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What happened to all the socialness of Maplestory?
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Carnival PQ was the MOST fun. It really was. I loved it. I miss it.
How can you say literally every online game is seasonal? are you crazy? That couldn't be more true. Many games have high population all year around , sure it might spike up a bit around holidays but they would stay way less dead than Maple. Also holiday seasons in Maple haven't been populated in some time now.
All the new "story-based" and "blockbuster" content is "One at a time! Leave your party!"
Whatever happened to normal quest lines that you could do alongside your friends? I remember when ToT opened we took on it in groups that made short work of the 999-kill quests. I remember my best friend guiding me through the Phantom Forest and Crimsonwood Forest quest lines, and I remember passing it on by helping low levels collect the rare drops for the NLC quests.
We still have party-enabled quest lines at lower levels, like the Fairy Academy and Gold Beach ones, and some older content like Grand Athaneum.
But all the new stuff requires you to go alone into special maps and tons of cutscenes that even cut you off from guild/alliance/buddy chat for minutes at a time.
If I'd wanted to play a solo linear adventure game, I wouldn't have chosen an mmorpg to begin with.
Just look at Root Abyss, people complained that you had to be in party to enter, now you can solo....
Well, trainning usually is solo too, i kind see 5job fixing some of that, look at Chew Chew island party quests, there are maps that can go in party since they got good spawn and are big as well.
Also I really feel this blockbuster thing, now you have plenty of em, and i do like the stories but i remember the old Korean Folk Town wasn't so focused on the story, now it's a blockbuster where they put a new character to go with you and just feels weird, yet the story is well writen, even tought the map is now better, i feel others places will go the same path, i just not that fan of reading stories....
I also find annoying how new bosses use the block-buster as a pre-quest, i remember you could help friends to finish the pre-quest, now you have to see the story to go to the boss, yet i see that Lucid in V uptate made a bit diferent, i don't know how it is, but i'm glady there isn't another block-buster and it' more similar to quest in game.
But I find it useless to argue "what if they took a different route?", since it's already history. It can't be changed. We need to focus right now what the core issues are. I would have offered up a solution, but that has failed as seen with recent changes. Instance loot first started with Chaos Root Abyss where the equipment would be given separately to players. All you needed was a good carry and boom! More drops to crash the player-to-player market. Same applies to Empress Equipment. That's why we have equipment pieces now.
Another solution that might be viable to introduce with future end-game bosses is something similar to Ursus. It doesn't make sense for Root Abyss to have a requirement of two anymore when ever other entry only requires to be in a solo party.
A lot of the "player-to-player interaction" mechanics were removed due to how quote-on-quote "broken" the system was. Raid System, Party Play, Family, Sidekicks, Carnival Party Quest, PvP, Star Planet, etc.
The problems aren't that they were removed in the first place since they're long gone. It's that there nothing replaced them.
People have complained that many group-based systems were broken (not-specific towards any) and eventually got removed. Now players are complaining there are no group based systems. The question is what can be introduced without it being absolutely broken that it can be abused.
But that's just my opinion.