

You would be instantly kicked and put on ignore, slowly losing more and more people until finally you had to pay for runs which were extremely expensive. Yes that is true but the problem was that the playerbase at endgame consisted mostly of elite players wanting gearscore significantly higher than the dungeon needed to complete and heaven help you if you came into an endgame dungeon with gear that was intended for that dungeon. there wasn't a competition, the content was mostly pve/group oriented" I can hear you say. Why? Probably because the entire game was designed to be super hardcore grindy and repetitive (which the target playerbase loves) but without the options to alleviate that grind almost at all, making it feel like you were working a job in this game and missing a log-in meant you were permanently behind. Maybe it was also just unfortunate timing because other hot titles came out and players left for those, never to be seen again.īad devs, bad playerbase, bad gameplay loop that punished people who played The player numbers at least indicate that any measures taken didn't last for long, arrived too slowly or weren't much to the liking of a larger part of the playerbase. Maybe it wasn't even their development plan that made people seek something else. (late edit: numbers taken from the graph, numbers listed below are much lower somehow - described development remains the same) Which is weird because I thought Maple had more going for it (ToS is also a nice game though). Meanwhile Tree of Savior is still at around 3 k stable now (after around 1.3 k for the longest time). When the average online player count went below 800 they probably decided to pull the plug. A short time thereafter it somewhat sharply declined towards 1 k and below with a slow but steady downward trend.
#Maplestory 2 light blue leggings templet update
After the big update that followed the Skyship (which I didn't see anymore) some players returned and the playerbase grew towards 3 k again. At the end of the first year 4 k players remained which then declined towards 2 k (Skyship time - first bigger update). Giant hype at first with 25 k players online at the same time (on average).

I took a look at the Steam player chart for Maplestory 2. However I havent a single argument for your statements. also all the many fresh designs people would create when this game was newer =s Ill deff miss the "keyboard smashed named, monorail running goldseller hunting I did in the pvp zones (really did love the classes in this game and especiallly the controller layout). The only longterm concept was grinding for gear which soon became obsolete again. The fun just ended after you had seen everything. Great fun while there was content to explore. Originally posted by Chrisme:It was a good game.

There was a lot of good reasoning behind the individual updates but the general direction was just wrong. I stopped playing a year ago and seeing how this ended I was probably not the only one who thought that wasn't much fun. Why even get better gear when there isn't even a need for it? (other than killing world bosses slightly faster - which effectively also didn't matter because heavily invested people would kill them in a few seconds for everyone anyway) Effectively a lousy reward for a lot of wasted time. Next week a new item with a new colour would pop up. After a while I was wondering why I even followed this development path. But for obvious reasons those had to be a pain in the butt and were less rewarding. There was also solo player stuff like the skyship missions. Dungeons stopped being fun, most of the new content was packed behind group activities (effectively guild stuff). Just not in the endgame.Īt that point it turned into an unforgiving gear grind where people would kick you from a dungeon party because you slowed them down in their eternal quest for the next soon-to-be-discarded item. You could play it with family as much as with your girlfriend. Go fishing, do completionist stuff, grind a bit, do dungeons, etc. The whole game concept was about freedom of choice.
