This is my exact point. We have 19 pages of people peaching and crying about a level cap increase, when the game has become a joke. MS hasn't required a genuine time commitment to get anywhere level-wise in years.
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level 250 has fix something in maple that that be fix.... Family system
Yay finally everyone in every world will be one super big family
Free teleportation everywhere and anytime
Im simply saying that most people dont play the game to get to 200. We just play it for fun, trying out new areas, and in no way think we'll be able to solo bosses anytime soon--if ever. Like i said, the people who are complaining this game is too easy are a loud minority. compare the amount of people who are lvl 200 to those who arent.
I think this is exactly the point but I'd like to add that even if you are, there's still no purpose to leveling because being the max level still doesn't unlock any content, nor particularly improve your damage. Even if they uncap AP, leveling beyond 200 will just continue the neverending spiral of diminishing returns that already really isn't worth the effort to get past ~180. If they don't uncap it, then there's literally no point.
Do you not see the issue with the fact that you are crying about a change that in no way affects you? You said it yourself--you're never going to get to 200. Okay. Good for you.
There are those of us that are 200, and in many cases, have multiple 200s. This affects us. Not you. Though, honestly, thinking that this update is in some way a bad thing is ludicrous to begin with (unless you're one of those people that have antiquated ideals of "beating" an MMO. In which case, lolu.)
Hello, after reading the thread about the new level cap being extended to 250 yesterday and the responses really impressed me, so I signed up for this website.
Many people complained about how all of these changes are just Nexon's tactics to keep people playing the game and make money.
People referred back to the introduction of cubes, the Big Bang patch, etc.
These changes were made, of course, to increase NX purchases and increase the number of players playing the game by making it easier to level as it was clear that for many people, grinding for thousands of hours to reach the maximum level (my cousin, who is now 25, told me it took him almost 30 hours on 2x exp in 2007 to go from 150-152).
But Nexon's a business, and isn't it the goal of a business to make money? All of these changes were just business moves and it looks like Nexon's done a damn good job making money, look at the ridiculous amounts spent on cubing nowadays.
So I understand that people may not support these changes and as human beings, we are free to express our opinions.
But what I find ridiculous is when people use the fact that 'Nexon's just trying to make money/they only care about money' as part of their argument.
Nexon's just another business trying to make profit, and if they didn't make profit, we wouldn't have this fantastic game to play.
And all of Nexon's changes are just business moves to increase the amount of money they're making, and that's the only reason we have this game to play.
So please stop complaining about these changes, and just simply embrace and adapt to them!
Thanks for reading.
Because instead of being something cool or shiny like CS stuff, its MOAR grinding. Nobody likes grinding, NOBODY.
That "antiquated ideal" was held by a lot of people, actually. As a game that lacks in the completion department, "level 200" was one of the only tangible ways of beating the game and moving past it with a feeling of accomplishment. You're dismissing the idea under the guise of it being "antiquated," but that is only because it clashes with your own beliefs.
That aside, the level increase has troubling implications even outside the fuzzy area of people's beliefs about the game. For me, I see this as a change in the wrong direction. Instead of pushing outward (bigger numbers, higher levels, etc.) the developers need to focus on the game's internal nature. And by that, I am referring to the sheer lack of substantial content this game has to offer. Give us something to do. Make PQs worthwhile. Make boss loot tradeable without scissors, to make bossing fairly attractive. Increase the spawn time on things like Pianus, or give them a pap-like mini room. Make a randomizing dungeon with a boss that drops gacha-tier items. Something. Just give us something to pineappleing do. THEN raise the level cap. THEN give us content to boost our numbers. You'd think this pomegranate were rocket science; it doesn't MATTER to me if there's a cube sale, and I couldn't care less if the level limit breaks 400; it won't change the fact that this game no longer provides a reason to ever get that far.
And sure, Nexon says they'll release that kind of content, but just watch. Any bosses they release will have scissorable drops, meaning you won't even be able to trade it without spending real money. And the bosses themselves will have so much HP that level won't be as much of a factor as the amount of money one spends on cubing. Every bit of new content is saturated in Nexon's greedy desire to make more money at any cost. This level increase is another instance of that. The company saw that players were hitting 200 and quitting, so instead of adding some substantial content (like any of the examples I just listed, which took 30 seconds to think of), they simply boosted the level cap. It's a band-aid solution, and to top it all off, it only contributes more to the issue of power creep.
Pretty much this. There are a number of ways to create a game that continues to hook people. Instead of revamping their dead pq system, increasing their boss spawn times, or improving boss rewards, Nexon went for the easiest (and worst, in terms of player-happiness) solution and simply boosted the level cap, and that's why I'm not wowed by their level-250 thing. It's lazy, and it's a little insulting since part of the content's success relies on the notion that the player-base is so addicted that they'll come running back to the game they thought they'd finished, solely to keep their rank intact.
There was a great video done about Power Creep somewhere on youtube. In it, the narrator refers to an online collectible card game that was bought out by a money hungry company that proceeded to make all the old cards worthless. The company thought their player base would be addicted enough to spend more money creating an entirely new set of cards from scratch. Essentially, they took every player's completed project (their deck of cards) and said "NOPE, you're not done yet!" Where people like you might have suggested embracing such a change, most players saw it as a great opportunity to quit the game altogether. And they did. Likewise, Nexon expects players who have "finished" the game to see this change as a good thing, even though every level 200 player I've met has expressed no wish to grind even more than he/she already has.
TLDR: there were ten thousand better ways to keep people hooked after hitting the level cap. Nexon chose a really poor/insulting method. If you want to embrace more grind, though, be my guest.
It's true if you're only doing it for level 1 link skills for instance but maxing out your level is another thing. I should also note that levelling up is significantly easier in GMS than it is in other versions except for KMS which is why I emphasize that this is not so easy to do if your friends are mostly schooling, your server has almost no EXP events, everything is expensive and party play is sorely lacking unless you have a very high range.
What's your definition of "Time commitment"? I can get to 150 in 2 weekends with 8-12 hours of gameplay, total, easily. Sure the 180-200 gap is much more of a steep, but comparing a week to half a year in 2008, it's incredibly easy and completely unreasonable. It be different if there was end game content after hitting the cap, but there really isn't.
That's all this patch offers is a "bigger power increase for you to strive for!". Most of the level 200's annoyed by this are the ones who worked the hardest, and I can easily be sympathetic to the feelings. This only prolongs the problem that is maplestory, so focused on fast forwarding the content. Next year, 250 will be as easy as it is now, with some boss that is broken, with another gachapon event giving it's drops for the first half year, then add another cube like layer to compensate. It's a cycle of a cheap and quick distraction about what the priorities of maple should be about.
Instead of raising the level cap, they can start by lowering the bosses level cap, create new ones between 160-200, create alternative method's of keeping a player coming on to accomplish something on his character besides level or gear. Hell, give them a reason to Omok, titles for achievements that aren't retarded "You hurt yourself 10 times, HERES A MEDAL", how about "Didn't receive damage for half an hour while training" or something.
In my opinion, Root abyss is a step in the right direction as far as bosses go. Fun mechanics, no touch damage, can actually dodge stuff (need FJ usually but almost everyone has that now) and to fight the stronger ones you had to have beaten the normal ones 10 times. I look forward to fighting their normal versions every day because it's actually fun bosses. Granted I kill them extremely fast but if I was weaker I'd feel a much greater sense of accomplishment than fighting any of the other bosses since they're basically punching bags where you tank stuff and pot afterwards.
Actually, it is easy to get up to level 200 if you feel like it. The only issue is oh...only the tedium, the other events with better payoffs, the lack of actual content to look forward too once you're level 200 and you're too weak to boss, you're too strong that bosses fall before you and you've got to wait for the next boss etc. etc.
Well, bugger that. I'd rather just Charm Monster, Jump, Magic Missile and Finger of Death my way to victory at a minimum XP level.
@above: See, if Root Abyss was more like what Nexon gave all the time Maple would be a much more lively game. I seriously love everything about it, there's actual replay value since you get items that might aid you and you can try the Chaos versions if you're strong enough plus what you get from there might actually get you some of the way instead of being useless like most drops these days. Now that is what I call actual progression!