To MapleStory : Idle RPG

To MapleStory : Idle RPG - Replies from the Devs

Q

There is a large performance gap between jobs in the game. In particular, Bishop's in-game performance is superior to other jobs. I would like to know whether there are plans to improve this.

Inquiries: 105
August Update

We feel a heavy sense of responsibility for the balance imbalance caused by the performance gap between jobs — especially Bishop's prolonged performance advantage. As job balance is a foundational element of the game, our development team treats it as a top priority. A balance patch will be applied first through the upcoming August update to reduce the gap. We plan to significantly raise the performance of jobs that have been underperforming. Because the actual impact of job balance varies greatly depending on variables such as dungeon environments, equipment setups, and job mechanics, accurate judgments require a large amount of information and verification. We are well aware that our response speed has fallen short of Maplers' expectations, as it took time to review this vast amount of information and reach careful conclusions. That is why we recognized the need to make this process itself faster: we are collecting a wider range of data needed for balance decisions while introducing new testing methods that allow us to verify it more quickly. This will let us respond to balance issues faster going forward. In addition, since some aspects are hard to fully grasp through metrics alone, we will also listen more closely to the first-hand feedback of the Maplers who understand each job best. We will respond quickly based on continuous monitoring and Maplers' feedback.

Q

Please include newly released jobs in the change job options when new jobs launch.

Inquiries: 23
Targeted for Later This Year

We deeply empathize that every time a new job was added, it was excluded from the change job options, making it hard to fully enjoy the update, and we believe improvement is needed. We think the arrival of a new job should be welcome news not only for new Maplers but for all Maplers. We placed the restriction because we believed it was more important for highly progressed Maplers to experience the fun of growth by raising a new character, rather than skipping the growth process and immediately trying the new job through a job change. However, this restriction has made it difficult for existing Maplers to look forward to new job updates, and we judge that the current direction is not desirable. We are reviewing this issue from multiple angles to improve it in the best way for Maplers. While it is still too early to share a concrete direction, we will prepare an improvement plan and apply it before the next new job launches. We will work hard so that Maplers can enjoy the experience in a more delightful way.

Q

The cost of changing jobs is burdensome. Please reduce the cost.

Inquiries: 13
August Update

Many of you have told us that while you want to use the job change system to feel the fresh fun and energy of playing a different job, the cost of changing jobs makes you hesitate to take on that new challenge. However, simply reducing the cost significantly would have a large impact on the game as a whole, so it must be decided carefully. For now, rather than lowering the standing cost itself, we have chosen to run job change events timed to special occasions, and we plan to hold a free job change event in the August update. Through this, we will ease the cost burden at times when a refresh is needed and create opportunities for you to experience a variety of jobs.

Q

Please add a training ground where we can gauge combat performance, and provide result statistics so we can review the results in detail.

Inquiries: 12
Mid/Long-Term Review

We believe that without a space to directly verify combat performance after setting up equipment or Artifacts, and to compare results as your setup changes, experimentation must be very difficult. To address this, we will add a training ground system for measuring actual combat performance to our future update list, and we will also prepare it so that you can check various skill information as statistics within it.

Q

Please improve the situation where, when changing to a job with a different Main Stat, we have to re-optimize the Main Stat of our Potential Options.

Inquiries: 10
Mid/Long-Term Review

We fully understand that having to re-set the Potential Option Main Stats you had already optimized when changing jobs has become the biggest barrier to deciding to change jobs. However, if we were to easily allow Potential Option transfers right away, the effort and value Maplers have built up so far could be diminished, and above all, there is concern that the job change system itself could be used as a workaround to complete Potential Options at low cost. We ask for your understanding that structural limitations prevent us from giving a clear-cut answer. As a long-term task, we will seek a reasonable improvement approach that does not leave Maplers who have worked hard feeling deflated, while blocking exploits.

Q

Please change the Colosseum matching criteria and ranking calculation rules, and shorten the schedule to 3 days.

Inquiries: 10
Difficult to Implement

Colosseum matching groups Maplers of similar strength together, and given the nature of matching-based content, we believe it is difficult to completely eliminate advantages and disadvantages caused by luck. We also reviewed the matching criteria changes you suggested, but there are no plans to change them at this time. For ranking calculation, we apply a structure that accumulates points through daily settlements so that the final day does not carry excessive weight. We will review the operation method, including the event period (shortening to 3 days), together when a suitable improvement plan is prepared.

Q

Please improve CP display so that it is calculated separately in PVP. Options such as Evasion and Critical Resistance are useful in PVP, so they should raise CP, while Normal/Boss Monster Damage, which does not apply, should be excluded from CP.

Inquiries: 7
Targeted for Later This Year

Because current CP is calculated on a PVE basis, a gap has arisen between the performance felt in PVP content and the displayed value. We are also aware of the situation Maplers are experiencing, and to correct this, we intend to review creating a separate PVP-only CP. We will prepare it so that options effective in PVP (Evasion, Critical Resistance, etc.) are weighted more strongly, while options that do not apply (Normal/Boss Monster Damage, etc.) are excluded, so that appropriate values can be produced.

Q

Please tell us the CP calculation formula.

Inquiries: 6
Replied

The current CP calculation formula is explained in detail on the combat information disclosure page. Going forward, we will also update the page whenever the formula changes and keep you informed.

Q

Please explain the detailed conditions for trigger types classified as 'attack', 'strike', etc. in the in-game skill tooltips.

Inquiries: 6
Replied

Here is a summary of the skill trigger rules related to attacks and strikes. The trigger condition shown as 'on attack' in tooltips applies only to attacks other than 'additional damage' and 'continuous damage', and it triggers only once per skill use — even if the skill hits multiple times, the probability check is made only once. 'On strike' also applies only to attacks other than 'additional damage' and 'continuous damage', but its probability is rolled individually for every hit. We agree that in-game tooltips alone do not convey this information sufficiently, and we will later update the battle info disclosure page with detailed definitions and examples for each trigger condition.

Q

Please create a stage clear ranking, and set that ranking as the default in-game ranking.

Inquiries: 3
Difficult to Implement

Thank you for the suggestion to show stage clear progress as a ranking. However, the perceived difficulty of stage progression can vary depending on setup and play style, so we believe that presenting it as a single ranking metric may not be accepted as an objective basis for comparison. We are also considering that, at the final difficulty, the structure registers Maplers who cleared earlier in time at the top of the ranking, so cases that simply progressed earlier — rather than being truly stronger — would reach the top ranks, which could feel even worse. We will keep thinking about ways to present Maplers' growth in fairer and more diverse ways.

Q

I am curious about the release cycle of new jobs. On what cycle will new jobs be released going forward?

Inquiries: 3
Replied

So far, we have operated by introducing two new jobs roughly every three months. We plan to maintain the current release cycle for the time being. Rather than simply adding jobs to match the cycle, we will prepare each new job with care so that it has its own unique charm and quality.

Q

The stability of the Party Quest auto matchmaking system is poor. Please secure stability, and put in place a system that automatically recovers and continues even if a run is canceled due to network errors and the like.

Inquiries: 31
Implemented

We sincerely apologize that, even though Party Quest matching and disconnection issues have persisted since early in the service, we have not been able to provide a fundamental solution. This issue occurs individually and irregularly depending on various environments, and although we have made continuous fixes, it has remained a problem. First, taking into account the various cases identified so far, we applied countermeasures through the July 23 update, such as matching error fixes and a retry feature for network errors. The development team has designated this issue as one of its top stability priorities; even for a single report, we check the cause and carry out fixes as soon as a problem is found. We will do our best until we can provide Maplers with a more stable environment.

Q

The difficulty of Boss Raids is too high. Please lower the difficulty of Boss Raids so they can be cleared without help from strong players.

Inquiries: 20
August Update

We take seriously the feedback that Boss Raid difficulty is excessively high, making it hard to attempt without help. It demanded a level of manual-control dependence unsuited to Boss Raids in an idle mobile game, and this could have been a negative experience for the many Maplers who wanted a relaxed game. To improve this, we plan to ease the difficulty in the August update. In particular, we will adjust boss damage so that the negative experience of losing by running out of revives is greatly reduced.

Q

Because Guild War matchmaking is based on CP, guilds with only a few high-CP players find it hard to earn many points and are at a disadvantage. Please improve this.

Inquiries: 13
Targeted for Later This Year

Because Guild War uses a point-ranking system based on placement, having one very strong Mapler in a guild can work relatively unfavorably. The point-ranking system itself is intended, but we agree that the nature of the matchmaking system causes disadvantages to accumulate continuously. We will improve the rules so that the top-scoring Mapler within a matchmaking group can have a somewhat more favorable impact.

Q

Please increase the value of the products in the Guild Shop.

Inquiries: 10
Targeted for Later This Year

We agree with the feedback that the value of Guild Shop products feels low compared to the time spent on guild activities. As part of the overall improvements to the guild system, we will also carry out a revamp of Guild Coins and the Guild Shop.

Q

Please create more PVE content like Guild Raid, where you can play together with guild members in real time.

Inquiries: 8
Targeted for Later This Year

We plan to continue updating PVE content that you can enjoy together with guild members. However, we believe that content requiring many guild members to gather in real time places a heavy participation burden and can actually disadvantage guilds whose members' schedules do not align. We will prioritize reviewing content formats where real-time participation is an optional choice.

Q

Please increase the Guild Member cap further.

Inquiries: 8
Difficult to Implement

You suggested expanding the maximum number of Guild Members to form a larger community, but we have no plans to change the current Guild capacity limit. If Guild capacity were expanded, there is concern that members would concentrate in a few large Guilds, making it harder for small and mid-sized Guilds to operate and shrinking the community as a whole. We will keep building an environment where you can fully enjoy Guild content without feeling limited, even under the current member cap.

Q

Please stop matching the World Arena across all servers. Later servers are at a disadvantage.

Inquiries: 8
Difficult to Implement

The World Arena was designed as an event-style PVP content where all Maplers compete together regardless of server. However, we are also aware that its structure allows differences in growth periods between servers to affect the results. While we currently have no plans to change the World Arena matchmaking method, in future updates we will also consider content and reward structures that ensure Maplers on newer servers are not disadvantaged by differences in growth periods.

Q

Please increase the base rewards other than equipment obtained from high-difficulty Boss Raids. For equipment drop rates, please also add a pity system that guarantees acquisition after a certain number of attempts.

Inquiries: 7
September Update

We empathize with the sense of emptiness and loss Maplers feel when they clear a high-difficulty Boss Raid but do not obtain the equipment they wanted. We will increase the base reward amount so that clearing a Boss Raid feels satisfying in itself, regardless of whether equipment is obtained. Also, while it would be difficult to introduce a Pity System for equipment acquisition itself, through future updates we will review and apply ways to obtain more effective equipment from Boss Raids.

Q

Managing guild members is inconvenient. Please add various convenience features to make guilds easier to manage.

Inquiries: 7
Targeted for Later This Year

We believe the current guild system lacks features for managing guild members, so guild master and vice master Maplers are not sufficiently supported with the tools needed to run their guilds. We will improve the ability to view guild members' contributions and activity history, and also refine the guild notification and authority delegation features, improving the convenience features for guild member management.

Q

Please introduce auto matchmaking to the Party Quest exploration system. When there are not enough members, please improve convenience by adding NPCs or similar to keep things going.

Inquiries: 5
August Update

When we designed the exploration system, we wanted to deliver the fun of communicating with other Maplers and setting off together, rather than auto matchmaking. However, we believe the process of manually finding a party every time has come to feel more like an inconvenience than a joy. To relieve this inconvenience as soon as possible, through the August update we will add an auto matchmaking feature to exploration, the same as regular Party Quests, so parties can be formed without a recruitment process.

Q

Please separate Boss Raid entry tickets by boss. Also, please provide an affordable weekly purchase option so we can buy more entry tickets each week.

Inquiries: 5
September Update

We understand that because Boss Raid entry tickets are shared across all bosses, having to choose which equipment to aim for feels burdensome. However, if entry tickets were applied individually to every boss, each new boss update would continuously add to the weekly to-do list, and we must consider the problem of rapidly increasing fatigue as a result. That said, for Boss Raids we judged that improving the present is more meaningful than worrying about future problems that have not yet occurred, so we intend to add a feature that separates Boss Raid entries by boss. Each boss will be granted a set number of dedicated entries, and shared entry tickets will be provided in addition, improving things so you can challenge the boss you want more often.

Q

Please prevent the practice of intentionally lowering defensive CP in the World Arena.

Inquiries: 5
Targeted for Later This Year

We are aware that the play pattern of intentionally lowering defensive setups to protect scores is harming other Maplers' challenge experience. We are looking for ways to improve the structure of World Arena defensive setups so that this kind of play does not occur, and we will apply them as soon as they are ready.

Q

I want to change my guild's name. Please provide a guild name change ticket.

Inquiries: 4
Targeted for Later This Year

We recognize the need for a guild name change feature, and we will add a guild name change ticket in an update. We will let you know once the detailed conditions and usage method are finalized.

Q

The guild list shown when searching for a guild lacks information. Please improve the browsing screen for choosing a guild to join.

Inquiries: 4
Targeted for Later This Year

We agree that the information provided on the guild join screen is insufficient, making it hard for Maplers to find a guild that suits them. To help you easily find a guild that matches your play pattern, we will improve how information such as active hours, content preferences, and activity levels is displayed on the guild search and join screens.

Q

Too many players leave right after Boss Raid matchmaking. Please improve this so that once players enter, they try a bit harder.

Inquiries: 4
Targeted for Later This Year

Because Boss Raid difficulty is high, players repeatedly leave immediately after matchmaking when the chance of clearing looks low, and the remaining Maplers end up giving up on the attempt altogether — a negative experience we intend to improve. Once boss difficulty is eased in the August update, we expect the frequency of this phenomenon to naturally decrease, but we will also review improvement mechanisms such as matchmaking restrictions for frequent leavers and limits on leaving after entering.

Q

Please improve the HP-based rewards of the World Boss's later difficulty levels with better rewards.

Inquiries: 4
Targeted for Later This Year

Taking into account the feedback that the rewards for the World Boss's later difficulty levels are relatively lacking, we will raise the HP-percentage rewards for the later difficulty tiers.

Q

Please provide separate rewards for helping other players progress through their Boss Raids.

Inquiries: 3
September Update

First of all, we would like to thank the many Maplers who kindly help others out of goodwill. Currently, helping other Maplers brings a small sense of satisfaction through the Fame system, but we understand you are hoping for something a bit more meaningful. While it would be difficult to provide benefits in the form of currency, we will create a Medal for Maplers who help others, adding it as a small token of appreciation.

Q

Please meaningfully improve the functions of the Guild Lab.

Inquiries: 3
Targeted for Later This Year

We agree that the Guild Lab currently has a weak presence. As part of the overall improvements to the guild system, we will add new features that give the Guild Lab meaning again.

Q

Please improve the system so that we do not receive a join penalty when expelled from a Guild.

Inquiries: 3
Difficult to Implement

It is difficult to systematically verify and distinguish the background or intent behind a Guild expulsion. As such, using it as a criterion for penalty exemption is somewhat impractical, and we are cautious about implementing your suggestion as is. Currently, the penalty is waived for one departure within a certain period, but we will look into whether there are more cases of unfair restrictions in the process of moving between Guilds. Based on the results of that review, if there are areas where the penalty should be eased, we will address them.

Q

Please improve the game so that auto hunt does not stop while a Party Quest is in progress.

Inquiries: 3
Difficult to Implement

Since Party Quests are special dungeons that grant additional rewards, if they ran simultaneously with idle hunt, it would create an unhealthy play structure where 'pausing Party Quests even briefly means losing out'. We believe this could actually cause fatigue for Maplers. While parallel progression is difficult to introduce, so that the time you devote to Party Quests leads to more meaningful results, we will improve the probability for the number of sub options on Party Quest equipment through the August update. We will keep working so that you receive rewards worthy of the time you spend in Party Quests.

Q

Leveling up the Guild Base is too difficult. Please improve it so that guilds can grow faster through events and the like.

Inquiries: 2
Targeted for Later This Year

We agree that the slow pace of Guild Base level-ups makes it difficult to stay motivated about guild growth. We will plan and introduce events tied to guild management and growth, and apply improvements so that the process of developing the guild itself can become a shared goal for all guild members.

Q

Please readjust the reward levels of Guild War and Guild Conquest to match the time and effort invested, and to reduce the gap with rewards from new content.

Inquiries: 2
Mid/Long-Term Review

We have confirmed feedback that the reward scale of Guild War and Guild Conquest is markedly insufficient compared to the actual time and fatigue involved. We will continue to review the reward structure so that you can enjoy a smoother and more satisfying play experience.

Q

Please add Party Quest Exploration Tickets as an Attendance reward.

Inquiries: 1
Implemented

The Monthly Attendance Event was added through the July 23 update, and rewards were added so that Exploration Tickets are granted from the Monthly Attendance Event.

Q

Please add a safeguard to prevent mistakes when leaving a guild.

Inquiries: 1
Targeted for Later This Year

We will improve guild leaving by adding a clearer confirmation step, so that leaving a guild does not happen by mistake.

Q

Please create a guild alliance system.

Inquiries: 1
Difficult to Implement

Thank you for your suggestion — we appreciate your wish to experience an expanded community through solidarity between guilds. At the moment, we are focusing on improving and polishing existing guild content, so please note that there are no concrete plans to introduce a guild alliance system.

Q

I want to elect the guild master by vote.

Inquiries: 1
Difficult to Implement

The Guild Master system is structured so that a Mapler who wants to manage their own guild becomes the master by founding one directly, and authority is transferred according to the master's own will. We believe the in-game guild system is not complex enough to warrant deciding this by vote, and that a voting system could create new room for disputes in guild management. Therefore, we intend to keep Guild Master management as it currently is.

Q

Please disclose how scores are calculated in the World Arena, and improve it so that higher CP earns higher rewards.

Inquiries: 1
Replied

In the World Arena, the score you earn is calculated based on the World Arena preset CP of the opponent you attack. The higher your opponent's CP, the more points you can earn. Accordingly, the system is designed so that the higher your own CP, the better your chances of reaching a higher ranking and receiving greater rewards. We will continue to look for better approaches to the overall World Arena system.

Q

Please increase the supply of core growth currencies such as Cubes, Star Force Scrolls, and Spell Traces.

Inquiries: 20
August Update

We have thought long and hard about how to address Maplers' feedback that the supply of core growth currencies is insufficient, and that they should be obtainable naturally just by running chapter idle hunt. To increase the supply of the currencies most essential to in-game growth, we first plan to introduce the 'Journey's Treasure' system in the August update. Beyond that, we will keep adding various content and include growth currencies in its rewards so they can be supplied steadily. Detailed information about the Journey's Treasure system will be provided through a future notice.

Q

Please raise the acquisition rates of the weapon and companion systems, and improve their performance so that growth feels more noticeable upon acquisition.

Inquiries: 16
Difficult to Implement

Rather than uniformly raising overall acquisition rates, we are preparing to introduce a 'pity system' to reduce the excessive luck variance in weapon and companion summoning and to support growth. We currently have no plans to raise the stats gained from acquiring weapons and companions themselves. However, we will continue to carefully monitor things so that the sense of growth from acquisition stays balanced with the game's other growth systems.

Q

There is not enough EXP available in the game. Please improve the leveling speed.

Inquiries: 15
Implemented

Through the July 23 update, we increased the EXP Gain from chapter idle hunt and created the Burning Field Booster to supplement EXP acquisition. We will continue to expand EXP-earning content where you can truly feel your growth, so that leveling up becomes an enjoyable and rewarding experience.

Q

Please improve idle hunt so that meaningful growth currencies can also be obtained from it.

Inquiries: 15
August Update

We have thought long and hard about how to address Maplers' feedback that the supply of core growth currencies should be higher, and that they should be obtainable through chapter idle hunt. As a result of considering how to alleviate the problem while building a system that fits naturally into the game, we plan to introduce the Journey Treasure system in the August update, creating a place where you can obtain core growth currencies: Cubes, Star Force Scrolls, Spell Traces, and Mesos. Detailed information about the Journey Treasure system will be provided through the update notes.

Q

It feels burdensome that growth falls behind unless the game is kept running. Please increase the efficiency of Offline Rewards through the Maple Membership.

Inquiries: 14
August Update

We agree that the gap between rewards earned while the game is running and those from Offline Rewards is currently quite large, and we intend to improve this. First, through the August update, we plan to strengthen Offline Reward efficiency in both its base value and the Maple Membership effect, so that growth currency gains from Offline Rewards increase meaningfully.

Q

As characters grow and reach higher levels, Mesos become very scarce. Please improve this.

Inquiries: 12
August Update

We judge that Mesos are severely lacking in phases where growth currencies are consumed rapidly, while accumulating naturally at other times — so the shortage grows in the later stages where currency investment is repeated. Considering this characteristic, we intend to provide additional acquisition sources that Maplers can actively choose when Mesos are in serious shortage. First, the Journey Treasure system being added in the August update will also let you choose to obtain Mesos at the time you want. Going forward, we will also add Mesos to reward lists so they can be obtained through new content.

Q

The penalties of the Star Force downgrade/destruction system are excessive. Please improve this.

Inquiries: 12
September Update

With the current Star Force system, the success rate drops as the level rises, the risk of downgrades starts early, and especially past level 20, players become reluctant even to press the enhance button. We judged that keeping the current system, where outcomes diverge excessively based on luck, harms the joy of adventure, so we intend to redesign the Star Force system. The direction of the revamp to improve this is as follows. Star Force levels will be subdivided into 30 levels so that growth feels more stable, and a pity system to compensate for consecutive failures will also be introduced. The Star Force levels you have achieved so far will be converted and reassigned to new levels reflecting the expected value of the revamped system, so they do not feel like a loss.

Q

Please improve Quick Hunt so that Journey Tokens can be obtained from it.

Inquiries: 7
Difficult to Implement

If new currencies were continuously added to Quick Hunt, saving up Quick Hunt Tickets instead of using them would become the most efficient choice. We believe a situation where spending resources for growth leads instead to a future sense of loss is not an enjoyable experience. Going forward, we intend to prepare updates so that currencies added as chapter idle hunt rewards are, as much as possible, not included in Quick Hunt rewards.

Q

The unlock wait times for opening various content are too long. Please improve this.

Inquiries: 6
Targeted for Later This Year

We understand it must have felt frustrating as the flow of the game was interrupted by unlock wait times set too long in later content. With limited ways to obtain Time Acceleration Tickets, waiting was practically the only option, and we intend to remedy this. First, through future updates, we will expand the means of obtaining Time Acceleration Tickets from a wider range of sources. We will also increase the wait time reduction benefit included in the Maple Membership.

Q

Please strengthen the rewards from Journey Trails unlocked in higher chapters, and improve their options to have stronger effects.

Inquiries: 5
September Update

Journey Trail options are designed to increase gradually as you reach higher chapters. Rather than sharply raising the growth curve, we will adjust things so that unlocking Journey Trails in higher chapters becomes a more meaningful experience, by increasing the amount of growth currency granted upon unlocking.

Q

For an idle game, the manual-control fatigue of various in-game content is high. Please reduce the manual fatigue of in-game content.

Inquiries: 5
August Update · Mid/Long-Term Review

We take very seriously the feedback that, even though MapleStory : Idle RPG is an idle game, the burden of manual control in various content is heavy. The feel of hands-on play is one of the important elements of fun, but we deeply agree that the level of fatigue currently required is excessive. First, through the August update, we plan to lower monster damage in various dungeons to reduce situations where a control mistake immediately leads to character death. We expect this to lower the difficulty of manual control and reduce fatigue. Going forward, we will lower the entry burden of content with high manual fatigue, and continue designing content so that manual play offers fun that matches the effort. For content with heavy repetition demands, we will also review automation and shortcut options, creating a play environment that suits an idle game.

Q

In some dungeons, monster damage is excessive and the experience is poor. Please reduce the experience of losing due to insufficient HP.

Inquiries: 4
August Update

In some dungeons, monster damage is set excessively high, leading to demoralizing defeats. We judged this is not a desirable play experience, so through the August update we plan to reduce monster damage in various dungeons across the game, easing the experience of losing due to insufficient HP.

Q

Please improve Journey Trails so that two options can be locked while rerolling.

Inquiries: 4
Difficult to Implement

If we improved the Journey Trail so that two options could be locked, considering the expected value you have built up so far, a correspondingly very high amount of currency would inevitably be required, so we expect that the pressure to complete your options would actually become even greater. Therefore, we currently have no plans to provide a two-option lock feature; however, we will continue to review whether there are other directions for improving the Journey Trail option system as a whole.

Q

Please introduce an equipment growth system, such as synthesis, so that duplicate equipment can be put to use.

Inquiries: 4
Difficult to Implement

We have no plans to introduce a synthesis system for identical equipment within the current equipment system. However, we understand this inquiry ultimately reflects the feedback that the experience of repeatedly obtaining equipment feels tedious. Through the August update, we will improve the probability for the number of sub options on equipment obtained from Party Quests. We will keep refining things to reduce the sense of emptiness in the repeated acquisition process.

Q

Please improve Journey Trails so that locking one option does not consume Regular Potential Cubes.

Inquiries: 3
September Update

Since Regular Potential Cubes are a currency widely used for other growth as well, having them consumed when locking Journey Trail options became a factor that increased the burden. Without undermining the value of what you have already done, we will improve the option lock feature to consume a separate new currency instead of Regular Potential Cubes.

Q

Please improve Journey Trails so that special options, once unlocked, do not disappear.

Inquiries: 2
Difficult to Implement

If special options in the Journey Trail no longer disappeared once unlocked, the expected value of special options would decrease significantly, and the value of the progress you have already achieved would collapse. Therefore, we currently have no plans to introduce a feature that keeps special options from disappearing after reconfiguration. However, we will review the Journey Trail system as a whole along with other improvements, and apply any improvements that are needed.

Q

Please match the duration of the 'Candle' Artifact to the duration of Chapter Breakthrough.

Inquiries: 1
August Update

We will adjust the duration of the 'Candle' Artifact so that its effect is a bit more meaningful in Chapter Breakthrough.

Q

The per-level Main Stat Potential Option performs too poorly even though it is a rare option. Please adjust its values upward.

Inquiries: 1
September Update

We agree that the performance of the per-level Main Stat Potential Option is insufficient even though it is a rare option. This stat will be adjusted upward through the September update and improved so that it holds meaningful value.

Q

The failure experience in the weapon, companion, and Artifact summoning systems feels too unreasonable. Please introduce an appropriate pity system so we do not suffer extreme bad luck.

Inquiries: 31
September Update

We take seriously the luck variance and failure experiences Maplers go through in weapon, companion, and Artifact summoning, and the stress they cause. While some pass rewards currently exist, there is no minimum safety net for repeatedly obtaining top-tier weapons or companions, which is insufficient to protect against consecutive failures. To fundamentally address a structure where extreme bad luck is hard to control by probability alone, we plan to introduce a 'pity system' for weapon, companion, and Artifact summoning. The pity system to be introduced will not be an improvement that raises summoning rates, but a safety mechanism to prevent extreme consecutive failures. We will proceed carefully, mindful not to devalue the achievements of Maplers who have already spent large amounts of currency to obtain their results.

Q

Please improve the value of package products such as Legendary Artifact Selection and 4th Job Companion Selection Tickets.

Inquiries: 7
Mid/Long-Term Review

The value of each package product must be crafted carefully in consideration of various aspects of game balance. We will consider creating products that include the various high-tier items you mentioned.

Q

Please improve the Maple Membership's auto hunt persistence benefit so that it also applies while participating in various Guild content.

Inquiries: 4
August Update

To address situations where idle hunt is interrupted by participating in Guild content, causing growth losses, we will improve the Maple Membership's auto hunt persistence benefit so that it remains effective in various Guild content and in PVP outside the Arena.

Q

Please create a permanent communication channel for two-way communication.

Inquiries: 22
Targeted for Later This Year

We apologize that communication channels have been operated in a limited way, and that we have not been able to respond to all of Maplers' voices. Going forward, we plan to keep a suggestion submission channel open at all times even after 'To MapleStory : Idle RPG', and we will operate by referring to those submissions and reflecting them in our roadmap.

Q

I am curious about the game's long-term direction. Please share a long-term update roadmap, and please shorten the update cycle.

Inquiries: 20
Replied

Many of you have told us that because the game's long-term direction has not been clearly shared, it is hard to relate to the game's update content. Going forward, in addition to update previews, we will prepare to share mid-to-long-term update plans that look further ahead through developer notes. As we mentioned in a previous notice, we believe the most important thing for MapleStory : Idle RPG to protect right now is update stability. Rather than forcing a shorter update cycle at this point, we are focusing on securing greater stability. We will do our best to present more content at the right times.

Q

On low-population servers it is hard to find guild members. Please carry out server merges, and when merging, please address the gap between earlier and later servers.

Inquiries: 13
Mid/Long-Term Review

We understand that recruiting guild members is difficult on servers with small populations. Server merges have positive aspects, but negative effects can also arise, so we are carefully reviewing whether there is an appropriate approach. We will consider introducing them when we judge the time is right.

Q

Please disclose all probability-related systems that exist in the game, such as Boss Raid and Party Quests, so they can be checked in-game.

Inquiries: 10
Replied

We have confirmed your request to disclose the probability and statistics information of all probability-related systems in the game so they can be checked directly in-game. MapleStory : Idle RPG transparently discloses both the set probabilities and actual probabilities of probability-based items through 'NEXON NOW', a real-time probability monitoring system, and we will continue to faithfully disclose probability information in accordance with relevant laws and policies. For checking statistics in real time, we operate 'NEXON NOW' as a separate space, and we provide a direct path to it through our official community.

Q

Please allow nicknames previously used by other players to be used again.

Inquiries: 7
Targeted for Later This Year

We are considering how to lift the restrictions on nickname usage history. We believe that if nicknames were simply made available again, there is a high chance they would not go to the Maplers who truly need them. Since a nickname is also a form of personal identity, we are reviewing an appropriate reuse method and will let you know once the direction is decided.

Q

I want to move to another server. Please add a server transfer system.

Inquiries: 7
Mid/Long-Term Review

We are internally preparing the development of a server transfer system, but careful review is needed considering various factors such as stability during the transfer process. We will prepare thoroughly so that server transfers can be used safely, without the introduction being delayed too long.

Q

I wish there were more coupons. Please add coupons without expiration dates so the gap with existing players can be reduced.

Inquiries: 5
Targeted for Later This Year

We do not think it would be appropriate to keep every coupon issued for specific events or seasons available without limits. Accordingly, while maintaining the validity periods of existing seasonal coupons, we will separately add permanent coupons with no expiration date that new Maplers can use no matter when they join.

Q

Please unify the daily reset time from midnight (00:00) to 10:00, like the content settlement time.

Inquiries: 4
Difficult to Implement

Daily content resets are operated based on midnight (00:00), the standard for 'daily', 'weekly', and 'monthly', so that all Maplers can understand them without confusion. If the reset time were arbitrarily set to a different hour, Maplers encountering the game for the first time could get confused, so we would like to inform you that there are currently no plans to change it. Thank you for your valuable feedback.

Q

Please expand the various support events so that new and returning players can grow faster.

Inquiries: 2
Replied

We are running a variety of events so that Maplers who are just starting or returning can enjoy the game without burden. We will continue reviewing the expansion of related events so that even more Maplers can enjoy MapleStory : Idle RPG without burden.

Q

Please explain the direction that sets MapleStory : Idle RPG apart from other MapleStory franchise titles.

Inquiries: 1
Replied

We believe the core direction of MapleStory : Idle RPG is an appropriate balance of familiarity, comfort, and immersion. Building on the familiarity of the globally popular original MapleStory's world, jobs, and monsters, we are carefully crafting each system so you can play comfortably, without burden, amid a busy daily life. And within that convenient play experience, we are doing our best to refine the game's core fun so that in the moments you play hands-on, you can feel deep immersion. We plan to keep adding diverse content that brings out MapleStory : Idle RPG's own distinctive character. We will work tirelessly to make it an enjoyable game experience for Maplers.

Q

Please add more types of Towns and expand the content within Towns.

Inquiries: 12
September Update

We agree that Towns currently remain spaces without much meaning, and that there are not enough things to enjoy within them. We are preparing to expand the types of Towns and to let you enjoy a variety of minigames inside them. In addition, we will merge Town servers, expanding Towns into spaces where you can naturally meet and chat with Maplers from other servers.

Q

Please add many more diverse Medals, including Fame Medals.

Inquiries: 8
September Update

To expand the fun of collection and achievement through Medals, we will continuously add a variety of Medals and prepare things so that you can enjoy building your collection.

Q

Please improve Towns so that more people can gather there. It would also be nice to display the current number of players in each Town.

Inquiries: 2
September Update

We will improve Towns so that more players can gather, and continuously expand in-Town content so that community elements lead to more enjoyment in the game.

Q

Please add a Mount System that can be used in Towns.

Inquiries: 2
September Update

We are preparing a direction that expands both movement in Towns and the fun of customization. We will also prepare to introduce a Mount System.

Q

Please improve Royal Hair and Face so they can be obtained by direct selection, and please add more hairstyles and faces.

Inquiries: 10
September Update

Royal Hair and Face are currently obtained through a probability-based structure, which creates a cost burden when trying to get the look you want. Since appearance customization is the most direct way of expressing your character, we plan to introduce a selectable purchase system for Royal Hair and Face instead of a probability-based one. As part of this system revamp, we will provide a way to directly purchase the look you want, at a level that does not significantly undermine the expected value for Maplers who have already obtained Royal Hair and Face. Additionally, we will actively review the appearance improvement suggestions and ideas you have sent in and reflect them in our content, so please look forward to it.

Q

Please sell more of the various Royal Styles that exist in MapleStory. Please also sell higher-tier Royal Styles, such as Master Label, at reasonable prices.

Inquiries: 9
September Update

We will prepare to introduce the wide range of cosmetic customization elements from the MapleStory IP more quickly and in greater variety than before. We will also review appropriate ways to introduce higher-tier Royal Styles.

Q

There are not enough Mannequin slots. Please expand the Mannequin slots.

Inquiries: 5
September Update

We agree that Mannequin slots are insufficient for Maplers who enjoy customization, and we will expand the maximum number of Mannequin slots.

Q

Please improve the game so that weapons we own can be used as costumes.

Inquiries: 4
September Update

We will improve the game so that job weapon appearances can be used like costumes. We will prepare a direction where the performance of on-equip effects is maintained while the appearance can be expressed with the weapon of your choice.

Q

If a Costume stat has reached its cap, please let us know at the time of purchase.

Inquiries: 1
September Update

We will improve Costume purchases so that stats that have reached their cap are displayed differently, making them easy to recognize.

Q

Please increase event rewards, and design missions so that the final rewards of events are not too hard to obtain.

Inquiries: 15
Replied

We have been continuously expanding the scale of event rewards in line with the flow of the service, and we plan to keep expanding them at appropriate times. We agree that the mission period required to collect all event rewards is too long. We will take care to ensure events are not structured to take so long that Maplers who participate diligently still cannot complete them.

Q

Please do not run events that include missions forcing us to play minigames every day.

Inquiries: 13
Replied

Minigames were designed as bonus games where you can take a short break during chapter hunting. However, missions designed so that rewards can only be obtained by clearing minigames ended up causing fatigue. If minigames are included in future events, we will run them with simple formats and reduced required play counts, so they feel like fun rather than a burden.

Q

Please keep running various growth-support events such as Star Force Hunting Zone, equipment drop rate boosts, and job change events. Also, please add diverse events like fashion contests and co-op bosses.

Inquiries: 11
Targeted for Later This Year

We intend to add and schedule growth-support events on a regular basis; Star Force Hunting Zone, equipment drop rate boost, and Burning-type events will be scheduled repeatedly at appropriate times. In addition, we will also prepare events with new rules, such as fashion contests and co-op bosses. We will broaden the range so events feel like content in their own right rather than repetition.

Q

Managing equipment is inconvenient. Please improve the equipment management systems in various ways, such as selective bulk dismantling, selective bulk locking, and allowing equipment dismantling within presets.

Inquiries: 22
August Update · Mid/Long-Term Review

Through previous updates we provided basic management conveniences such as option filtering and bulk dismantling, but we understand that inconveniences still remain. We believe the time spent handling equipment should not get in the way of the joy of growth. First, the August update will add a feature to the equipment filter that filters by the number of sub options. Going forward, we will continue to expand detailed management features such as selective bulk locking and allowing equipment dismantling within presets, steadily reducing the time spent on equipment management.

Q

Please improve skill presets so that auto-use can be set per skill. Please also let us directly configure auto-move.

Inquiries: 21
August Update

We agree with both the request to individually set auto-use per skill in presets and the request to directly control auto-move. A preset system revamp is planned for the August update, and support will be provided so that auto-use can be set individually for each skill. We will also review whether auto-move options can be provided as a convenience feature.

Q

Preset convenience features are lacking. Please improve presets so they are easier to use, and add a confirmation popup to the deactivate button to prevent mistakes.

Inquiries: 14
August Update

A preset system revamp is planned for the August update. Along with save/load features, a confirmation alert upon deactivation will also be included. We will keep refining things to minimize inconvenience caused by preset mistakes.

Q

Please improve the battle UI so that its size adapts to the screen size. Also, please add tooltips to buff effects so we can see what they actually do when clicked.

Inquiries: 11
August Update · Mid/Long-Term Review

We agree that the battle UI is fixed regardless of screen size, resulting in low visibility, and that it is difficult to check what buff effects actually mean. The first phase of battle UI visibility improvements will be carried out in the August update, reducing unnecessary information and securing clearer visibility. After that, we will quickly prepare and apply further needed improvements such as UI size adjustment and buff effect tooltips.

Q

Please add a bulk Quick Clear feature for Growth Dungeons.

Inquiries: 7
August Update

We agree that the Growth Dungeon Quick Clear feature, which requires repeated actions, causes significant fatigue. A bulk Quick Clear system for Growth Dungeons will be added in the August update.

Q

Please improve the convenience of the chat system. Please create a party recruitment channel, and separate Whispers from Fame notifications.

Inquiries: 5
Targeted for Later This Year

We will improve the convenience of the chat system. We will make party recruitment easier as you suggested, and separate Whispers from personal notifications so Whispers become more meaningful. We will also implement various other measures to make chat more active.

Q

Please add speed-up/skip features so Arena runs can proceed faster.

Inquiries: 4
September Update

We agree that Arena runs take a long time. Accordingly, we will introduce a feature that skips battle and shows only the result when the opponent's CP is significantly lower than yours, and we will also provide a speed-up feature so that even direct battles can proceed faster than they do now. Beyond the Arena, we will also provide the speed-up system in content where battles drag on meaninglessly, such as Guild War, improving convenience.

Q

Please improve Party Quests so that we can schedule an end point while repeating them.

Inquiries: 3
August Update

We apologize for the inconvenience of it being difficult to end Party Quests at the timing you want. To improve this, a Party Quest repeat management page will be introduced in the August update, allowing you to specify the desired number of runs in advance and schedule an automatic end.

Q

It is hard to find my own position in multiplayer. Please improve this by minimizing other players' information so I can see my position more clearly.

Inquiries: 3
August Update

Battle visibility options will be provided through the August update. We will add options that minimize other Maplers' information and let you clearly identify your own position.

Q

On iOS, the UI is sometimes obscured. Please improve UI support for iOS.

Inquiries: 3
Targeted for Later This Year

While we do provide basic support for iOS notches, we have confirmed cases where the UI is obscured or not displayed properly on some screens. We apologize for the inconvenience this causes in certain iOS environments. If you encounter any screens that do not display properly during gameplay, please report them to Support. We will review and fix them quickly to minimize the inconvenience, and we will also re-inspect all screens internally to make improvements.

Q

Switching skill tabs is inconvenient. Please expand the skill slots.

Inquiries: 3
Mid/Long-Term Review

Expanding skill slots is difficult to carry out at this time. Due to the nature of mobile games, UI size must be considered appropriately, and to account for this we expanded skill slots through the skill tab switching method. We will review over the long term whether there is a more suitable approach.

Q

Please sort the Scroll list so that the highest level appears at the top.

Inquiries: 1
September Update

We will revise the sorting order of Scrolls so that the highest usable Scrolls are shown first.

Q

Please improve Hotkey support in mobile wireless keyboard environments, like in the PC version.

Inquiries: 1
Targeted for Later This Year

We have confirmed your request to enable keyboard use in mobile environments. In a future update, we will make keyboard input work in mobile environments as well.

Q

Please improve the in-game BGM so that I can listen to the tracks I want, based on the dungeons I have played before.

Inquiries: 1
Mid/Long-Term Review

You suggested being able to freely change the in-game BGM. Currently, the in-game BGM plays according to each region, and we feel that swapping in a different BGM within a region would not be a good fit. However, if free BGM selection is a direction Maplers want, we will consider incorporating it later together with community features.

Q

Please revise the color distinctions, such as tier colors, so that CVD (color vision deficiency) players can play comfortably.

Inquiries: 1
Mid/Long-Term Review

Thank you for the suggestion to improve tier color distinctions and more so that Maplers with CVD (color vision deficiency) can also play comfortably. We will review related improvements in the future so that more Maplers can enjoy the game without inconvenience.

Q

Please create a variety of new content and systems.

Inquiries: 12
Mid/Long-Term Review

Thank you for suggesting a wide variety of new content, such as a marriage system, farm/home features that can be enjoyed alongside hunting, monster carnival, monster encyclopedia, collaborations with other IPs, expanded walking trails, and cosmetics album customization. We have taken careful note of each of these great suggestions and will use them as valuable ideas when planning new content and preparing future updates.

Q

Please create a Union system where you can gain stats by raising multiple characters. However, please let sub-characters retain the main character's core growth data.

Inquiries: 7
Mid/Long-Term Review

We recognize that, compared to your desire to experience a variety of characters, the current situation — which requires either raising a new character from scratch or making the big decision to change jobs — is blocking the diverse enjoyment MapleStory : Idle RPG has to offer. We are continuously thinking about and reviewing how to solve this problem. We will find an appropriate approach so that you can naturally enjoy the fun of new characters within the game.

Q

Please add a pet system that helps with character growth and combat.

Inquiries: 5
Mid/Long-Term Review

We do not yet have a concrete plan for a pet system, but its introduction is planned. Once the direction is settled, we will let you know through developer notes.

Q

Are there any plans to introduce a Trade Station system?

Inquiries: 5
Difficult to Implement

There are currently no plans to introduce a system for trading currency and equipment with other Maplers in MapleStory : Idle RPG. If a Trade Station were added, the overall in-game economy would need to be considered together, which could make it difficult to provide Maplers with appropriate growth currencies — something we believe would also conflict with the growth experience that an idle game aims to deliver. That said, we understand the core of this request to be that interaction between Maplers should add to the enjoyment of gameplay. We will continue to explore ways to satisfy this desire through means other than a Trade Station, such as co-op content, in-Guild support, and Town interactions.

Q

Please fix device stability issues such as crashes and overheating.

Inquiries: 12
September Update · Mid/Long-Term Review

We are continuously checking and improving device optimization. We are constantly tracking crash, overheating, and memory issues that occur across various device environments, and we will minimize these problems through optimization work. First, through the September update, we will review additional device stability issues and apply improvements.

Q

(Global) Please provide an official Windows version.

Inquiries: 9
Implemented

The global PC version has been officially supported through the July 23 update. We will continue to refine the stability and convenience of the PC experience going forward.

Q

Please provide a Mac version.

Inquiries: 1
Difficult to Implement

MapleStory : Idle RPG is serviced primarily for mobile play, and the PC version is currently only available for Windows. There are no plans to introduce a Mac version at the moment, but we will consider it in the future.