I really appreciate that the official team is willing to directly address the community's feedback—this is definitely a step in the right direction! 👍
To be honest, Developer's Notes are rarely released, so having two of them in July alone shows that the team is indeed paying attention to what the community is saying.
I'd like to share a few of my personal views and thoughts on the major controversial events recently:
📌 May 14: Dynamic Pricing Cap Adjustment
The team officially applied the 30% Dynamic Pricing cap to all items. In fact, back on Jan 29 when Lucid was released alongside the Arcane set, the team had already quietly capped the price increase for Lv. 150/160 Cubes at 30% without any announcement.
Dynamic Pricing is one of the core features of MapleStory N, and it’s the key mechanism that preserves the value of enhanced equipment. It's understandable to adjust the cap as the game progresses, but it should be done in stages (e.g., gradually decreasing from 100% to 80%, then 60%, etc.). Dropping straight from 100% to 30% was way too drastic, which naturally caused a lot of dissatisfaction among early players.
📌 June 10: Cubes Added to Maplers Shop
As mentioned, Dynamic Pricing is a crucial core mechanism. Adding Cubes to the Maplers Shop once again impacted Dynamic Pricing, further amplifying the discontent that had been brewing since May 14.
📌 July 1: Dynamic Pricing Cap Raised from 30% to 50%
Maybe the team noticed an anomaly, or maybe the backlash was just too strong—I'm not sure of the exact reason. But this adjustment did help calm down some of the frustration... well, maybe a little.
📌 July 1: Developer's Note Released
Key takeaways from the note:
1️⃣ Boss Reward Experience:
Planned for the 3rd summer update on July 23, featuring a comprehensive rebalancing of boss and reward structures after thorough testing. It focuses on the new boss 'Will' and Ascendant rewards for existing high-tier bosses to restore the genuine fun of growing stronger and earning meaningful rewards.
2️⃣ Character Level-up Difficulty:
Addressing this by introducing new EXP benefits and adjusting required EXP. They will also flexibly adjust entry requirements for future bosses (including 'Will') by monitoring player progression pace.
Everyone was eagerly looking forward to July 23...
📌 July 23: Official Release of Will & Waves of Complaints
1️⃣ Boss Difficulty Issues (categorized by Combat Power & Level into 3 tiers):
• Top-tier Players: They have more than enough combat power and levels, but top players care heavily about a "sense of reward." When the gap between what top-tier and mid-tier players can challenge isn't clear, and they don't get a fulfilling sense of reward from beating the boss, disappointment is inevitable.
• Mid-tier Players: Probably the happiest group. By forming a 6-player party, they can share the exact same NESO rewards as top-tier players, making their returns nearly as good as those at the top.
• Low-tier Players (No disrespect intended): Most have experienced Hard Lucid and know the HP seemed adjusted with significantly higher difficulty. The adjustment for Will seems even bigger this time, making Hard Will extremely hard to challenge. Some complain about the overtuned HP, while others focus on upgrading their gear to take on Normal or Hard.
2️⃣ Server Reward Imbalance Issue:I've discussed this issue before. You can check my previous post and the attached charts showing clear counts and earnings across worlds: https://t.co/HvnFW98fzn
I have compiled some data to illustrate the situation. Chart descriptions are as follows:
• Chart 1: Weekly Income comparison across the 3 worlds (calculated by Expected Value).
• Chart 2: Trend of Hard Will clear numbers in each world.
• Chart 3: Trend of final winning probabilities for Hard Will across the 3 worlds.
📊 Weekly Income Calculation Standard:
• Hard Will: 6-player party clear (1 raffle entry)
• Hard Lucid: 3-player party clear (2 raffle entries)
• Damien, Lotus, and Slime: Solo clears (6 raffle entries)
📌 July 29: Developer's Note Responds to Community Concerns
All the issues mentioned above were addressed in this update, along with an outline for future plans:
• New boss difficulty arriving on August 20.
• Guild and Style systems revamp coming in the second half of the year, along with the addition of Boss Souls and Androids.
• Inter-World Reward System expected as early as October or November (clearly leaving some flexibility instead of committing to a hard deadline).
💡 Summary
Whether player complaints or suggestions are purely about earnings or driven by a desire to see the game improve, as long as they are reasonable, I believe the team should take them into consideration.
Lastly, I’d like to leave two quick suggestions for the official team:
• Is it possible to speed up the development of the Inter-World Reward System? Errai earned 100M less than other worlds in the first week of Will... 😭
• Could you guys maybe not wait until everyone is furious before dropping a statement? 😜
@MaplestoryU@nexpacetime
#DearMSNDiary #MapleStoryN #MSN
Recently, I launched a petition for "Cross-World Integrated Weekly Boss Rewards." As of today, 68 players have filled out the form! The petition will remain open for submissions:
🔗 https://t.co/P3Bk97A1mP
I have compiled some data to illustrate the situation. Chart descriptions are as follows:
• Chart 1: Weekly Income comparison across the 3 worlds (calculated by Expected Value).
• Chart 2: Trend of Hard Lucid clear numbers in each world.
• Chart 3: Trend of final winning probabilities for Hard Lucid across the 3 worlds.
📊 Weekly Income Calculation Standard:
• Hard Lucid: 3-player party clear (2 raffle entries)
• Damien, Lotus, and Slime: Solo clears (6 raffle entries)
(Note: Since the API only allows querying data from the last 30 days and no historical data was saved, these are the only obtainable metrics.)
Players who have stayed in Ain or Errai know all too well that our weekly NESO earnings are consistently lower than those in Fang. It is deeply disappointing.
The lack of a cross-world shared NESO reward pool has persisted for over a year now, driving widespread player frustration. The community has brought this up countless times.
While I am unsure whether this has been prioritized in development, it has been half a year since the COO mentioned it on Jan 29th, with zero updates since.
@MaplestoryU@nexpacetime — What is the current progress on this issue? Is development being accelerated? Could you please update the player community? 🙏
@MaplestoryU
#DearMSNDiary #MapleStoryN #MSN
Recently, I launched a petition for "Cross-World Integrated Weekly Boss Rewards." As of today, 68 players have filled out the form! The petition will remain open for submissions:
🔗 https://t.co/P3Bk97A1mP
I have compiled some data to illustrate the situation. Chart descriptions are as follows:
• Chart 1: Weekly Income comparison across the 3 worlds (calculated by Expected Value).
• Chart 2: Trend of Hard Lucid clear numbers in each world.
• Chart 3: Trend of final winning probabilities for Hard Lucid across the 3 worlds.
📊 Weekly Income Calculation Standard:
• Hard Lucid: 3-player party clear (2 raffle entries)
• Damien, Lotus, and Slime: Solo clears (6 raffle entries)
(Note: Since the API only allows querying data from the last 30 days and no historical data was saved, these are the only obtainable metrics.)
Players who have stayed in Ain or Errai know all too well that our weekly NESO earnings are consistently lower than those in Fang. It is deeply disappointing.
The lack of a cross-world shared NESO reward pool has persisted for over a year now, driving widespread player frustration. The community has brought this up countless times.
While I am unsure whether this has been prioritized in development, it has been half a year since the COO mentioned it on Jan 29th, with zero updates since.
@MaplestoryU@nexpacetime — What is the current progress on this issue? Is development being accelerated? Could you please update the player community? 🙏
@MaplestoryU
#DearMSNDiary #MapleStoryN #MSN
Ever since Hard Lucid dropped on 1/29, the Ascendant Tier Raffle Event was introduced alongside it.
Looking at it season by season, even though the total NESO released has gradually increased and shifted heavily toward higher-difficulty bosses, high-CP players still feel a noticeable drop in their actual NESO earnings—simply because more and more players are now capable of clearing top-tier boss content.
Will the release of Will finally turn the tide? Let’s wait and see! 👀
@MaplestoryU
#DearMSNDiary #MapleStoryN #MSN
@0xinebriation@UniverseGuild While that’s an ideal scenario, technical and architectural constraints in reality make it unlikely. However, cross-world bossing is definitely doable in practice—in fact, this system already exists in other servers.
🚨 Petition: Requesting Immediate Implementation of "Cross-World Integrated Weekly Boss Rewards"!
Dear MapleStoryN Players,
As observed in the current game environment, boss clearance numbers in Ain and Errai vastly outpace those in Fang. Under the current system, this heavily disadvantages players in high-population worlds by diluting their individual weekly reward returns.
On January 29th, the COO stated:
"I'm in discussion with the team to develop all worlds integrated weekly reward system."
However, this promise remains unfulfilled.
🎯 Our Core Demands:
Fulfill the COO's Commitment: Prioritize and deploy the Cross-World Integrated Weekly Reward System to address the reward imbalance impacting high-population worlds.
Implement Cross-World Boss Matchmaking: Launch a Cross-World Boss Party System simultaneously, solving the party formation crisis for smaller servers.
📊 Goal of This Petition:We are gathering community voices from across all servers to urge the team to take action. Statistical results will be published publicly to raise awareness.
⏳ Deadline: Open until July 28th
👇 Cast your vote here:🔗 https://t.co/P3Bk97A1mP
#MapleStoryN
@ZacHogan I totally agree. Releasing only the integrated reward system would be unfair to players who moved to Fang.
I sincerely ask the team to implement Cross-World Boss Matchmaking simultaneously. That way, both the reward balance and boss party challenges can be solved together.
Rough start on Hard Will, but we cleared it in no time!
Hope the devs drop new content soon—we're ready for the next bosses! 🔥
#DearMSNDiary@MaplestoryU
MapleStoryN Higher Level EXP Requirement Reduced! (LV 225-274)
With the latest update, leveling up takes 20% less time now! 🎉
Check out the EXP comparison chart below ↓
#MapleStoryN#MSN#MSU@MaplestoryU
If you are a Wind Archer player struggling with DPS in Hard Lucid P3, it’s likely because "Howling Gale" is falling off the platform. Here is my strategy. Please check the video and find the full steps in the replies below! 👇
@MaplestoryU#MapleStoryN#WindArcher