Search results
Results from the WOW.Com Content Network
A private server is a reimplementation in online game servers, typically as clones of proprietary commercial software by a third party of the game community. The private server is often not made or sanctioned by the original company. Private servers often host MMORPG genre games such as World of Warcraft, Runescape, and MapleStory. These ...
MapleStory: Active 2D (side-scrolling) Fantasy: Free-to-play: 2003: Launcher Steam (GMS only) MapleStory 2: China South Korea 3D Fantasy Free-to-play 2015 2020 Sequel to MapleStory - servers still active in South Korea and China as of 05-27-2020. Marvel Heroes: Closed 3D: Superheroes: Free-to-play: 2013: 2017 Master of Epic: Active 3D: Fantasy ...
Nexon released the MapleStory Reboot update for its North American server in December 2015, which allows access to the Reboot world. This world has disabled trading, increased Meso drop rates, and weapon/equipment drops that are specific to the player's class.
Nexon Co., Ltd. (formerly Korean: 주식회사 넥슨) is a South Korean video game developer and publisher.It develops and publishes titles including MapleStory, Crazyracing Kartrider, Sudden Attack, Dungeon & Fighter, and Blue Archive.
MapleStory 2 (Korean: 메이플스토리 2; RR: Meipeul Seutori 2) is a 2015 massively multiplayer online role-playing game (MMORPG) developed by NSquare in association with Nexon and NCSoft. MapleStory 2 was released free-to-play first in Korea.
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.. As in role-playing games (RPGs), the player assumes the role of a character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions.
In the peer-to-peer gaming model, clients run equal code but are still subject to most of the same type of cheats found in the client–server multiplayer model; however, the peer-to-peer multiplayer model has been deprecated in favor of the client–server model with the wider adoption of high-speed networks. [14] [15] [16]
Common causes of such issues include high latency between server and client, packet loss, network congestion, and external factors independent to network quality such as frame rendering time or inconsistent frame rates. [1] [2] Netcodes may be designed to uphold a synchronous and seamless experience between users despite these networking ...