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Check out the v.259 - Victoria Cup: 20th Anniversary Patch Notes
here!
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I hate the new UI.
The current one looks a lot better, the layout is better, and being able to hide the icons is better.
The less you can see on the screen, the better.
The more you
… (more)have on the screen creates noise and clutter, harder to find things, and from a new player perspective that sees gameplay of MapleStory sees a bunch of clutter on the screen - sees the game is overwhelming - and never give the game a chance.
World of Warcraft has a cluttered HUD and UI and never gets new players, the player base is on a constant decline. This is just one to many issues to that game, but let us not make the same mistakes of another game for MapleStory, especially when our current HUD and UI is already the better design and layout.
The new create a character select screen has the issues of:
1. It is ugly to look at and has no personality to it.
- The current one is so much more visually appealing to look at and feels like you are about to truly enter and get lost in this fantasy world! The current design is peak perfection.
2. Way to overwhelming, especially for new and returning players, more emphasis on overwhelming for new players.
- The current single row design is a lot better as it does not display to much information at one time which is a lot more digestible for a new player with focusing on one thing at a time rather than see a page of 50 characters all at once.
The game needs to do a lot better at thinking about the new player experience to ensure long term growth, like how the old Reboot monsters and level to monster damage formula made the game so much more enjoyable to play for level pre-200 and without the need of a bunch of OP events and event rewards, as one of many examples.
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These will be things to further add to the starforce improvements currently on the KMST (Korea MapleStory Test Server) to create an even better experience and for GMS Heroic Worlds.
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~ Destruction changed to instead of resetting the equipment to 12 stars will instead reduce the star force by -5 stars from where it was at, example you destroy the item at 21 to 22 stars attempt (21 stars item) it will drop down to 16 stars instead of to 12 stars.
- The item still needs to be repaired in order to continue to use and starforce on the item.
~ For Heroic Worlds, add in an additional option to repair destroyed equipment through a choice of either sacrificing the same equipment to repair the item which is the current system OR can choose to pay a mesos fee to repair the item based on the equipment's level as if you used the same equipment to do it.
Example mesos fees for repairing if used the mesos option to repair:
- Level 250+: 10 billion mesos
- Level 200+: 5 billion mesos (this matches the cost to buy the droplets with mesos for Arcane Umbra armour pieces)
- Level 160+: 1 billion mesos
- Level 150+: 500 million mesos
- Level 140+: 250 million mesos
- Level 130+: 50 million mesos
- Level 120 and below: Free!
This will make it where players will more likely try to pursue higher starforce otherwise the system will be to much of a hassle and you will see players cap out at 25 stars with these starforce changes because it is not worth the headache to try to go past 25 stars when you jump all the way back down to 12 stars upon attempting to do so.
For Heroic Worlds specifically, the burden of backups will be to much without two options to repair equipment between a choice to repair for free if you have the same equipment or choosing to spend mesos to repair the destroyed equipment. Interactive Worlds have the Meso Market so they can always just buy their backups from someone else.
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This will be three points that all go together for Heroic World improvements and create a more enjoyable play experience for everyone, especially for new players.
~ Heroic Worlds need to … (more)be brought up to at least closer to Interactive Worlds damage through the best and simplest way possible, buffing up the Heroic Worlds' Final Damage passive.
~ Reverting the Heroic Worlds' monsters back to the Original Reboot Monsters HP Values and EXP.
~ Pre-200 reverting the Character Level to Monster Level Final Damage Formula back to how it was with Reboot (Post-200 formula unchanged to how it is now).
Heroic World Final Damage Passive:
The buff would in the form of both a change and a very slight revert to how it used to work.
Here is the idea, everything stacks additively among the passive itself:
~ At character start, gain +10% Final Damage.
~ Every other level (every even number level), gain +1% Final Damage.
- This keeps on scaling for level 300 and beyond as Interactive Worlds has more % stat lines causes the +5 stat from level ups to gain more and more value compared to what Heroic Worlds can have so this Final Damage beyond level 300 will be needed.
~ Every 50 levels, gain +5% Final Damage.
- This is also needed to help keep up with Interactive Worlds' aggressive damage scaling. Plus with the Original Reboot Monsters HP values, this will allow all of the characters to kill these very strong monsters and still have the damage to kill and realistically kill bosses.
Example value when everything is added up: A level 260 character would have a total of +165% Final Damage, and at level 300 would have +190% Final Damage (this number is exactly doubling our current damage on Heroic Worlds, which is a lot closer, but still quite a bit under to what Interactive Worlds can do).
Original Reboot Monsters Return:
The Original HP Values and EXP of the Reboot Monsters was a much more enjoyable experience for leveling up across the board, but especially levels pre-200 as the game is more open and the monster spawns are very small.
NOT being able to one shot the monsters right from the start and having to really grind and progress your character to earn that one shot status was way more satisfying and fun to do.
This gave a lot more of a sense of character progression and a story to tell with your character. This helped the player really bond and connect with their character and helped them get immersed into the world rather than one shotting everything and blazing past everything with no challenges to overcome, without the game being to hard to play or frustrating to play.
The only frustrating part was Reboot World's massive lack in damage, but this can be fixed with a Heroic Worlds' Final Damage Passive buffed up.
Pre-200 Leveling Experience:
The intuitive thing to do is fight monsters near your level and not way above your level, the old Reboot Character Level to Monster Level Final Damage Formula encouraged fighting monsters near your level.
For Heroic Worlds, Character Levels 1-199 will return to how Reboot had the formula.
And for Characters Levels 200 and above, it will remain how it is currently to not interfere with bossing.
New players will do the intuitive thing and fighting monsters near your level pre-200 created a smoother and more enjoyable experience.
While things like Terra Blink and Hyper Burning not only do nothing for new players, but actively turns them away with more systems being thrown at them where they know nothing that is going on, and these things accelerate leveling to fast which makes the new player even more overwhelmed and end up quitting the game as a result.
You need to improve the experience for new and casual players baseline, something that is always available, as a way for a new and casual player to catch up to the long term players faster than what we had to go through back in the day. Basically make the game always fun and enjoyable to play and level up, fast enough for new players to catch up and slow enough for new players do not overwhelm themselves to much.
In addition, ALL Worlds should have an EXP curve reduction for pre-210 to aid in getting players into the game faster, while still needing to play the game and learn the game through experience:
~ Levels 1-100 about 50% less EXP required.
~ Levels 100-200 about 40% less EXP required.
~ Levels 200-210 about 30% less EXP required.
This will speed up the leveling experience for new and returning players to both get their first character started and help them level up their Legion and Link Skill characters faster as well. While having them feeling like they are still leveling while normal grinding and not feel like hours on a treadmill, a lot of effort without actually going anywhere.
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I am sick and tired of Miracle Time ruining my play experience with the blue chat spam, so this is a solution to address the issue!
Miracle Glowing Cube:
~ All tier up rates are
… (more)doubled to regular Glowing Cubes!
~ All other functionality is identical to regular Glowing Cubes.
~ Price is identical to regular Glowing Cubes.
~ Miracle Glowing Cubes are available for purchase only during selected days through out the year, replacing Miracle Time entirely!
- (Extra note: Could have it be something like maximum 50 Miracle Glowing Cubes to buy per day per world per account that refreshes each day for an entire month. This would help with reducing server load to prevent lag case scenarios and players can still get enough cubes to tier everything up to Legendary Rank. Of course, this would only be implemented if needed.)
~ There is no notification in the chat window when purchasing Miracle Glowing Cubes!
~ Miracle Glowing Cubes is for all worlds. Bonus Miracle Glowing Cubes is for Interactive Worlds only.
Why only Miracle Glowing Cubes and Bonus Miracle Glowing Cubes?
This is because this is a tier up event to get potentials and bonus potentials to Legendary Rank and you never need the save function while tiering up that Bright Cubes and Bonus Bright Cubes offer. Keeping things nice and simple with only one option for players, especially since this is an event for new and returning players only.
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