Going further, I also have a long chain of missions already planned to make an adventure much more fresh and lasting , all that you name, I want too, new worlds, features, fight with chrise's lamb!! PLS PLS PLS PLS exactly that, this and this!!!
i would really love more spawns/exp from deep ludi and aqua road bring some relevance back to these ancient training spots
I remember that before I gave my mules leech, in gobis about 4 or 5 years ago / and likewise in ludi, the bears 2 years ago respectively !
In an unpopular opinion, I'd actually remove APQ That and remove bosses giving so much exp It's become so prominent, that end-game could be called "Apples & Bosses" and you'd be "yeeeah, that's about right" Frankly, those two things are so efficient, nothing else matters.
Thing is removing multi-clients completely would make some of the contents almost impossible to do due to the small community. I wouldn't mind seeing a limited clients to like 2 clients per person tho :3
Change: - Reviving all the dead PQs to make them more viable than leeching, promoting more party play for lower level contents. -CWKPQ entry to require 5 signs and not 10. Add: -An Autoban System that I remember us having a long time ago. - A working Library -Newer Contents, Theme Dungeons, Bosses, PQs, Events, Quests -More ways to obtain HP Remove: Multiclienting, or atleast reduce the amount of clients you can open
WALL OF TEXT ALERT Spoiler: Additions Add: Spoiler: More Content * More content. > The server is the nostalgic server yet fails to deliver many nostalgic old school areas that have been planned for years. > Kerning mall, mushroom kingdom, Golden temple, coke town, haunted mansion chimney, Ximending, night market, pink bean, just to name a few. > Working on new content is fine, but failing to live up to your identity or core values is not okay. For example, there is a ton of content available to level 30 characters which can justify putting kerning mall or mushroom kingdom off as low priority. However, this should not be the case because that content is what attracts new players in the first place. Spoiler: Dimensional Portal NPC * Dimensional Portal NPC for some (the dead) PQs. Like El Nath pq, Ludibrium Maze pq, Lpq, Ellin pq, Ariant pq, Hpq, Romeo&Juliet. * sex change coupons * NX clothes equippable by both sexes. No more gender lock. (All unisex) * Expanded slots in storage keeper NPCs beyond the current 16 slots * Mail system. Cool for sending people stuff when you can't meet in person due to time zones. * Ability to send notes to ANY player. With a limitation of 2 a day and that blocking/blacklisting a person also applies to these notes. * party finder/matchmaking system Spoiler: Rare Consumables Vendor in FM or Lounge * FM or lounge NPC selling certain in-demand consumables at a high or even outrageous meso price. Such as teleport scrolls, power/purple/perfect elixirs, nitro juice, energizer drinks, omok sets, match card sets, etc. just to be a gold sink for lazy people. May have many ill effects on certain items, so it is hard to balance. * astaroth demon questline for the hat. Nice for beginners and nostalgic to many post big bang players. * more updated, completed library. People want to know where to find certain items. * more events going on * permanent method to obtain maple pyrope weapons and maple class shields (not event exclusive and always available) Spoiler: SP Reset on Job Advancement * Rewarding of an untradeable full SP reset on job advancement OR able to be bought with mesos at FM from an NPC vendor. For example, on advancing to 4th job, the 3rd job SP reset scroll that is rewarded will refund all skill points used for 3rd job and take them out of their allocated skills. * This makes a build change feasible (warriors mainly) AND will help out people who messed up by accident or did not follow a guide. Spoiler: Boss Training Hall Instance * Training grounds/practice hall for various maple bosses. make zakum, horntail, and cwkpq prequests skippable for joining an "easy" mode run. * Maybe even include papalatus, krexel, Scarlion&Targa, neo Tokyo/auf haven, and Shao prequests as well. * The reward is the exp and targets people who want to level up in a party and learn/practice strategies. * Rare drops such as skill books, MoNs, Z-helms, crafting components etc. are removed entirely but common drops and quest items remain. * Quest items to start a run such as eye of fire and crimson hearts are removed. * A maximum level range difference of 50 levels to avoid crazy leeching similar to dojo. * Daily entry limits are very generous or removed. * Accessible via an NPC like dimensional portal for easy access to the map which houses the NPC(s) to start the boss runs. Otherwise, add an easy mode option to existing NPCs. For example, John Barricade provides Grandmaster's Gauntlet and Adobis starts Zakum's Altar "easy mode" as an added option in conversation. Spoiler: Changes Change: * GM events give a 10 minute warning instead of a 2 or 1 minute warning. And there is another warning every minute or two afterwards. Spoiler: Skill Changes/Rebalancing Spoiler: Pirate Skills * Pirate 2nd job skills that aren't single target will now hit up to 6 targets at max level. >Skills such as invisible shot, charging knuckle/corkscrew lunge, and elbow blow.*Buff to double uppercut damage in brawlers 2nd job. * Remove chance of failure for oak barrels at max level and allow it to be canceled when attacking, similar to dark sight. * Minor increase damage or crit rate of Corsair’s rapid fire. Makes them able to fulfill their damage dealing role better. Helps them be more competitive with Bowmasters. Lowers/lessens strict skill barrier/reliance on ship management (leniency and more forgiving to lose ship). Spoiler: Thief Skills General: Reduced star recharge prices for stars with an attack boost of 23 and below (Tobis) to help out newbies and less funded players. * For thieves (1st job): >steal replaces double stab for thieves in first job and hits 6 targets when maxed. > Disorder damage increased to match double stab.* For Bandit (2nd job): > Steal replaced with flash jump in bandit 2nd job.* For Chief Bandit (3rd job): > Assaulter hits up to 6 targets at max level > Karma adds +20 weapon attack similar to its revamped version at max level. > Pickpocket Mesos stolen (Mesos pickpocketed) amount doubled. Effect still stacks with Meso up. Spoiler: Bowmen Skills * For Archer (1st job): > Blessing of Amazon gives +10 weapon attack at max level. > Focus is a party buff* For 2nd job: > Final attack changed to revamped version of the move.* For 3rd job: > Thrust is capped at level 10. The new level 1 starts at the old level 10. Spoiler: Warrior Skills * For 2nd job: > Final attack changed to the revamped version of the move. Only one skill type that works for all equipped weapons. * For 3rd job: > White knight's elemental charges work for both sword and mace(no separation by weapon in skill ranking) in 3rd and 4th job. However, this creates an AP balancing dilemma. An alternative is to massively lower the ap costs of those skills. * revamp of the stats on bosshunter sets and raven weapons. Raven weapons drop from cwkpq reward rooms. * massive increase in drop rate of gelt chocolate and ssiws cheese from cwkpq. Increase cider drop rates from lpq bonus rooms. Make Swiss cheese, cider, and energizer drinks farmed from a monster similar to heartstoppers farm so mage attackers can be more prevalent and help the economy. * Reuels elixir of life quest to be able to be done by mages. Have a similar counterpart for MP or make it so that the reward is randomly hp or mp. * buff gallopera exp to be better than veetrons * buff spawn rate of Ludibrium depths. Especially buffoons, buffys, soul teddies, master soul teddies, death teddies, master death teddies, phantom watches, grim phantom watches, dual ghost pirates, and vikings. Make the hidden added warp portals on maps more intuitive and visibly marked.
Create a necessity for communities. For example; make GPQ actually on par with selling leech monetary-wise, so people have to group up on a regular basis to earn money (Kinda like boss-groups but not cock-blocked by being unfunded)
Revamp GuildPQ with a new system, make more content that requires mechanics (not only bosses, but things that make you use your brain, jump quests, etc). REMOVE EVERY SYSTEM THAT INVOLVES LUCK. Make bosses drop unique & untradeable NX items, mounts and chairs. That way old content isn't irrelevant after a new bosses come out.
Greatly improve the amount of EXP provided by quests. Like A TON more exp per quest, both on low and high levels (especially high levels). By actually making questing a good alternative to leech and bosses players would enjoy the Maple World more. Me for one never did any quests if not the absolutely necessary ones. And it's a shame, because some quests have great and enjoying content, but it feels like a waste of time to do them.
A 1000% agree, that way we would actually interact with the Maple World and know about what's going on in different places. I think that with places like the ellinia of the past (i dont play years ago i forgot the name) they got it right, but it wasn't because of exp it was because those quests unlocked bosses. Anyways, buffing exp on quests like Korean folk town would be so cool.
I'd like to add that I wish the level 200 medal was better. I mean it's no way near as good as legendary collector or virtuoso's. Don't get me wrong I really like the fact that these 2 medals got a huge boost and I get that they are really hard to obtain. But idk, level 200 medal should still be the best one? My suggestion is to make that medal stackable with legendary/quest virtuoso medals. What do you guys think about it? uwu
Luck makes a lot of the game fun, especially scrolling. Deterministic item upgrading is boring as hell. That being said, I desperately want real mechanics on more endgame bosses. Holding down a key for an hour is awful boss content. I still argue that the final mu lung dojo boss is the best in the game. Tons of avoidable skills so you actually have to play the game to fight him, and limited potion use so you can't just tank every attack with autopot active.
I think you're cute As with most of us on this server, I'd love to see more content. LHC was great, and is certainly a great alternative to Zak/Krex/HT for leveling. But it definitely gets stale if you do it too often, or if you don't care about leveling. Along with this, I'd love to see some new boss mechanics that require more than just "hold attacking skill til it dies." Whenever Von Leon and PB get released, as long as their mechanics remain similar to how they were in GMS, it should hopefully inspire diverse party make up and strategy building to take these bosses on. Of course, players should be rewarded appropriately for taking down bosses that require more skill to defeat (i.e. cs/ws drop, CSS, maybe MW30? pls? ;_; ) Along with that, I'd like to see better alternatives to leveling from the 50-70 range and 100-135 range. Currently, the most efficient ways to level in these ranges is to leech, which is 1. Boring and 2. Expensive if you aren't well funded. In the 50-70 range, CPQ2 isn't nearly as good as CPQ1, and most classes aren't very efficient grinders in 2nd job. In the 100-135 range during 3rd job, most classes get some of their core skills, while some are still relatively shafted from grinding until later. Along with this, many of the areas available for grinding in these levels aren't very efficient or fun. When you get to 4th job, you can Pap!... twice a day. And nothing else really opens up for you, unless you leech CWK bosses at 125. Ellin is okay, but again, feels pretty slow, especially for classes who don't really blossom until mid 4th job. These levels are often referred to as "hell levels", because along with the previously mentioned issues, even self leeching with a mage/bishop can feel terrible if you aren't really geared. I'd propose maybe more PQs, or buffing PQs to reward XP scaled with your level, up to a cap (LPQ up to 70, PPQ up to 120, -insert new PQ here- up until 135). Finally, for my completely unbiased opinion for a class buff, make it so Marksmen don't look like sad Bowmasters in boss runs ty