Transparency has never been Mario Maker's forte, even relative to the opaqueness of other Nintendo service titles. The Mario Maker 1 patch notes were bad and they haven't improved with Mario Maker 2, and even with games with comprehensive patch notes like Smash and Splatoon, they still don't explain why they changed the things they did. I had always suspected that the maker point formula were going to be changed at some point, Nintendo has never shied away from changing ranking systems before, and I never focused on it because of that, but I understand how it would be frustrating if you had put a lot of value in it.
The game puts value in it by tying rewards and exposure to ranking. That's why changing it in something like Mario Maker is extremely different than changing it in something like Splatoon.
The whole medal system is bad anyways since only the top 1% of players, either in ability or level design, will ever get to interact with it and I wish they had done more to make it valuable and relevant for the other 99% of players.
I get this but it's still ultimately not changing my issue. It's a creation game and medals highlight top creators which is exposure. That's the whole reason to even engage in a ranking system for this type of game. When you change the rankings arbitrarily you are fucking with people's progress in a way they cant just get back or fix. That's inherently not fair. There was no reason to change this after 6 months.
I wasn't implying that people with high maker points are just following trends, but talking about how experimental, challenging levels were more actively discouraged by the old system. High concept levels that require the player to grasp some obscure puzzle mechanic, do things in a certain way, or just plain difficult levels were previously implicitly discouraged because players who didn't understand their mechanics would boo them and cause the maker's maker points to decrease, demotivating the maker from producing levels of that kind. Removing that negative influence for levels that happen to do unusual things, as minor as it may have been, will help encourage players, ever so slightly, to experiment more and do out of the ordinary things. Speaking for myself I was very discouraged to see my maker points holding steady or dropping slightly just after spending 10+ hours making a level I was really proud of because it was difficult and not a favorable level for multiplayer versus or endless. I wasn't losing points because my level was bad, I was losing points because my level wasn't a good fit for the modes people happened to play it in.
I mean, at the end of the day my empathy has never been lost on people not getting exposure. I have said that a million times in this thread. I made an attempt to play all the levels posted here and give feedback. But that said, I still don't get how people think that pulling the rug under from people like me is fair or a good thing or why they are happy about it. They could fix the system a million other ways. I had to use the exact same system as everyone else, why is my disappointment lesser?
But its whatever. I'll play other games.
Also, for the record, likes or boos do nothing to your maker score in multiplayer versus. You're maker score is only affected if your level is played in a single player mode.
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