to talk and are fun.
Events some are fun,like dmt which motivates me to grind and farm hose mesos as well as sf events, coin farming is ok, a bit slow these days but fine. My issue is with the other events, i barelly do them because dailies and coin capping takes all my time and energy.
After doing dailies on 2 characters and coin farming on 2 characters minimun i feel so tired that i dont feel like playing anymore so i just afk for relay.
Btw i have to admit that new maple relay is awesome, lots of reward points to get fury totems and u only need to stay logged in. Old relay was a huge pain and i didnt bother at all, having all those requirements to simply claim the daily boxes omg... . Im really happy they changed it.
My issue with these events is that you cannot realistically miss days/characters or otherwise you miss out.
I already play MapleStory on a daily basis but the requirement to play slightly longer than I normally do or get pushed to do a certain activity every day is very draining.
I usually just run around in MapleWorld doing whatever, whenever, I want. These type of events do get me to play longer at the start of the event period, but by the end of them I'm usually sick of MapleStory and have to take a month or two off to allow myself to get away from it all.
If these events were changed to a "X times out of the week" kind of thing, similar to how the investigation works, (Still too demanding imo) I would be more fine as that gives you days to slack off.
The biggest change I'd love to see is more events be made account wide.
Where you do them on ONE character and all the other characters are allowed to benefit from this.
Sure the coin shop tiers are unlocked for all characters at the same time. But you still have to grind them independent from each other.
I think a shared system would lessen the strain, as you only have to do the event on your main, but your mules/offhands/whatever still get a piece of the pie.
Character based shops or coin collection is fine. But I think these events still place too much importance on grinding 2 or 3+ characters in order to reap the rewards.
I think content-wise I don't think they really found the right formula to keep the player base for long. When star planet and PVP and many other party play stuff was around and popular the game was doing amazing. I think they as a team can bring that feeling and style back and more, but something has pushed the game back and with great content like that being taken out it brings the question of what is a better alternative, what can they do to make maple great again.
I only want to see real content that can take maple to the next level as we are in 2020 we need to be greater then we were 2019
I think the content itself is fine. Nexon clearly has no clue on how to handle social markets and isn't good at driving the community together.
The constant changes in their management team says to me they're trying to fix this. I think they have all the right tools to give players what they want.
Above all else I think we need a better way to talk to people.
I am plenty social when it's something I'm interested in, but there's no way I'm spending money just to shout memes at people.
I believe Nexon tried this in the past extremely briefly, but removed it when it proved to be too laggy for the client to handle.
I think this is worth taking another stab at. While you're at it Nexon, please remove the filter or allow a toggle.
It's completely useless even for children. They already know these words and probably use them personally anyway. (less)