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Three Steps To Fulfill A Diagnosis Of MapleStory 2: Addressing, Opining, Assessing

Phase One: Addressing comments, but mostly whining


Since I've started this game, personally I've spent millions of Mesos toward this gold sink of a game, on re-rolling accessories for stats, being time-gated to even do so just to be stuck at even more time-gated RNG? Come on Nexon, you've been engaging in games for many years now and eventually, they're all crash-and-burn, make a change with this one at LEAST!

Unless this is your big plan to have people whin about RNG and beg you guys to bring P2W to the Global servers, then you're taking this game in the wrong direction, 100%.

I've had countless friends quit because they've literally been at a halt for over weeks with the most minor touches of gearing, MAINLY accessories.

Stop spitting in the player bases' face with your copy/paste Korea server RNG, yet attempting to retain this free-to-play. Modify the RNG even if just a little bit. Jeez!



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Phase Two: Offering personal advice on What and How to make a change


Time-Gating and RNG do not mix well in any MMORPG, especially Maplestory 2, which mostly brought players from the predecessor: MapleStory.

The original Maplestory was one of the best games of its time at a few certain points, and Maplestory 2 feels absolutely nothing like it. There are many ways they can fix these problems, but decide not to. In the past month alone Maplestory 2 has lost over 75% of its initial population and is on the decline each and every day.

In my opinion, there are 3 very simple remedies to solve these problems.

A: Allow items from dungeons to be tradable, and if not completely tradable, at least transferable between characters.

B: Remove all Time-Gating and allow players to play the game as much as they want to. I myself, in particular, would love grinding the same dungeon hundreds of times a week, because, in the end, it would be gratifying, unlike the way it is now.

C: Remove RNG from scenarios in which are Time-Gated.

They took a step in the right direction with the Toad's Toolkits, but it's definitely not enough.





Phase Three: Giving a full assessment of previous advice, and sharing the counterviews


Assessment of A Solution: Doesn't solve anything but causes even more problems. The dungeons are such a repetitive spoon-fed design that all reward restrictions are there to prevent things from spiraling completely out of control, and even now players are encouraged to spend even more time on alternate characters in order to obtain fringe benefits. Releasing these necessary evils (item restrictions) would cause chaos.

Actual solution: Remake the entire dungeon system to make real dungeons from any other MMO rather than the ridiculous excuse for content that the current ones provide. Every 'dungeon' is just a glorified boss fight with another cosmetically-changed boss that drops another set of cosmetically-changed items. There is no originality, no excitement and absolutely zero intelligence required, people are just looking to rush them every day to get a task done. This is a terrible design.

Assessment of B Solution: Wrong for the same reason as A. Removing the time-gating without changing the complete lack of content just leads to even more repetitiveness without satisfaction. Then it'll just be a game in which you can show off how much time you spend like a bot repeating the same dungeons 100 times a day instead of 15.

Assessment of C Solution: RNG by itself is not the main problem. Removing all RNG will make everything even more bland than it already is, so I currently consider it another necessary evil that stems from the completely messed-up game design - that dungeons provide way too many set drops (with RNG stats) instead of following a traditional MMO formula where RNG decides whether items will drop in the first place, utilizing the thrill of the original MapleStory as you mentioned where obtaining an item was actually meaningful instead of getting stuck with a hundred ones with bad stats.


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