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If Nexon Released a "Revised" Server, How Would YOU Like it to be Done?
#23
  • Modified exp curve: while preBB was not anywhere near reasonable, the current exp curve is on the other extreme of being too easy. I'd like the exp curve up to fourth job to increase slowly and make the exp required to get to 200 much harder in comparison. Without broken mobs (e.g. Jesters, Aliens), with more high level training spots (other than LHC and SH), and without the plethora of exp multipliers/events that we have now, the current exp curve is almost reasonable. Almost.
  • Quest system that is worth doing. Quests that give valuable item rewards or valuable experience are preferred. More effort should be made to tie in quests with Maple lore rather than just corny jokes. The lore shouldn't be contradictory either...
  • Modified touch damage system: First I'd like to see knockback velocities that scale with player defense and monster attack. Get rid of the invincibility state while modifying monster attack strength and frequency.
  • Fix the pot system: Put recover speed (hp/mp recovered per second) all pots at all times. Cheap, readily available pots can heal slowly, and rarer pots can heal quickly with moderate cooldowns or just be incredibly rare. The healing values of pots should be scaled accordingly (% pots would heal very slowly) and make pots which have higher heal amounts and rates for higher levels.
  • Fix defense, avoid, accuracy, stats: There should be some value in defense, avoid, etc.
  • Re-balance classes: While making some classes unusable in some situations is bad, there should be some degree of interdependency of classes and unique strengths.
  • Replay value: Rather than making content that becomes boring or useless after the first few times you play through it, make content have scaled rewards or semi-dynamically generated content.
  • Diminishing returns: Give a large initial benefit for monetary investment in order to entice players to pay (it's unreasonable not to consider Maple as a business) while decreasing the cost:benefit ratio as the amount of NX increases. Can also make 'equivalent' content which is F2P with a much higher time cost, if botting could be controlled or minimized.

Since it's pointless to discuss specific numbers and values without actually trying to balance everything to make things reasonable, I'll describe the changes in terms of desired effects:
  • Exp curve: Casual players reach 2nd job within their first day of playing. Reach 4th job within a month or two. Be able to participate in half or more of the end game content(~160 by current content levels) by the end of the first year of playing.
  • Quest system: Something like 60% quest, 20% PQ and 20% grind to level. Make purely grinding reasonable, but make questing the most efficient way of leveling (but limited).
  • Make it nearly impossible to be killed in one hit unless going to an area which is too high for your level. Amount of player control needed scales up slightly with level of content. Squishy, non-mobbing type classes trying to solo a large mob would be suicide without a huge investment in defensive stats. Funded players should be able to solo end-game content but with great difficulty. Rather than a system where you need fast reflexes to pot or a high enough base HP to survive, "difficult" content would be places where you receive damage at a higher rate than pots can recover.
  • Implement some sort of reward for higher leveled players to revisit low leveled areas/PQs.
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If Nexon Released a "Revised" Server, How Would YOU Like it to be Done? - by Haishiro - 2012-11-04, 07:03 PM

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