Cap the NX drop for area bosses that are tied to quests

Discussion in 'Feedback' started by Athryx, Nov 5, 2025.

  1. Athryx
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    Athryx Member

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    There are lots of area bosses that's tied to quest and it's punishing for someone who play this game casually to progress as people are camping the area bosses for NX. I may only play for maybe 30 mins to 1 hour at a time to have some fun but the campers are camping all the area bosses leading to no bosses available for me to clear my HP quest.


    I understand the original GMS doesn't have this problem, but they also doesn't have any HP quest that are tied to these bosses, as well as doesn't have the incentive on NX. If we are doing this then there should be a cap so that hardcore player don't go and wipe 20 channels worth of bosses every 2-3 hours and stop casual player from progressing?

    Otherwise, change the quest line to be a tradable item drop from these bosses. At least the farmer can sell it and casual player has the choice to just buy it off them instead of having no chance of proceeding the quest due to the limited playtime.
     
    Last edited: Nov 5, 2025
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  2. Saryel
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    Saryel Donator

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    Understandable, I spent several hours camping and changing channels in order to kill most of the area bosses needed for the HP quest, however adding a tradable item drop for each and every single one of them is probably too much work so I don't think it's a reasonable solution.
     
  3. Athryx
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    Athryx Member

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    In that case, maybe increasing the variance might help.

    Instead of +-20%, making it +-50% and make the spawn time more unpredictable. If there's no one killing then the area boss will still stack across channels in the estimated time frame, but if there are player who are really keen on clearing the quest then this variance will have a better chance for the player who are trying to clear the quest since the hardcore farmer will have a harder time to snipe everything.
     
  4. LilNoddy
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    LilNoddy Well-Known Member

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    1. If you can find any area boss you want by just playing 30-60min then the game would be too easy.

    2. There is not one single person who is able to farm these bosses. This point is tied to 3.

    3. 20% variance already means a 3h boss could spawn at 2h24m in or 3h36m in, meaning it's almost impossible for one person to clear every channel.

    4. An event has just started means you're competing with more players.

    Tldr: you have to work harder for stuff - other players are spending many more hours a day and maplestory is a Korean grind mmo.
     
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  5. workteam
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    workteam Well-Known Member

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    I haven't had too much trouble finding area bosses. The range in time helps a LOT, so I don't really see a problem here.
     
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  6. bootlegDK
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    bootlegDK Member

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    any problem related to pricks camping area boss maps for 100 nx can be solved by changing those maps to daily entries like Chao and Ephenia. easy.
    the olaf questline is already terrible depending of the class you play or just your gameplay duration. it doesn't have to get worse because of the players.
     
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  7. pragmasaurus
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    pragmasaurus Donator

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    I'd argue that the difficulty of a boss should be actually fighting the boss, not finding the boss. Having to channel surf or come back later doesn't add difficulty, it just adds time. It's like saying the pet speed quest would be a bigger challenge if you had to find ten pieces of paper instead of 5. Old school maple isn't trying to be a difficult game (if it were, there'd be cooldowns on potions and healing skills).

    That being said I've never had much issue finding any boss for a quest except blue mushmom. I think the variance on spawn times is working as intended for the most part, although sometimes you can have several boss hunters tracking the same boss. I wouldn't be opposed to more variance either, to help people who play during events and peak hours.
     
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  8. Athryx
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    Athryx Member

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    Totally agree. Artificial “difficulty” by time gating stuff is not difficulty. That’s what modern MS ended up with, forcing dailies by handicapping players with limitation because it’s the easiest to execute.

    Increasing variance will not affect the overall economy since the median spawn time will still be the same. NX hunter will have to do more work to snipe everything while casual will have better odds of getting random spawn. Particularly during this new patch/event season and deterring the camper would help a lot.

    Using orange mushmom as example - it tends to deter the camper from farming because it requires more work to rerun into the map each time, leading to more opportunity cost for other area bosses where you can just cc and snipe it in a couple second. Even though the time variance is the same, adding friction did helps a lot for deterrence.
     
  9. ilikefriends
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    ilikefriends Donator

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    Totally agree as well.
    Bossing should be a challenge fighting/adapting to the boss and not trying to find the boss.
    A few alternatives could include:
    1.) One NX drop per boss per day. This would mean that people could fight a specific boss until they get their NX drop, instead of farming bosses over and over. The # value of NX can scale with boss difficulty and certainly can be adjusted so that hardcore players are not severely impacted by this change.
    2.) A quest NPC at the boss spawn location that guarantees a spawn or hidden-map just for quest-related fights.

    I think this is a nice quality of life improvement for those who are a bit more casual, and should not heavily impact the hardcore MapleRoyalers.
     
  10. BIoodRse
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    BIoodRse Well-Known Member

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    This isn't the first time I've seen this discussion and every time there seems to be the side that really don't want to spend their whole night after work trying to find an area boss and going into each map and map owner has been taken by the same person. People have lives to live, and that is fine.

    Then there is the veterans, that really just wants as much of the game to stay true to 2 decade old design philosophies. There is one way to make everyone happy, and that is a one off chance at something for the life of your character.

    Old School Runescape has an achievement diary task tied to RNG. You have to kill a boss, but this boss is only killable once you roll the ~10% chance to be assigned by a task master to go kill this particular monster. Now as you can see, in some similarities to area bosses, players can really be screwed over by a factor out of their control (rng in this case). To combat this, each player is allowed once and once only to kill this boss off task. Once the boss dies, your chance is over, you are no longer allowed to touch the boss without being assigned to kill it first. This is great game design.

    We can have something like this as well. Each player has once, and once only for them and their party to enter an instanced area to kill each area boss. Once the boss dies, your entire party loses their chance to enter the instance, if they try again the game can say something along the lines of "X has been slain, this dimension has collapsed and is no longer accessible.". The boss will be a full powered version but drop nothing, this prevents players from cheesing other quests associated such as legend of the snail or skill related quests, eg Jr Balrog.

    You can also tie a cost to this, so there is still benefits of hunting the standard versions. How do we price this service? Well, tie it to Ellinia HP quest costs. I think we should benchmark it against the warriors, mainly by having new players in mind. If the cost is too high, then it becomes a gate keep for olaf 1. Olaf 1 gives 20% the HP of Ellinia quest and there are 3 bosses, so it'd cost 10m to EACH player in the party to enter the instance of Mano, Stumpy and Deo respectively. This is solely up to the team, but generally speaking for a game like maple where mesos are generated so quick, any time there is a chance to sink mesos, it's probably fine to take it.

    I don't think it's a good idea to decrease the drops or increase variance on timing, a lot of these ideas sound good on paper but can easily have bad consequences.
    1. It's never good to take away something from a group of players. There's social experiments on this kind of stuff, but that's neither here nor there for now.
    2. Variance is almost NEVER good. C'mon guys, when was the last time you had agency taken away from you and you thought it was a good idea. Think Pianus, like one of them literally has like a 5 hr spawn window. That's already a almost a working day! Do you REALLY want that to be extended to a full working day plus travel worth of spawn window? No, you don't. Instead of wondering who has map owner, you're gonna be wondering whether Pianus will be making an appearance today. Not good!

    Drop a like to this, single chance paid instance is the best of both world. No rewards given, just credit. Once for the life of your character. No benefit, no exploit.
     

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