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Its2Sharp4U

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Its2Sharp4U
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Personal Quote
Just because it's common sense to you doesn't make it common sense to everyone.
About Me
MapleStory enthusiast, Pre-BB player, and Dual Blade.
  • How do I get Jaxoid?

    After landing onto the big pile of androids, climb down to the right and then climb back up. A platform should be sliding to the tunnel path.

    Follow the tunnel and in a room you'll face the boss Scion. Defeat it, then complete the quest by returning to the Hideout.

    You should be able to start the rescue mission for Jax after that.
    thatplant
  • Wonderoid Jump Quest Difficulty

    Esoum wrote: »
    I'll be skipping any jump quests from now on no matter what the prize is. Hope we get some kind of compensation for the frustration or is that just me whining too much? I really did want to like this event. The story is good. But the game play not so much

    Yeah, no. I doubt they'll be any compensation for that. Maybe for the Investigation mode bug that has ruined people's runs, but that's unlocked after the first successful rescue.

    The obstacles are just too difficult and need a rework. Maybe make the traps so that it doesn't kill you on the first hit.
    PetalmagicWatcherCCG
  • Anyone else think the wonderoid thing is too hard?

    Gargula wrote: »
    I didn't have any problem at all with lasers after using that trick. And my ping isn't even the best, since I play from Brazil.

    I think many people struggle understanding how it's still done, especially for moving lasers.

    The biggest trick I can give is that people for the moving lasers is during the phase where in many guides and game-plays where people have successfully passed it, walk through the laser as it turns off.

    If someone tries to walk through the laser when it is off there won't be enough time, and it'll turn on and kill the player.

    If someone watches the laser rotations they should be able to tell that during one of the 3 rotations that there is a gap on one of the sides during movement which gives enough space for the player to walk through.

    But of course, I need to mention that there is little to no room for error. B1 is a lot harder than the last 3 floors.
    Maybe it's minor but all I'm arguing here is that restarting people when you encounter an incident is unnecessary. Maybe I'd find these things more amusing if it weren't in the context of having to do one big frustrating JQ as opposed to sections of a big JQ. As it is, every drop of progress lost already makes me want to flip. On top of everything else, it makes this intolerable.

    I agree. It's dumb.
    And here me thinking Re-Zero held the record for "Fastest Loss of Interest" ever in Maple due to it's "comedy" deaths, at least that took 4 quests (or about 2 days) before I gave up on it. Here I get to this JQ, repeat it more than 20 times (I said 10 before but I was underplaying my losses) and my interest in the whole event flies out the window within 2 hours. Things like these are some of the factors that make player rates drop in MMO's and Nexon fails to understand why, I will retry tomorrow to give the benefit of the doubt, but if the same spiel repeats then, i'm taking another monthly break from the game.

    The problem with Re:Zero is that it didn't provide any unique content or unique rewards. It was a massive cash grab for both Re:Zero Surprise Style Boxes and Re:Zero Random Boxes. Not to mention the rates of the boxes were horrendous.

    The problem with Mechanical Hearts Wonderoid Event is the fact it is too hard for a mass majority of players. Not everyone has the time to invest in practice of 6-12 hours just to beat 1 floor out of the whole event, and that they have to do it again for each individual Wonderoid until they get the one they want, or the medal.

    I do realize that there are people to the exception who are able to beat it. But the way the current event is right now is that it benefits only those people.

    I believe that events should be made in order for players to enjoy the playthrough and obtain unique rewards. It shouldn't be this much of a hassle.

    In order to make the Mechanical Hearts Wonderoid Event better aside from bugs is to make the traps either:
    • Have more room for error by making trap active less than originally.
    • Make traps deal less damage so if a player does get damaged they don't instantly die.

    Many people may have said this before me, but I want to re-iterate those points because I also support what they have said and I wish to put those into my own words.
    MaplersShadowParadoxWatcherCCGcamra94
  • Less content more stability

    I know override is right around the corner but I suggest for at least some time, to focus less on content and more on stability. For a game that already requires a ton of the players effort and time, It's only fitting that we get to play in a stable server. I know things get stale when there's no new content but it gets equally annoying when you have to deal with lag spikes here and there and end up wasting away coupons and buffs.

    Arwoo made a comment on this in another thread that they're working on it:
    Arwoo wrote: »
    This is on our list of feedback we've delivered and working to resolve. We've see Maplers express their frustrations with "popping everything" then disconnected only to lose everything.

    Get Disconnected > Lose XP/Drop Buffs

    I do feel though that stability is a problem during 2x EXP/DROP or during peak hours which really annoys me. However that and Coupons/Potion Boosters are slightly two different issues that may collide with each other. They need to be addressed individually.
    AlexF wrote: »
    I think it's fair to say that every patch has been making some improvements to the overall clients as well as introducing new content. As a player, I've noticed lots of improvements over the last few patches!

    ie. the event hall fix in this most recent patch.

    I agree with you mostly due to me seeing massive changes. I don't disconnect as frequently anymore in-game. Other things such as:
    • Being able to Blade Ascension after Flash Jump as a Dual Blade feels great and has saved me in several scenarios.
    • Less issues with Monster Exploration after they added the initial box to start exploration.
    • Ninja-fixed Kritias Invasion's message box where if you open it twice there would be overlapping text.
    • The Rocket Booster Event was altered mid-way for it to be less annoying.
    • Frankenbalrog was changed that allow players to use skills on it.
    • Normal/Chaos Pierre and Crimson Queen treasure chest doesn't disconnect players anymore.

    There are many places where we can give them where credit is due. But unfortunately it doesn't end there. There are many sorts of suggestions and bugs that still exist such as:
    There's a lot of ground to cover, but it's an issue by issue basis. All I can say is that hopefully resolutions will be kept at a reasonable pace.
    JettLuvsU
  • Are the 2nd main skills for 5th job available yet?

    No they are not available yet. You will have to wait until Override, which is the GMS version of KMS Beyond Update.
    Torizen