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Languages: English
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Reviews
Themes across 64 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I've been playing this game since 2005, I even have my mark of beta lol. The game is not what it used to be in any stretch of the form and I come back solely for the bi annual updates. Just to see if any of it has changed. The game has reduced itself to a grind heavy, boss gated progression. And its a TIGHT funnel. Events are no longer themed and meant for engagement and community. I remember trick or treating in Pendergrast Mansion, Putting ornaments on the tree for Maplemas etc. Events like Glory and everything for the Black Mage that allowed for people despite of level to participate in the story part of Maplestory. Made the game and its lower levels fun. Now I log in, speed through any dialogue because its mostly irrelevant and just figure out what I need to kill and how many. If I hadn't sunken so much time into it I wouldn't recommend to anyone new coming in. Especially if theyre looking for any type of community or game. The game does have a lot of potential given the base it has. But to completely abandon the first 260 levels of your game, because youre only making content for when the true game begins( which is in itself ridiculous to even say ) means the only way you get people to that content is if you have events like this. I think the game needs a revamp on lower level places bigger than big bang imo. And honestly a level squish, Revamp Victoria bring in new monsters, new gear, arcane is redone and you open the funnel where there isn't only ONE forward motion of progression.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 64 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Нет русского языка
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at least drugs kill you
This game is my personal HELL!
Nexon go
PICK REN
badly managed, p2w
I played this game a lot on launch, and have not played this game much since over the years for a few reasons. It is a beautiful game with a lot going on. Always something to do, but understand this entire game is DESIGNED to WASTE your time. Not occupy your time: WASTE IT. The grind is INSANE, so I've made a habit of only playing when XP events are happening, to see where the game is at now. NEXON doesn't respect your TIME. Period. This has improved over time, but in 20 years it is abundantly apparent through the way they handle many of their mechanics that they still don't respect your time. My biggest complaint is their death system, which is better than the original system a long long time ago, but improving a bad system doesn't make it a good system; just a more tolerable one. I remember when dying at level 50-60 was hours of set back as you lost XP. Now after level 200 they put a 20 minute long 80% XP AND item drop penalty on you when you die. This wouldn't be so bad if they didn't have quest givers on Mob Maps that will keep hitting you while you are talking, AND you can't MOVE or ATTACK while TALKING to NPCs, or have boss mobs that often deal extreme damage that can spawn on top of you and one of the draws of the game is that your abilities often fill the entire screen with numbers obscuring your character's position under all the noise. Some quest givers just stand in the middle of mob spawn locations, meaning there is a high chance you will die if you have to read it, and is doubly true if there are flying enemies. Note I didn't say WANT to read it; HAVE to read it, because It is trying to give you an item or there's a conversation selection. This isn't an issue if you out level the content by a good margin of 10 or 20 levels. Considering the game is named for being story oriented this is VERY frustrating. Then completing an area's story, even if it is the only area for a level range (mostly just high level content), often gives no where close to enough XP to get you to the next area. Super grindy farming for XP to move on and see the next part of the story. Even gaining 5 levels per 1 I can barely get a level up before completing a story section in the Arcane River (200+ zones) where there aren't other story zones to level in. The XP portioning is devastatingly off-balance; likely because they want to sell more XP boosts. The actual game play is pretty fun, but I just can't see this game retaining an audience when they can't stop penalizing people's time. If you die, you might as well take a break, and if you take a break (at least for me) you are one step closer to dropping the game again. Just to be clear: I understand the need for consequence of death. Appreciation of what one has often comes from the lose of something. My complaint isn't that there is a death penalty, though in my opinion this is bad game design no matter which game it is, but instead the length of penalties and how the game functions in a way that is sometimes inviting to death thus wasting the player's time. I want this game to be amazing, and in many ways it is, but I can understand why people would put this game down as I will probably do as soon as I complete this event. Maybe in a few years I'll come back and try it again to see if these people will ever learn, but I often wonder how this game survives in the modern industry outside of being free. I'd never pay to play this game, and have a hard time justifying spending money in their Cash Shop because they don't respect my time. If you do decide to play, enjoy the game for what it's worth (free).
Based on my limited time with this game, I would not recommend Maplestory, mostly because Nexon is super greedy. 10/10 wouldn't do again. There are really a lot of deep issues, and it was best explored by this reddit post. https://www.reddit.com/r/Maplestory/comments/1ukkf5u/the_current_state_of_gms_progress_overshadowed_by/ Maple really has become a beast that asks too much from it's playerbase. I hope Nexon can look at the abuse of the "Go West" players and view ways to make it a less money-hungry grab, and give out features that exist in other regions.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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