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TheVoid

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TheVoid
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  • Inform us of KMS Changes regarding cubes and mesos

    Please inform us of the plans for implementing changes in GMS. If this must wait until after the change has first occurred in KMS, then that's fine. Please do not wait until May or later to inform us.
    kingshelzchirFuhreak
  • Reboot 5% Boss Damage Requirement Changes

    Gonna just reiterate the point again:
    I believe this requirement is harmful to a fun gameplay experience.
    People who play the game together, whether guild members or friends, are incapable of bossing together if the difference in damage is too great.
    I agree with this. I don't want the boss damage requirement because I want to be carried on my mules. It's what I want, and it's fun. And I think it's ok to be carried. The requirement ruins the fun.

    While your statement is true, I'd like you to avoid minimizing the initial point i made about people of higher damage differentials being the main issue.

    Another example of this being a problem is the newly introduced Griefing tactic created due to this 5% requirement.

    It is possible to join a group of players through the Boss Recruit function as a super strong player, and just demolish the boss, making it impossible to get the 5% and wasting the run of the week for all the players involved. I've seen this occur in twice in Vellum and once in Hard Will.




    chir
  • Reboot 5% Boss Damage Requirement Changes

    I believe this requirement is harmful to a fun gameplay experience.

    People who play the game together, whether guild members or friends, are incapable of bossing together if the difference in damage is too great. Even if each member is capable on their own.
    A party filled with people who are all capable of soloing Hard VHilla, but yet they won't be able to do Hard Seren together because the damage difference between them is too great and would cause some to not get rewards.

    This is especially amplified for supports. If a Bishop buffs the damage extensively of people who were strong already, it makes it harder for them to meet the requirement. I've been informed via some higher parties doing Kalos and Kaling that they sometimes have to just stop attacking to let the Bishop/Kanna/BT do enough damage to meet the damage requirement.

    The initial intent of this seemed to be to stop full on carries, and RMT. The Korean Team claims that around 40% of users who cleared did less than 1% of the boss damage. Making the requirement of 1% is a good start then. If you feel that doesn't encompass enough, then boost it to 3%.
    Another idea is just remove the requirement at high enough tiered bosses. From BlackMage onwards, don't have the requirement anymore. If you managed to get all the way to BlackMage doing at least 5%, it's a high likelihood the player is not getting carried, but playing the game as intended. Maybe even apply it earlier if BlackMage is too late, like Chaos Gloom, Hard Vhilla, or Hard Darknell.

    *****EDIT********
    Adding this in because i felt it was important to bring up in the starting post:
    Another example of this being a problem is the newly introduced Griefing tactic created due to this 5% requirement.

    It is possible to join a group of players through the Boss Recruit function as a super strong player, and just demolish the boss, making it impossible to get the 5% and wasting the run of the week for all the players involved. I've seen this occur in twice in Vellum and once in Hard Will.
    *******************

    Punishing players for trying to party with strong players is not fun. Please don't punish normal players in the effort to limit real money transactions, and full carries.
    iBundance
  • Maplestory improvement principle - Repetition

    I believe the game has a problem in that it becomes boring or agonizing regarding certain content. I'd like to share my principle of a fun game: "If I've done it once, don't make me do it again. If I must do it again, then make it easier"

    Examples that already exist
    This principle can be seen in action today in Maplestory. If you have completed the Explorer storyline, you can skip it on alts. If you have completed the Vanishing Journey quests, then you can skip it on alts. Burning events apply the principle to leveling. I've already leveled to 250, but now i get to hyper burn a 2nd character to 250 and it's way easier. Even though this can be seen as a catch-up mechanic for new-players, it's also a mechanic used to help ease things you've done before. The recent star-force change so that stars up to 15 will no longer drop and no longer destroy the item is another application of the principle. If I get to 13 stars, I don't want to go back down to 10, then try to get back to 13 again. For all of these, the principle applies: "I did it once, don't make me do it again. If I must do it again, then make it easier"

    I would like this principle to be expanded to more facets of the game.

    Star Force Downgrades
    One such possibility is to full removal of star force downgrades and item destruction. By removing these, players will no longer experience the very toxic occurrence of losing their gear, their progress, by a random 5% or less chance of destruction. They will no longer have to go back down to 15 stars when they have made it to 16. They got to 16 once, don't make them do it again. This causes issues though with mesos. The removal of these means less overall mesos will be removed from the economy. To offset this for the lower stars, the prices for star force attempts were increased. I believe applying this to all star force levels will also be feasible. This will be bad for some players. The top % of lucky players who get above average success will now be dragged down, as the deviation between upgrades will now be much more limited. But what will be bad for some players, will be really good for others, who get the below average success. My guess is that players who lose the higher average success rate will not quit if this change is implemented, but the players with lower average success rate will if this isn't implemented. Losing progress is not fun. I don't want to re-tread the same ground that I've already done before. This does cause problems with market though, as there would be essentially never-ending boss equips since no booms would take place anymore. One possibility to offset this problem is to lower the drop-rates, though I can't say that's the most enjoyable experience to endure as a player. I haven't thought of a better solution, so I apologize for that.

    Arcane Symbols
    Another is with Symbols. Once you've maxed a symbol once, you've probably spent several months doing daily missions to just max them on one character. In order to obtain it on an alt, I have to subject myself to the dailies once again. If I've done it once, I don't want to do it again. This will limit players from experiencing higher end content with more characters. This post is being made when a change in the korean test server is attempting to solve this by applying the principle. Arcane River symbols and Grandis symbols being dropped by all mobs is a method of speedup for symbols for newer players and for alt characters. Players can use these symbols on alts just as the principle states, or even sell them to other players to help them speed up their characters. While I might think this method is insufficient, it's only in the test server. It might end up way better, or worse. The point is that the principle is being applied, and that's what I hope more for.

    Final Thoughts
    Overall, there could be more places where this principle applies. I believe that this principle will not only lift the spirits of the defeated players, but also make players feel more able to play alt characters. Ultimately, I want this to just be a though to be held whilst building the systems within the game. Whether that means adjusting current systems, or building new systems.
    "If I've done it once, don't make me do it again. If I must do it again, then make it easier"
    Achnolognia