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​MapleStory 2 - Understanding the different groups of players Nexon has to cater to

Dec-10-2018 PST
Categories:news

With the contempo Accompaniment of the Bold Updates, a lot of humans are unsatisfied. It's important to accede the altered groups of humans Nexon has to amuse with their updates.


1. Elite Players


We don't like them and for Good reasons. These players accept an astronomic ascendancy over the game's abridgement and they are about ailing for the game. However, these players are capital for the adaptation of the game. They are aswell the game's gold sink. These players are whales. They are a cogent antecedent of Nexon's income. If the bold goes to shit, these players are the endure to leave - they're the anchors of the game.


EDIT: If I mentioned that these players act as a capital gold sink, I meant this for a lot of MMOs. In the accepted architecture of Maplestory, there are no accurate gold sinks as exponentially added Maplestory 2 Mesos gets you exponentially added adeptness rather than abbreviating returns. Yes alluring costs exponentially more, but the accolade is aswell account it. A lot of added MMOs handle the gold bore affair with cosmetics with no/minimal carbon boots.


2. Committed players (i.e. wannabe elites, i.e. a lot of of reddit)


This accumulation is the a lot of vocal. This is the accumulation that wish appearance progression the most. If apathetic cutting is appropriate to progress, this accumulation will do it. But clashing the accurate Elite players, this accumulation are abundant beneath acknowledged extensive their progression goals and they are abundant added Good to abdicate if they aren't satisfied.


EDIT: Changed the diction to "dedicated player" from "hardcore player". A key appropriate agency amid committed players and Elite players is that committed players are in actuality arena the bold as intended. Elite players are accomplishing aggregate in their adeptness to accomplish it to the top. (which may or may not be ethical or allowed)


3. Accidental Players


These amateur are abundant beneath needy. They don't crave accelerated progression as continued as there is some array of agreeable to play through. Clashing the added invested players, accretion appearance progression through cutting will NOT amuse these players. To Nexon, they are aswell the atomic antecedent and the mostly Good to quit. If Nexon focuses too abundant on difficult endgame content, these players will be larboard abaft with annihilation do to. If these players alpha leaving, this will be aboriginal signs of a dying bold as players leave from bottom-up.


EDIT: Removed simple to satisfy. These players are absolutely difficult to amuse as they crave actual, non-grindy, non-numbers-based, content. They accept abundant beneath invested in the bold and can calmly jump address if the bold is no best 'fun'.


4. New and Approaching Players


These amateur will be the buoy of the bold and the majority of Nexon's approaching income. This is a lot of important accumulation but aswell the atomic articulate (because they haven't started arena yet!) Steady progression is the a lot of important agency here. This accumulation aswell requires a adjustment to bolt up to absolute players which is the complete adverse of what the Elite amateur want. This accumulation does not affliction one bit about the struggles of us aboriginal adopters.


So searching through the lends of altered groups, we can see at who the changes are catered to, and what allowances (or harm) they accompany to the game.


EDIT:


Let's yield a attending at an accomplishing Nexon fabricated previously: Bifold Alcove drops.


- Afore this implementation, few humans had admission to harder dungeons due to the aberration of ballsy gear, and even beneath would accept been Good for anarchy raids.


- Afterwards, ballsy accessory and harder dungeons became the norm, and added humans were accepting those +13s, ect. But accustomed dungeons were now barren.


- This accomplishing benefited the committed players the most.


- Afterwards the accident though, there was now a huge gap the casual/new players and the top tiered players. Harder dungeons queues got longer, rewards halved, humans started ambitious 3000GS, afresh 4000GS, and now I'm seeing 6000GS.


- Solution? They had to band-aid it with added chargeless epics and rerollers. But afresh anarchy raids got appear and agnate problems happened again: few humans took advantage of it, and the blow were larboard behind. They accept abstruse their assignment now appropriately the contempo proposed changes to progression. While the proposals aren't perfect, it will not could cause accession blend like it did earlier.


EDIT 2: Note that every time the accessory claim increased, the bulk of agreeable decreased:


We had 14 akin 50 dungeons, which were replaced by 6 Harder dungeons, which were(will be) replaced by 3 anarchy raids. Never apperception the 27 akin 16-49 dungeons that were run maybe once.