[New Users] Please note that all new users need to be approved before posting. This process can take up to 24 hours. Thank you for your patience.
Check out the v.232 Blooming Forest Patch Notes here!
If this is your first visit, be sure to check out the Forums Code of Conduct: https://forums.maplestory.nexon.net/discussion/29556/code-of-conducts

StarryKnight

About

Username
StarryKnight
Joined
Visits
46
Last Active
Roles
Member
Points
1,625
Badges
11
Posts
117
  • Community Topic Regarding Suicide Kanna

    Aggraphine wrote:
    So then we add a decay period to the counter. If no deaths/no level-ups in x-amount of days, reset counter.
    I think this misunderstands the problem entirely. Dying is not the problem here, the vilification of it is. Dying is not a punishment, its a carrot on a stick. Its suppose to make you want to succeed more, it's not meant to be some kind of three strikes and your out rule. It never was.

    The only time dying is even an issue here is when we are talking specifically about suicide kanna's, and people are only caring because suicide kanna's have turned something that is meant to dissuade dying into something encouraging it. Ergo the whole "unintended gameplay".

    Punishing all players of all levels and all classes for making too many mistakes, forgetting to pot, forgetting to buy safety charms, forgetting to turn on pet, or just playing maple distracted or drunk, is not a solution, its stupid. You're all suggesting things that would basically kill the game. No one wants to play a game where having a bad day is enough to get you banned.

    How about people stop making suggestions that punish people for making mistakes, or just playing badly. Implementing a rule like this is absurd, and even if you aimed to only apply it to kanna's, and only during the level ranges of which suicide kanna's is a thing, it would still be singling out an entire class, and punishing players for incidental game mechanics that are fundamentally built into the game.

    No, these are not good solutions. If you want a reasonable solution, the simpler ones are better. Eliminate exp loss on death, entirely. Boom, every conceivable problem from this is solved. And yet, even that is a bad solution, because now dying doesn't mean anything, its a meaningless action, might as well make everyone not lose health too..

    How about a way to have a character turn off exp growth? Then kanna farmers dont need to suicide, thus can't violate any kind of "intended gameplay" rules. It's a better solution, but then the hackers will simply turn their exp growth off too. Fine, let them, but how about the game detects when a player has farmed a map non-stop for 24 straight hours, and find a way to do more intensive bot detection then? Maybe do an actual captcha? Some hackers will eventually solve that one, but its an infinitely better idea than treating people who die, for whatever reason, as though they've done something wrong.

    That's just not a good idea, period.
    WONDERGUYtestll8806darik
  • Community Topic Regarding Suicide Kanna

    Community Topic on Recent Kanna Bans
    We saw that players have recently been discussing about the recent Kanna bans (Community calls this practice 'Suicide Kanna’) and whether this activity should be suspended or not. Even though it is not related to the use of an illicit program, this can be considered as an activity that exploits the game feature as the maps are designed to be used by players at a certain level. Repeatedly dying on a character with the purpose to stay on the map and taking severe advantage of it is an unintended behavior, which is why we decided to maintain the suspension on the affected accounts. I hope this will clarify our stance towards the activity.

    This seems like a cruel joke. The suicide kanna is a direct result of Nexon's own actions, when they implemented a meso penalty for players above a certain level. If they are banning people for suicide kanna's, perhaps they should reconsider their stance regarding the meso penalty. Get rid of the meso/level penalty and you eliminate the reason for people to suicide in the first place.

    The fact is, the game does not have a consistent meso output throughout various level ranges. If all maps and mobs in the game produced roughly the same amount of meso per hour, there would be no reason for people to find ways to remain within certain level ranges in order to maximize meso output. Between level 140~150 at bye bye, all the way until level 235 (you can start farming Arcana at 225, but its highly unlikely you will be strong enough to farm efficiently at 225) there are very few places that will produce sufficient meso to allow reasonable game progression.

    Nexon needs to be realistic here, it costs a LOT of meso to get a strong character, and it takes a strong character to farm efficiently. A character with 3l pots and 21* gear will make a lot more meso than a person who has 2l pots and 17* gear, by eliminating suicide farming, they stacked the deck in favor of people who've already spent years farming bye bye and have strong mains that can farm efficiently in later maps. They've basically increased the size of the hump needed to be overcome in order to farm efficiently. Strong players will be able to produce meso at a reasonable rate, while weaker players will have to farm twice as long to get the same amount of meso.

    But lets keep in mind also that most maps above level 250 also tend to be poor candidates to farm meso, meaning that people who aim to reach level 275, and don't have another character just under level 250 will also be hindered in their progression, because they can no longer farm at the more efficient maps.

    All nexon has done here is alienate even more of its playerbase. They are punishing newer or weaker players, extending the amount of time they will be required to farm in order to advance. I've seen people spend more than 30 billion meso trying to get a single item to 21* and still fail, even at bye bye that was roughly 60 hours of gameplay, all wasted because they had unlucky RNG. Which means they achieved zero progress despite 60 hours of effort. Now, given their clarified stance against suicide farming, they've forced players to farm maps within their level range that have notably lower meso output, meaning at even just 20% lower meso output, they will need to spend ~90 hours for the same amount of meso, and in this specific example, that's for ZERO progression.

    Does Nexon honestly believe that's fair to players? Honestly, its a slap in the face. If they can't differentiate between legitimate players and botters, then the problem is the bot detection, not the legitimate players who happen to meso farm at bye bye. Banning them despite the fact that they're not breaking any of the boundaries programmed into the game is the wrong solution here.
    YoccudarikShadEighttestll8806
  • Did knockback change?

    Thanks for that, must have missed the memo (pardon the pun).

    Seems pretty messed up if this is intentional, it makes a lot of the game much less enjoyable. Take farming nodes for example, I can't stand still long enough to input the barely visible direction code because they "fixed" the knockback, which ends up pushing me out of range of the ore before I can harvest it. It literally took me almost ten tries to mine an ore because of this change. Further, bosses are more frustrating because the knockback impedes DPS, not just from having to constantly restart your main boss attack, but also because getting constantly knocked back ruins the positioning, meaning I have to move back into position to even begin attacking.

    So what's the point of avoidability now? There are bosses/mobs where touch cannot be avoided, making classes without inherent knockback resistance become adventures in ping pong, and thief classes generally have 0% knockback precisely because they have high avoidability. Meaning for those bosses, they are further crippled, yet again.

    Also, why even fix knockback and thus cripple even more players when there are so many other issues crippling the game. It just makes no sense that this was so high on their priority list, its been this way for literally years, changing it now just seems like bad form.
    darikHuskyDMDnaman101
  • Got perma banned on my main (kanna)

    I'm curious if they told you exactly what violation you committed and/or how it was committed. I mean, what exactly does manipulating the skill "Kishin Shoukan" mean? Was the violation committed by pressing the button too often or holding it down? Was it committed by them receiving a network packet with erroneous/suspicious information? I don't understand what they mean here. I'm mostly curious what they mean by "manipulating" in this sentence, especially since they've already concluded you're guilty, given the phrasing "it has proven to violate the Terms of Service". What was proved? How?

    Clearly there's nothing you can do, I'm just curious from a "I use my kanna as a kish mule for my alts too and don't want to do something that could be construed as a violation, such as holding the button down too long or something stupid like that"
    HuskyDMcarmenpop22
  • starforce boom rate is a joke

    darik wrote: »
    Yeah starforcing sucks, but its gotten better, at least now once u boom an iten u get it back with 12 stars, some time ago u started with 0

    12 stars doesn't seem that generous when you consider the fact that 12 stars typically costs like 20-30m meso, while 22 stars is more like 10-15b. Traces should start at the previous tier they boomed at. Booms at 11+, goes back to 10, booms at 16+, goes back to 15, booms at 21+, goes back to 20. Having to start back over at 12, when you've spent 10b getting it to 20+ stars, is a slap in the face.
    darikNuthb606