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Daxterbeer

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Daxterbeer
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About Me
Depression
  • GMS-Raising Star Cap, Rebirth Flames & Neb Revamp?

    I asked you guys to explain the difference between crimson flames and rainbow flames and you haven't. Funny how you then suggest that free players will have decent access to crimson flames and say its fine. Do you expect weak players to have a strong legion or make good runs in the dojo? I don't. Rainbow flames are guaranteed to give at least rank 2 lines with a chance of rank 5 lines. Crimson flames only provide tiers 1 to 4. That there is proof that the damage gap will increase. The rich will be able to buy and make a lot more rainbow flames than the poor, and will have better AO because of it. This is another fact you guys have refused to acknowledge. Who were the players buying all the no-boom AEEs? Who are the players buying prime scrolls? Who were the players buying chaos cubic blades from me for 50m almost every day? It wasn't the poor players.

    He seems he already covered the difference already, but I understand the difference as well.

    Since he using tiers 1-4, Zephyrus is talking about MSEA's scaled down version of flames. Powerful Flames and Eternal Flames can reconfigure that stats of any flammable item. The difference is Red Flames' results vary from from 1-4 and Eternal Flames have a pool of results ranging from 2-5. Eternal Flames result pool min and max results are basically shifted up 1 level. KMS's flame system similar except everything is shifted and their minimum results begin at 3 and end at 7 while all Eternal and Powerful Flame ranges are bumped up 2 levels as well.

    MSEA Dropped Items 1234
    MSEA Powerful Flames 1234
    MSEA Eternal Flames 2345
    KMS Dropped Items 3456
    KMS Powerful Flames 3456
    KMS Eternal Flames 4567
    also a good reminder is that if we ever did get flames, it will likely be the KMS variant and not the EMS version.

    KMS flames is stronger compared to EMS and MSEA's, but KMS has scissor counts of them. MSEA and EMS don't have scissor counts, but they must reduce their level range is 1-5 instead of KMS's 3-7.

    https://strategywiki.org/wiki/MapleStory/Additional_Options_and_Nebulites has the table comparing the result sizes between levels how the interval different equips follow based on equipment level.

    PhantomMasterThief
  • GMS-Raising Star Cap, Rebirth Flames & Neb Revamp?


    This thread was designed to convince Nexon, not an individual who fines a flaw in every idea we come with to implement a system that would benefit a majority of players. I do understand that everything that benefits becomes magnified for strong players, it certainly is a lot better compared to the currently in place.

    Free players, not casuals will benefit from this system. I cannot make a make a suggestion that benefits the players who appear once or week or whenever there is a full room. Players who do the same task daily such as grind aren't going to benefit much either. Players that take advantage of everything such as dailies and visiting the Dojo, spending time in their profession will get rewarded nicely. There are so many opportunities for getting Crimson Flames, but they all take time.






    PhantomMasterThiefNyara
  • Changes to Drop Rate Formula Confirmation

    l
    Silva wrote: »
    Well, as those are who complaining are mostly those with high drop rate gear, I'll make my opinion heard as someone with no drop rate gear (and will never be able to get one) despite the hate I may get.

    Higher base drop rate for nodestones and other highly desired items? Hurray for that!!!

    The way it's worded makes it sounds like hurray for unfounded right? See kms already got this patch and kms players already tested this even the lowest funded players will feel the effects.

    If you want the bigger picture see most funded players already finished their node work and are well over 540 AF, most are working on perfecting their umbra weapons, so who does this really hurt?

    i feel like these funded players who already acquired maxed out their nodes and have a respectable amount of Arcane Force, already climbed a mountain and now Nexon is causing an avalanche to kill the rest of us.

    If the mountaineers represent people players who have drop rate gear, the people affected will be those who have invested a lot into drop rate equipment (similar to how people climbing the mountain will be affected by the avalanche.) The players unaffected are people without any form of drop rate enhancements or had already completed their grinds for nodes, symbols and droplets. I really cannot see any bright side to this change coming to GMS.
    Bahamut_XLeFrenchie
  • Stuff for next ‘A Better Maple’

    Rolls wrote: »
    ThatBaldy wrote: »
    And to address your issue, queuing could have an option to enable/disable what I mentioned above and otherwise queue with the current party members only. Then there is also the problem of keeping/selecting a channel for convenience instead of taking us to specific channels that can end up buggy due to overcrowding(zakum).

    This already exists in easy cygnus queueing. It just takes your current party, I believe, if not it just takes you straight to the area. I highly doubt people would want to be paired up to boss with random people, especially for smaller daily bosses like Zakum and Horntail. They should either replace queueing with teleporting to the boss entrance or make both of them options. Because although it's a stretch, having an actual queue option for endgame or lategame bosses might be useful, since of course it's hard to find a Lucid party, and maybe there'd be a bit of a struggle to find one for Lotus and Damien.

    Queuing for Easy Cygnus just takes you to cygnus, and not your party. This dirty trick has been by players to keep a handy HS mule around especially when you have flying mobs in the Arcane River.
    JettLuvsU
  • Q&A Ft. MapleStory's Investigation and CS Team

    Hello Customer Support,

    For players who sell items for illicit currency such as Paypal (PP,) Western Union (WU) and other forms of money, how come those players don't get banned right away. I've seen players trying to sell on a daily basis through hire merchants or shop permits. And does the player actually have to conduct the trade or even attempt to get banned?
    JettLuvsUFirewolfslayerMatthewHKnightdarik