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How dead is Maplestory now-a-days?

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repentant Level 211 Bera Hayato 4 Justaway Guild See what games, anime & art repentant is intoRepentant
I've noticed a lot of new people coming back lately. I help them out and guide them around new Maple, but they always leave after a week or two. That's one bossing partner quitting after the other.
Aug 10 2015
leeway46 Level 106 Scania Paladin
I've noticed this too, the community seems to be a lot smaller lately.

They should merge a few more worlds together, and do some serious rebalancing.
Adding harder challenges would be a huge plus too
Aug 10 2015
fallenmartyr Level 207 Scania Kaiser 4
This game is much much much better now than it was back in 2006. Now, you can do Gollux, Commerci, Elite bosses, farm superior crystals, certain familiars for money, the reward shop lets you access to some cash shop features and they do tons and tons of great events.

People are seriously blinded by nostalgia. There were very little ways to make money in old maple. One time GFA60 scroll quests and hunting illbis at wolfspiders were about all you could do until you hit 4th job (took a super long time) and got into a guild who could do Zakum etc.

There were also way less events back then too. I do love the Maple anniversary ones where enemies dropped Maple weapons though.

Has the population declined? sure it has. The game has been around since 2004 and more people move on to other games than there are new players signing up. However, if you play in Scania, Windia, Bera, then it honestly still feels very populated.

If you played in a less populated world either wait for a world transfer event or restart in a more populated world before you say it is dead. I know in Scania it is always annoying to RnJ PQ during 2x, or find an empty Ranmaru channel etc.

TLDR; read it you lazy nerd
Aug 10 2015
chepfer Level 201 Bera Kanna 4
I've noticed a lot of new people coming back lately. I help them out and guide them around new Maple, but they always leave after a week or two. That's one bossing partner quitting after the other. [/quote]

I know the feeling, we can be bossing partners
Aug 10 2015
minagiavenir Level 139 Windia Xenon 4
@buster1651 I kind of disagree with you on that one. I began playing in 2008 and I had to say it wasn't that new player friendly. In terms of equipment and saving money, that's what Basilmarket is for. Players both new and old come on this site to ask questions. As for pay to win, it's only pay to win if you decide you have to spend money to be good. If you think Maplestory is pay to win, go check out games made by Aeria. They're much worse in terms of pay to win.
Aug 10 2015
cluckbomb Level 202 Elnido Xenon 4
Its dead because #1 No community. #2 Too many worlds. #3 Old Maplers grew up #4 Only new kids and no-lifers play. #5 Majority of the people are damage hos and you have to pay money in order to have fun since unfunded you cant kill anything.[/quote]

^ This, right here this

-2005 unfunded player
Aug 10 2015
ichii Level 200 Windia Phantom 4
@minagiavenir Comparing a super pay to win game with an even worse pay to win game doesn't make either of them any less terrible.

It would be very simple to fix this game.

Make questing relevant and rewarding, make the abundance of areas relevant for training/questing, make endgame bosses at least reasonable for a group of decently funded players rather than restricting them to the 1%, add a brokerage system or make the basic store permit available for mesos/reward points, make cube drops a lot more common without a bunch of % drop gear(I have never, in my entire maple career, ever seen a normal mob drop a cube), make cubes easier to craft(and remove the terrible master/meister craftsman system), remove all useless pots for job specific gear(int on warrior gear ), make bonus pot cubes available in game/reward shop(this is 100% pay to win content), make Elite bosses a lot more common(and/or remove them from any quest requirement ever, forever >.< ), add the choice hair coupons from KMS and stop forcing us to gamble for fancy pixel cosmetics that already cost too much money(cosmetics in general cost way too much imo), add a try out feature for perm nx not available in the CS, fix the adventurer hog mount quest( ), bring back party play zones, stop giving every new job the ability to do everything(heal, revive, de-spell, bind, double FJ, etc.), change the priest/bishop job tittle to "HS/Door Arch-slave", change Kanna's job tittle to "Kishin", give level 250 players more than just a dumb chair and buff(something that actually makes the ridiculous trip not feel like a massive waste of time)....release 5th job......

...On second thought, it's probably not that simple.
Aug 10 2015
taotapp Level 161 Windia Shadower
Excessive greed killed this game. But it can still be brought back.

FM's one example. For the longest time, you had to spend REAL money just to own a "shop permit" so you could sell your stuff in the market with everyone else. If that's still the way things are, then that's ridiculous. Introduce an auction house like every other mmo on the market, or just give every player a permanent shop permit when they reach level 100 or something, and maybe people who come back to the game won't quit immediately when they learn that they'll have to open their wallet to participate in the most basic level of the game's community. But nope, not gonna do that! So now we have a pay-wall just to participate in the market, which drives away new players and sends returning players packing as well.

Or stop introducing new servers when your oldest ones are nowhere near the population level they used to be. Stop catering to people who think a "fresh start" will revive the game for them, and stop thinking about how much money you could make off of a new server full of people who have to buy everything all over again. Stop thinking about short term business practices that only serve to spread your small population even thinner. But nope, not gonna do that either! So now we have a bunch of worlds that are simply empty, and only three worlds really worth playing in.

I guess the company's finally starting to wake up. I hear there's a new guy in charge in Korea, who's actually interested in looking at how to make the game viable long-term. So that's nice. Could've used someone like him five years ago, before corporate greed ran a wonderful game into the ground, but better late than never. To save the North American version, they'd have to first merge the worlds down to something like four, to address the problem of the population feeling spread out. Then they should give everyone a shop permit until they've found a way to scrap the FM and introduce an auction house system. Assuming gold sellers are still running rampant, they need to deal with that, too, because I don't care how much you like the cheap stuff they sell from the areas they hack in; inflation kills MMOs, and gold-sellers pumping billions into the economy are a primary contributor. I believe those are the factors that will -kill- the game. I'm not talking about keeping the game fun right now. I'm talking about things that will run it into the ground and kill it.

After that, I don't even know where to begin. Once you've made the market more accessible and you have a sense of community with everyone no longer spread out, you have to give the people something meaningful to do. Combat's ruined. Power creep killed it. The ability to spam potions makes this game's difficulty a joke. You can just facetank every hit and pop a potion. Thanks to NLC you can buy thousands of these things. Since you can't make everyone's hard work meaningless by nerfing their gear (they'd quit, all of them) Introduce something to the game that isn't combat related, like a more accessible and lucrative crafting system (assuming this isn't a thing already. It's been a year since I signed in last). Depending on how this is implemented, it could also solve the problem of inflation by acting as a meso sinkhole. Or maybe re-introduce your older party quests, but have them scale the levels/gear of the players so it actually feels like it used to. For example, you could reintroduce the old Ludibrium party quest, but when you enter on your level 230 spearman, his level in the dungeon is scaled down to 50 and his gear is adjusted accordingly so he can't just steamroll it. Make the reward some kind of credit or token that he can turn in at a shop to purchase relevant items, like maybe 10 tokens gets him a cube, and he gets 3 tokens per run or something. Or if you want to avoid cubing for the future of your game, you could make the new crafting system require certain items to achieve better results on crafted gear, and maybe those items can be purchased with the tokens. I don't know. My point is that you should give people challenging content and an actual incentive to complete it. The game is lacking that right now.

I wrote much more than I meant to. tldr the game's nowhere near where it used to be for a number of reasons, but it could very easily turn around if anyone running the show dared to rock the boat a little.
Aug 10 2015
cluckbomb Level 202 Elnido Xenon 4
Excessive greed killed this game. But it can still be brought back.

FM's one example. For the longest time, you had to spend REAL money just to own a "shop permit" so you could sell your stuff in the market with everyone else. If that's still the way things are, then that's ridiculous. Introduce an auction house like every other mmo on the market, or just give every player a permanent shop permit when they reach level 100 or something, and maybe people who come back to the game won't quit immediately when they learn that they'll have to open their wallet to participate in the most basic level of the game's community. But nope, not gonna do that! So now we have a pay-wall just to participate in the market, which drives away new players and sends returning players packing as well.

Or stop introducing new servers when your oldest ones are nowhere near the population level they used to be. Stop catering to people who think a "fresh start" will revive the game for them, and stop thinking about how much money you could make off of a new server full of people who have to buy everything all over again. Stop thinking about short term business practices that only serve to spread your small population even thinner. But nope, not gonna do that either! So now we have a bunch of worlds that are simply empty, and only three worlds really worth playing in.

I guess the company's finally starting to wake up. I hear there's a new guy in charge in Korea, who's actually interested in looking at how to make the game viable long-term. So that's nice. Could've used someone like him five years ago, before corporate greed ran a wonderful game into the ground, but better late than never. To save the North American version, they'd have to first merge the worlds down to something like four, to address the problem of the population feeling spread out. Then they should give everyone a shop permit until they've found a way to scrap the FM and introduce an auction house system. Assuming gold sellers are still running rampant, they need to deal with that, too, because I don't care how much you like the cheap stuff they sell from the areas they hack in; inflation kills MMOs, and gold-sellers pumping billions into the economy are a primary contributor. I believe those are the factors that will -kill- the game. I'm not talking about keeping the game fun right now. I'm talking about things that will run it into the ground and kill it.

After that, I don't even know where to begin. Once you've made the market more accessible and you have a sense of community with everyone no longer spread out, you have to give the people something meaningful to do. Combat's ruined. Power creep killed it. The ability to spam potions makes this game's difficulty a joke. You can just facetank every hit and pop a potion. Thanks to NLC you can buy thousands of these things. Since you can't make everyone's hard work meaningless by nerfing their gear (they'd quit, all of them) Introduce something to the game that isn't combat related, like a more accessible and lucrative crafting system (assuming this isn't a thing already. It's been a year since I signed in last). Depending on how this is implemented, it could also solve the problem of inflation by acting as a meso sinkhole. Or maybe re-introduce your older party quests, but have them scale the levels/gear of the players so it actually feels like it used to. For example, you could reintroduce the old Ludibrium party quest, but when you enter on your level 230 spearman, his level in the dungeon is scaled down to 50 and his gear is adjusted accordingly so he can't just steamroll it. Make the reward some kind of credit or token that he can turn in at a shop to purchase relevant items, like maybe 10 tokens gets him a cube, and he gets 3 tokens per run or something. Or if you want to avoid cubing for the future of your game, you could make the new crafting system require certain items to achieve better results on crafted gear, and maybe those items can be purchased with the tokens. I don't know. My point is that you should give people challenging content and an actual incentive to complete it. The game is lacking that right now.

I wrote much more than I meant to. tldr the game's nowhere near where it used to be for a number of reasons, but it could very easily turn around if anyone running the show dared to rock the boat a little.[/quote]

Also this.
Aug 10 2015
repentant Level 211 Bera Hayato 4 Justaway Guild See what games, anime & art repentant is intoRepentant
I know the feeling, we can be bossing partners [/quote]
Yes, I would love that. Together we will be unstoppable!
Aug 10 2015
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