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Remember when Maplestory used to be an adventure instead of a grindfest? I miss those days.
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I remember when I was grinding with one of those ring mules, on 4x, and then we had a rollback because of something that happened. Went from level 99 to level 80 or something along those lines. I almost rage quit. Good ol' 2010.
@MakazeKiba - Well the terrorist cell is referred to as ISIL now, so Isis still refers to the Egyptian god and Archer's agency
Cool.
It took around 7 to 9 hours to reach Level 30~35 back then, and only takes us about 8 hours to reach Lv. 120+ now.
If you ask me, the game has always been a grindfest, and still is, but it's less of a grind than it used to be.
Lv. 200 (now) = old 100/or 120 then.
Lv. 250 (now) = new Lv.200 back then.
Just not as rewarding as it used to be.
Edit: got confused and was thinking of HPQ. Yes, KPQ, the sh*tfest of not being able to hit anything till 25 or so.
The only reason people think today's Maplestory is a grindfest is because everyone's obsessed with getting to lv200 as quick as possible. That's not Maplestory's fault. There's dozens of fun and interesting questlines all across Maple world.
Story aside, I wish there was better scaling for EXP rewards or even better item/meso rewards. Considering how insanely grindy it is to have gear progress in terms of potential, how about reward boxes for quests completed in a certain locale? For example, if you complete all SH quests minus the Cygnus kill quest, you could get Master Craftsman Cube x3 or something. To make it even better, make these quests repeatable every month. If that's too good a reward, make it a recurring EXP reward. EXP for level or Honor EXP (because more sources of that would be nice).
Lastly, there's the community's shift to soloism. This one is the harder problems, since it has to deal with player psychology on the individual and social level. How would you incentivize social play as opposed to solo play? Moreover, how would you do so in a way that isn't abuseable? In the past, I suggested for bosses, you could have a drop rate bonus based on your party size on the social level and participation on the individual level. For example, a full party would see a 100% drop rate bonus that stacks with all other drop rate bonus sources. However, if a party member doesn't contribute enough to the fight damage wise (say, at least 5% of it's HP, changing depending on the boss), they do not get that drop rate bonus (in my original version of this plan, they even got a penalty!). In addition, drops are instanced in ALL bosses. My system is still potentially abuseable, looking at how RA parties worked in the past and even now in Reboot, so it still needs refining. Moreover, that whole penalty system would likely get alot of angry players, whether or not they could deal X% of the boss's HP.