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Hello I'm ClawStaff


Last Active
Member, Private Tester
December 18, 1995
About Me
I like to play RPGs and like to look cool in them, by resembling characters.
  • Additions to the In-game Macro Functionality

    I honestly don't really understand why the macro system in-game has limitations that require you to use more keys than necessary for some skills (because they're not allowed to be put together on the in-game macro because of having a cooldown, or being a special skill or whatever), but that's not the point of this thread.


    I think there should be an additional option (maybe in a new tab in the macro menu) that lets more skills be put on a new kind of macro using the ingame system, by having it function similarly to Maplestory M (minus the automation that game has). Basically this would be a different separate type of macro that has less restrictions on what skills can be bound to it, but instead of automatically completing the sequence of skills instantly, it switches between them whenever you press the key like Maplestory M does.

    Other Details:

    I know people might say this would ruin the uniqueness of some classes, but honestly I feel like if this was implemented, people who want to play the classes in that way still should just play how they have been playing, and not be upset that there would be option for people who want more accessibility in this game, and want less buttons to press (as more buttons increases the chance of carpal tunnel).

    I think this addition would be fair, as it would still require manual input of the button the skills would be bound to, and still require you to press it the same amount of times with the same timing, but just cut down on the stress on your fingers by reducing the number of buttons that need to be pressed.

    Also to be fair there already have been changes to how classes play that remove a unique aspect of the class to improve their quality of life. Buccaneer being a good recent example of this, as their transformation mechanic was removed in order to make their damage output more consistent. So I don't see why a change that would make the game more accessible, that exists as a system already in Maplestory M shouldn't be implemented.
  • Wild Totem removal is the last straw for me

    Stacona wrote: »

    Real bad attitude my dude.

    What are you even talking about? They couldn't have phrased this while also telling us how upset they are at Nexon's decisions over the years in any nicer of a way than they did here. What bad attitude, they didn't say anything bad???

    Idk maybe you can claim they're doomposting. because they mention the future for MapleStory not being promising. But like there are many examples of Nexon making similar changes to GMS without trying to come up with a better solution that would cause less backlash, or asking anyone's opinions.

    This isn't a rant just an observation. You can see so many examples of this by scrolling through this section of the forums to see whenever Nexon makes a drastic change to the game. So it should be understandable after all these examples someone might want to quit because they have a prediction of Nexon doing more things like this based on a lot of prior examples of similar changes.
  • Compensation for Wild Totem Removal

    Nexon uh... you know what would be a better solution delete all spawn related totems, and make the spawn rates better on the maps. You can keep the number of enemies the same as normal honestly if you would make the enemies respawn faster.

    It doesn't have to be an instant respawn, just enough where you don't almost lose combo orb combos because sometimes enemies take forever to respawn.
  • Standardising up-jumps to NOT use up arrow twice

    Or... or, just make it an option, where you can choose which button combo to use for any of these instances (or both if you like both ways). I honestly prefer the control of double tapping the button. But why not just make it a choice? let people control the jump how they want. It's the same mechanic just with different keys to perform it for some reason, so why not just make it an option of how it controls?
  • Deleting permanent Safety Gems is not acceptable

    Lol nice try trying to make excuses for scamming people out of their money Nexon. You don't care about the suicide tactics of Kanna, you only care about this because you sell totems that do the same thing as Kishin Shoukan, and don't want to miss out on that money. Also why does it matter if people were doing that with Kanna anyway?

    Oh no people were helping each other, yeah some of them were being paid mesos to do so, but people have been doing some shady services like providing hammering services for other people's items for years too. Not sure why this is so terrible that you had to steal an item from people and give them a refund that they don't want. Not every thing you didn't plan for is an exploit. If people want to do this kinda stuff who cares?

    Also people can just make a bunch of Kanna mules to do this job still now, you aren't stopping anything. People would definitely be willing to boost Kannas back to the level they were at before this change was implemented. Also the exp gain reduction is honestly huge with the death penalty change anyway, so Kannas will still be able to do this efficiently for a significant amount of time, long enough to be worth making mules, just not an unlimited amount of time anymore.

    Focus on the actual rulebreakers, like the bots that crash anyone that joins the same channel and room they're in. I never had this item myself, but I would be mad too, if an item I paid for, that was permanent for years was suddenly removed and refunded without my consent, just because the people running the game are trying to think of any possible tactic to make more money, and claim it's for a positive reason.

    Also what kind of immersion is this supposed to be exactly, in what situation do people that die only have take a short break to get back to where they are. Where in the story is the death mechanic canon to Maplestory? You just made that up, removing all death penalties would not make anyone say "but muh immersion" because being able to revive at all already doesn't make sense. If it's because the character is the chosen one, or Erda or something like that, that's not very immersive either that's just a magic macguffin/Mary Sue trope then.

    If you want to give immersion to death bring the Lab Server back, and make it permanent this time. There, people that want consequence to death have an entire server for it.