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Over a decade in TMS, now traveling through the @MaplestoryU Sharing thoughts on updates, predictions, and fun daily moments.

Crete
Joined December 2014
Today we received a lot of new information. I originally planned to take a short break before writing a new post and play Probably Stolen a bit longer, but since there are quite a few good pieces of news this time—and they are also related to the post I just published—I decided to talk about them first. First of all, we can now confirm some of the key points for the near future. As I expected, the release timing of the three new bosses is roughly similar to the intervals seen in other versions. After Gloom is released, Darknell and Verus Hilla should arrive about a month later, while Black Mage is scheduled for the first quarter of next year (the exact date is still unknown). Based on the confirmed information so far, Black Mage’s level requirement does not appear to have been adjusted. This means the level and ARC requirements will be quite challenging. In other words, if it were released too early, basically no players would be able to meet the entry requirements, so an early release wouldn’t make much sense anyway. The other three bosses still don’t have detailed data released. In principle, their ARC requirements should be the same as in other versions (as previously mentioned), but I think there is still room for adjustment on the level requirements. This time’s boss, Gloom, has been confirmed to allow a maximum of three players. In the later stages of other versions, bosses such as First Adversary, Malefic Star, and Limbo also have a three-player limit. I think this change is a good attempt. Gloom’s mechanics are somewhat similar to CSlime, except it doesn’t regenerate HP and you don’t have to wait three minutes for a burst window. However, with a six-player party setup, we would very likely see a lot of “tax-carrying” parties again—high-CP DPS players paired with low-CP supports. This formula would just keep repeating. After lowering the player limit, I believe the difficulty will also decrease. Since this isn’t a flagship boss, there’s no reason to keep the difficulty excessively high. In fact, I don’t even think the entry barrier will necessarily be higher than a normal CSlime party. Combined with the fact that its ARC requirement is lower than Will’s, quite a few players should be able to fully clear this part of the progression. Besides the usual special fashion rewards from before, the first three teams to clear will also receive an additional Endless Terror as a reward. I think this is a very good change. We all know that even if people start clearing various bosses very early on, there are still a huge number of players who have never obtained a Pitched Boss Set item to this day. Giving it out directly as a reward removes the uncertainty of “when the first piece will appear,” and it also gives top players more motivation to push. That said, if the reward is this valuable, I think it’s worth reconsidering how it is distributed. The reason is simple: if it’s purely based on who clears it first, then you basically have to have no work or other commitments on the day of the update. This alone eliminates a lot of people from competing. Only after that does it come down to party CP and skill. Of course, this format gives skilled players a better chance to obtain the reward instead of it only going to the highest-CP players. But logically speaking, the people most likely to clear it the earliest are still going to be those same high-CP players. After thinking about it, I feel that any single criterion is imperfect. The better approach I can currently think of is to use different judging standards so that different groups of players all have a chance to compete. For example: - The earliest clear still gets a reward - The fastest clear time also gets a reward - And perhaps something like the lowest total party CP clear This way, some players aren’t locked out of competing from the start, and it can also encourage creativity and different approaches. It feels a bit like a challenge mode. I don’t think this idea is perfect either, but I hope that in the future we can see more varied and interesting reward distribution methods. In addition, the issue of overall player progression that I mentioned before was also brought up. It currently looks like we will probably see more ways or events that allow players to gain large amounts of experience in the coming period. Otherwise, reaching Black Mage’s requirements in Q1 of next year still seems very difficult. This statement somewhat reduces the likelihood of the boss level requirements being adjusted. If the overall player base levels up quickly, then there’s less need for that adjustment. Comparatively, I also think this is a good thing. To challenge Black Mage, the ideal level is probably at least 270 or even 275. So I think we can reasonably assume that, with the current pace, a large number of players should be able to reach at least the 265+ range before March next year. Higher levels are harder to predict, since Black Mage is a flagship boss—without spending extra time leveling, it will still be difficult to reach the ideal range in a short time. For players who want to try different classes, leveling should at least be noticeably easier than before. It has also been announced that the next update will introduce things like a pass system, daily check-in rewards, and growth-related products. Similar systems already exist in other versions, so I think these are worth looking forward to, and we can roughly expect similar rewards. Overall, the content announced this time looks pretty good. I believe we will see more interesting news in the next week. For example, the official recently posted about Guilds, and some of the systems that were previously said to be in development may also appear around this time. Once more information is released, I think we can take another proper look at everything, and after the update we can check whether the actual game experience is as rich and smooth as described. I plan to share some thoughts based on the actual game content after the update, as well as some things I think would fit well in MSN but have not yet been added. I’m also preparing to write another post about a topic I’ve been paying more attention to in recent months: classes. @MaplestoryU @nexpacetime #MSU
[1/11] Ok, about that mood post. It's Moonbridge, the first area of Tenebris. It arrives on November 12 alongside a new boss, Gloom. This is where the expedition toward the Black Mage begins.
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Today I want to discuss some things related to Will and CSlime. Note: This post is quite long. You can skip straight to the three summary paragraphs that have emojis(📌/💡) — one about Will/CSlime and the final summary. If you also agree with the situation I’ve described, feel free to repost or leave your thoughts. - 1⃣ When Will was released, aside from the already-known health adjustments in this version and the ARC requirements being the same as other versions, the only real difference was that the level requirements for both Normal and Hard difficulties were lowered. I remember that at the very beginning this caused some concern among people, who felt that the efforts of early-game players were somewhat diluted. Of course, if you expected the required level to be higher and spent a lot of extra time grinding, only to later find out it wasn’t necessary, it can feel like wasted time. However, reaching higher levels earlier does still increase your character’s strength to some extent and reduces future progression pressure. I think adjusting the boss levels is reasonable. I even believe that some future bosses may also have their difficulty levels adjusted. The reason is simple: in this version, the current leveling speed is considerably slower than in other versions. Although the content hasn’t been fully opened yet, if you observe the players you encounter, you’ll notice that many high-level players are not the so-called “front-end” players—their CP is not high enough to challenge the top bosses. In contrast, some players have slower level progression but decent CP; you could say they have invested a fair amount into the game. Future bosses all have certain technical requirements. It’s not as simple as just hitting the numbers and easily clearing, or tanking through like some other bosses. Even players who meet the CP requirement may need to practice and fail many times. Additionally, if you have already cleared Will and have never cleared or practiced the corresponding content in other versions of MapleStory, I believe many people failed multiple times while progressing through Will—whether due to their own mistakes or those of teammates. When Will first launched, I remember some people complaining that the changes were bad, but based on my own experience and what friends shared, I found that at the very beginning, not that many people could quickly get familiar with the mechanics. In other words, even when people’s ability and CP were fine, the lack of operational familiarity caused them to spend a huge amount of time practicing, and quite a few still couldn’t clear it for a while. Setting the technical aspect aside for a moment and returning to the most practical issue—CP. In MapleStory, if your level is lower than the monster’s, you receive a damage reduction penalty, but as long as you are within a certain range, you can still deal a certain percentage of damage. However, if you have a very high level but extremely low CP, even with a large damage boost you won’t be able to chip away at the boss at all. Moreover, in a game where equipment and rare items drop and can be continuously enhanced, the importance and value of good gear is absolutely greater than character level. Not to mention that we can even put characters on the market for trading. Of course, I’m not saying that levels are completely unimportant. EXP is a resource you can continuously obtain without spending money. This is why you often see many players who have spent almost no money and have low CP yet still reach high levels. Good equipment, on the other hand, is almost impossible to obtain without investing a large amount of resources or generating income. Even with extremely good luck, you still need some cost or baseline equipment to establish basic income before you can enhance further. As I mentioned earlier, the players who currently have high CP have basically all spent a considerable amount of money—some less lucky ones may have spent over half again as much as others. You could also say that the large-scale investments and market trading in this game mostly happen among these players. I have to be honest: at present in MSN, the amount of content and events is often insufficient, so a lot of the time players’ schedules are reduced to just challenging bosses and grinding monsters for EXP. We all know that grinding is quite tedious and can easily drain energy over long periods. That leaves challenging bosses as the main remaining activity. With high-difficulty bosses already having a technical threshold, if players who are willing to spend money still have to be forced to grind for several hours every day just to reach the entry threshold for boss fights, I think that is a bit too painful. Many people still have regular jobs; besides having less time, they may not have that much energy to continuously farm EXP every day, and it’s unlikely they will pour all their free time into leveling. - 📌📌 Let me briefly summarize a few points here. First, I believe that future boss level adjustments are possible, mainly for those whose levels increase with difficulty according to the original design. The ones closer to us are Gloom (255), Verus Hilla (250), and Darknell (265). The two difficulty levels of these three bosses are the same. Gloom and Verus Hilla’s levels are fine given the current progression. However, for something like Darknell that suddenly jumps to a higher level, the possibility of adjustment cannot be ruled out. Especially since in the original version, these three bosses and Black Mage were released within a very short interval—roughly one to two months. Unless MSN stretches this interval much further, but I think these region-bound boss contents have a high probability of not receiving any special changes here. That means we are also likely to get four new bosses in a short period of time. At the same time, because progression here is faster—just as we got 5th job at the beginning of this year and may get 6th job next year—the release speed of future regions and bosses will inevitably be faster as well. Therefore, without any adjustments, it is very likely that overall player progression will not keep up with the boss thresholds. So I believe that unless major adjustments are made to EXP/ARC/AUT and similar systems in the future, there is still room for flexible adjustments to boss levels. The impact of such adjustments is, on one hand, to reduce progression pressure for front-end players who have invested a lot of resources, and on the other hand, to give mid-to-late game players more opportunities to participate in lower difficulties. Right now, many players’ progress is around Normal/Hard Lucid and Easy/Normal Will, yet they still greatly enjoy the process of clearing bosses and looking forward to the rewards. I think that in an environment where clearing bosses is a very important part of the game experience, even if the rewards are not particularly rich, being able to challenge one more boss is highly motivating and gives a sense of achievement for mid-to-late game players. As for a more landmark boss like Black Mage, I think the likelihood of adjustment is lower; the developers may even intentionally set it so that players cannot clear it for a period of time after release. As for whether even later bosses need adjustments, I think it will depend on the environment at that time. The main point is the number of players who reach the threshold. I think a relatively ideal setup would be that a certain number of players reach the entry level threshold (roughly 10 levels below the boss), players who regularly spend a small amount of time leveling can reach within about 5 levels below the boss, and players who spend a large amount of time leveling are at or above the boss’s level. In terms of calculations, the Final Damage difference between 5 levels below and equal level is about 25%, and the difference between 5 levels below and 5 levels above reaches 36%. So being at the same level as the boss or even 5 levels above provides a large boost, which is very helpful for players who level very diligently. At the same time, players who don’t have a lot of time to level still have a chance to clear, though the CP and technical requirements may be higher. - 2⃣ Now let’s talk about CSlime. First, I think it’s great that the developers made a boss with settings different from the original version for the first time. For players, this is of course fresher, especially for veteran players who have played other versions. I believe the most crucial point is that with this precedent, we now have more possibilities for future bosses. Of course, I think subsequent bosses are all quite distinctive and have sufficient difficulty. Unlike Slime, whose technical requirements are not particularly high and where the challenge difference between difficulties is not large enough. So it is also very possible that CSlime will be the only boss we have in the near future with mechanics different from the original version. What I hope for is not that the developers will make similar changes to later bosses, but rather that since they have the ability and willingness to design different mechanics, it means that in the future it is not impossible for us to get some version-exclusive bosses. This could make the version’s characteristics more distinct instead of just continuously releasing content that already exists in other versions. Other versions have many good things that I also think would be suitable to bring here, such as some very distinctive large-scale events and various different systems. Some give players more rewards or stat bonuses, while others give players more sense of achievement and goals. I won’t go into this part for now; maybe I’ll write about it separately when the opportunity arises. Designing a brand-new boss does not seem impossible now, but it is definitely not an easy thing. Besides how to set the basic numbers and what rewards to put in, the hardest part is how to design a completely new and suitable skill set and mechanics. I’m thinking it doesn’t necessarily have to appear in front of players at the level of the current strongest boss like CSlime. Even something like Red Moon Forest—with its own independent story and systems, plus new boss forms—is also very good. On one hand, all players can experience the content and get improvements, and stronger players can also challenge an additional boss. After talking about the good parts, I think the more important part is the existing problems. After CSlime was released, teams quickly succeeded in clearing it, and the clearing standard seemed lower than the developers originally expected. So the developers immediately made an adjustment. In addition to increasing HP, the HP recovery per minute was also raised to 2%. This largely restricted the ways to clear it. First, you need to know that after successfully passing the mechanics, CSlime has about 15 seconds of weakness time. During this period, the damage players deal is higher than normal, and this damage also reduces its maximum HP. If we take a team that can just barely clear it as an example: under normal conditions, besides dealing lower damage, you have to dodge the boss’s various attacks and complete the mechanics. Under these circumstances, you still have to find openings to deal damage, and you need to deal more than 2% damage per minute just to not waste your effort. For most teams, this is almost impossible. So you can easily see that current teams almost all burst only during those 15 seconds. There are nine waves of opportunities in one fight. For a team to successfully clear, they roughly need to deal about 10.5% damage per wave, plus clearing the remaining HP in the last wave before it heals. And this is under the condition of having damage increases and using burst skills during that time to achieve roughly that amount of damage. As a result, most teams have started moving in a similar direction. Besides Bishop, which already has a large number of support effects, classes with higher team utility such as Shade and Dawn Warrior have also appeared in large numbers. At the same time, because except for Bishop whose bonuses scale with INT, most other classes’ skills do not depend on stats, many teams have become high-CP damage dealers paired with low-CP supports. The damage dealers then get more of the rewards from this. You can even see some 50M or even lower CP players appearing on the clear lists. First, I think that in a game with different classes—especially one with as many classes as MapleStory—pairing different classes to maximize the team’s overall benefit and highest damage is itself a very reasonable and expected thing. Stronger players carrying weaker players to clear quests and challenge bosses is also something you see in many MMORPGs. However, the situation we are facing now is somewhat different. The first point is that although we already have quite a few classes, you will find that those with high short-term burst damage and high team utility are more popular in CSlime parties. This leads to the situation where certain classes, unless their CP is significantly higher, many parties would rather look for other people to join. So with the same investment and the same CP, some people are sought after by everyone, while others are not wanted by anyone. This is a very bad situation for the party-forming environment of the current highest-difficulty boss. The second point is about strong players carrying weaker players. In MMORPGs, most places where you can carry others still involve the player’s own rewards or entry limits, and you absolutely have to spend your own time. So in most cases, you will find that this kind of situation more often happens between friends, guild members, etc.—people who know each other and have connections—rather than just carrying any random stranger unconditionally. I don’t think many people have that much time, nor are they indifferent to the possible reduction in rewards. Or some players whose progress is already very far ahead and who have a lot of free time may freely carry people through some lower-difficulty content, because that content may be very easy for them and the rewards may already be very small, so they don’t care about the loss. Or in certain special cases, such as the Genesis Weapon quests in other versions, some people charge a fee to carry others through bosses. This is also a situation we often see in MSN right now. I think this is very different from simply helping others. Starting from Hard Will, more and more of these fee-charging parties have appeared. For strong players, they undoubtedly get more rewards. Weaker players, who originally couldn’t clear it, still get more rewards than before even after being taxed. Up to this point alone, I don’t think there is a big problem. The reason is simple. First, as I mentioned in a previous post, Will is a boss where one person’s mistake directly affects the entire team. In a larger party, the probability of mistakes is higher. Plus, most of the people being carried have less clearing experience, so the possibility of mistakes is even greater, and it is easy to spend more time. Second, if you observe these parties, you will find that the CP threshold difference between these tax parties and regular parties is mostly within 10-20M. However, if we look at the party situation for CSlime, you will find that the threshold gap between tax parties and regular parties can stretch to around 50M. Many people even choose to switch classes because their burst damage is too low or their team utility is poor. At the same time, because support classes mostly only account for a low proportion of the damage, quite a few teams with sufficient damage will replace high-utility classes with lower-CP ones. In the end, this leads to a very unbalanced situation: more people choose to play the same few classes, the number of people playing unpopular classes becomes even smaller, damage classes with poorer short-term burst have difficulty finding parties, and high-CP support classes sometimes become even harder to find parties for than low-CP ones. - 📌📌 To briefly summarize: The changes to CSlime allow us to have more expectations for the future. Maybe we can see more brand-new content. However, the design problems with the mechanics have further amplified the gaps between classes. This is not simply a difference between strong and weak, but that certain classes almost have difficulty finding parties in this environment. Even within specific classes, higher CP does not necessarily make it easier to find a party. After the developers announced the adjustment just one week after release, I think the probability of further adjustments is very low, because further adjustments would basically mean admitting that there are design problems, and it would also cause dissatisfaction among some players. Of course, I think the best solution is still to design the mechanics more reasonably so that they match the difficulty they should have. CSlime was released to give front-end players a new goal. Yet now you can see many people whose CP is not high enough also clearing it. I think that if this is a situation the developers are happy to see, then they should not have described this boss as being so high-difficulty in the first place. Without adjusting the boss, there are mainly two directions that can improve this problem. The first is to conduct large-scale class balancing, especially approaching the current situation in KMS. In recent KMS updates, the gaps between classes have become relatively smaller. The developers removed a large number of team utility skills, from ordinary buffs to things like Bishop’s Benediction, and balanced the skills of each class. Besides the gaps becoming smaller, a team no longer has a mandatory need for certain classes, so each class has increasingly equal opportunities. In my view, class balancing will still continue to arrive; whether we can one day catch up to this version that I consider more ideal is an unknown. The second direction, which I think has a higher chance, is to further adjust the reward system. Although in terms of expected value, parties with fewer people get higher rewards, we can still only clear once a week, so the volatility is still not small. In some parties, strong players can get rewards that exceed those of a four-person party, or even three-person and two-person parties, in one clear. So even if they could already enter a smaller party earlier, they have no interest in doing so. The adjustment required here is not a simple matter, but I believe it is definitely simpler and faster than large-scale class balancing. I think that if neither is adjusted, similar situations will only become more and more common in the future. I am not opposed to this form of strong players carrying weaker ones; my own sub characters have also participated in similar parties. What I agree with is that weaker players can find people to carry them through some lower-intensity bosses, such as Hard Lotus right now, whose difficulty and rewards are already relatively low. Or a player whose strength is not far from the average threshold finding such a party and clearing is a very good and reasonable thing. But if a player who is a large distance away from the threshold can also clear like this, it seems to be drifting further and further away from the original design concept. I believe that no matter which game it is, a boss that was launched with the starting point of being stronger than all current bosses, after being strengthened once, still ends up vastly different from players’ expectations—this is confusing and disappointing for many people. - 💡💡 Finally, to summarize: I think MSN is still continuously moving toward a newer and better direction. Because new versions arrive more quickly, making some adjustments based on the overall player strength and progression is good. The problems derived from CSlime are currently not small. But of course, this can be considered a boss whose content was partially redesigned, and according to the developers’ announcement at the time, it was released earlier than the originally planned date. So the appearance of unexpected problems is, I think, not unacceptable. The awkward point at the current stage is that even if we get the next few new bosses, and most later bosses are unlikely to have this kind of mechanic change, so the probability of the same problem appearing is relatively low, CSlime will still be a boss with quite a few rewards. And until this problem is solved, it will remain like this. I think for the developers, how to adjust, or even whether to adjust at all, is a very important issue. In addition, regarding the class issues that came along with this, I also plan to make a post later to discuss them. At present, besides class balancing, there are more related issues worth paying attention to and adjusting. @MaplestoryU #MSU
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I was just casually trying it out, so I didn’t record from the beginning. It’s been a really long time since last time I reached 20 Stars. But guess who’s back? @MaplestoryU #MSU
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After the recent Mu Lung Dojo changes, top players of each class can now obtain more Coupons. I feel that future Mu Lung Tournaments (which are likely to continue) could also take reference from this format. In this year’s 1st World Mu Lung Tournament, the top players of each class received additional rewards. However, most of these rewards were non-tradable effects, chairs, etc. Aside from the 1st place of each class receiving the limited and high-value Dread Master Set, what was most attractive to the majority of players was that clearing higher floors would give more Power Crystals as rewards. Unfortunately, this reward system used a single standard shared across all classes. This means that even if some classes are inherently better suited for clearing Mu Lung Dojo due to their kits, while others are at a disadvantage, with similar gear or CP, certain classes can simply clear several more floors and obtain more rewards. Since the event lasted for multiple weeks and rewards could be claimed once per week, the class differences ended up amplifying the final reward gap even further. I believe the current balance issues between classes — especially for less popular or newly released ones — have always been quite serious. Of course, achieving a near-perfect balance is not easy. I’ll make a separate post later to discuss the details. What I want to express today is: Perhaps in future similar ranking events, the official team could also consider using a format like this one — distributing rewards based on ranking percentage within each class. Although the impact may not be huge, it would at least give players of minority classes more reasons to stick with them, and potentially attract more players to those classes. For popular classes, players would need to become stronger to obtain high rewards. Competition between classes would become more intense, rather than falling into the vicious cycle where everyone plays the same classes and all receive similarly high rewards. @MaplestoryU #MSU
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Because this wasn’t mentioned in the latest update announcement, and some of my friends were also curious, I decided to look into whether the current Training Chamber event gives different EXP based on Badge rank. In the first week we can only reach Gold and can’t get to Platinum or Master yet. The update notes said that EXP has been adjusted, the Coupon amounts for each rank were adjusted accordingly, and that Unranked gets half the EXP of the other ranks. Still, quite a few people think higher ranks might have additional EXP bonuses. So today I spent some time testing the EXP differences from Unranked → Iron → Gold. If it worked the same way as before (different EXP bonuses by rank), I figured it was unlikely that only the top two ranks would have bonuses — the lower ranks should also show differences. Here are the results I got: you can also watch the video I recorded of the testing process. Test map: Mirror-touched Sea 7 Character level: 248 Badge: Unranked EXP gained every 10 seconds: 18,001,166 Badge: Iron / Gold EXP gained every 10 seconds: 33,752,188 Conclusion: Aside from Unranked, the other ranks currently appear to have no difference in EXP gain. Unranked is roughly 0.53× the efficiency of the other ranks — a bit higher than the “half” mentioned in the update announcement, but this doesn’t really matter for most people. Given that the official announcement didn’t mention any differences and the test results were consistent up to Gold, it’s almost certain that Platinum and Master will be the same as well. So I think it’s safe to use the Training Chamber this week without worrying about getting less EXP. @MaplestoryU #MSU
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Too sweet to keep to myself! 🍬 Spooky season is here in MapleStory N! Log in over the weekend for extra treats! 🎃 Wanna join me for some spooky MapleStory N fun? 👻 IGN: 4cloud World: Ain @maplestoryu #MapleWeeN #MapleStoryN
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What's different this time is that even though there are still about three weeks left, we can already check the contents of the next Style raffle in the game. If you look closely, you’ll notice that quite a few of the items in the next round were previously released. For example, the very popular Flushed Cheeks, which has maintained a good price, or the Ramling PJ Set that I personally really liked and used for a long time back then—even pets or chairs, and so on. Of course, there are still some newly released items, but the proportion of reissued items is quite high. The upcoming reissues will inevitably cause the prices of those items to drop. Back then, production was low and player interest in this area might not have been very high yet, so you can see that the minting quantities of many items were actually quite small. Looking at it now, though, those valuable and eye-catching items will definitely attract more people who are willing to pull for them. If you’re interested in these items, it might be worth waiting a bit longer. Once the next period starts, you’ll very likely be able to buy them at a cheaper price. @MaplestoryU #MSU
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Recently, I've started leveling more often, so I've been thinking about buying a Magnet Pet. But the prices seem to have gone up quite a bit lately, and I don't really feel like spending extra money right now. After all, I'm not the kind of player who levels for very long every day, so not having a Magnet Pet doesn't make that big of a difference. Since I mostly only pull for chairs or decoration items I'm interested in, I still have quite a lot of Florin left. So last week, I decided to try pulling for Pets. I pulled a total of 23 times, and 7 of those rolls included Pet rewards. In the end, I got 4 Pets. After the first three didn't even have Auto Buff, the last one actually came with Magnet Effect. I was really lucky — it saved me quite a bit of money. After more than a year, I finally have my first Magnet Pet. @MaplestoryU #MSU
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About some preparations I've been making recently: Since my character doesn’t really need much improvement for the time being, I have more resources and time to consider other things. Lately, I’ve started continuing to fill in some of the lower-priced Collection items. After this system was introduced, the number of collectible items has kept increasing. At the current stage, collecting more items doesn’t provide any real practical benefit. Theoretically, many of the newer items are more expensive due to lower supply. So for people who are only aiming to reach LV12, they don’t necessarily need to collect these new items. Therefore, I think raising the level cap is only a matter of time. However, when that will happen is still unknown. Whether to prepare early or not depends on each person’s budget and mindset. Right now, I only buy items that are within my expected price range. I won’t deliberately spend more just because I have extra money and try to fill every gap with more expensive items. Additionally, if things continue to develop in a positive direction in the future, I’m planning to play a new character. I’m still not sure about the specific details, or whether I’ll treat it as a main character to invest in. But at the very least, I think I’ll play it as an alt. So I’ve also been thinking about starting some preparations—for example, going back to TMS to practice some future content in advance, or gradually preparing equipment that might be useful. @MaplestoryU #MSU
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