2013-09-19, 11:38 PM
There you go again spouting your childish rants, if you wanna be a troll do it with someone else, no one else but you is acting like a spoilt kid, constantly insulting people and talking about credibility......really?. Nothing you have posted has given me any reason to believe anything about you other than you just like playing devil's advocate and trying to instigate rage. Why do you keep trying to attack everything i post, is what i'm saying bothering you that much? Here is a hint if you are so annoyed or w/e else you are going through, don't read it lol.
On top of it your examples are really irrelevant to the points i'm making and still have an inherent flaw i've been pointing out to you again and again, if you can't get you head of out of your ass and respond properly then don't do it.
Take for instance the junk stats, you said how about making the stats actually do something.......uhh what? that's the whole point of removing junk stats, if you wanna spend time making EVERY single stat abundantly useful you are going to take away from the damage, there is no need to do back to that path because it complicates things adding to the already ever present tedium. Further more it will just making the game cluttered with useless junk that subtract from what people want, seeing monsters die faster and faster because of higher damage which is the whole point of cubing gear.
I'm telling you your ways are making aren't going to help bring in income in the least, that is what this thread is about right? A business model that excels at keeping customers while increasing revenue.
The game is losing it's originality and fun factor faster and faster because it's been around for years. There isn't much that can be done to make people go "omg so new i've never seen this before ever, i must try this out now", Perhaps that's the reason for the declines you are seeing?
You know you aren't even responding to the objects of my quotes, you start ranting about something completely different and each time you do and it's actually kinda amusing seeing you post. So i'll just ignore you from now on.
Byakugan it's true you either spend lots of time or money to be successful in maplestory. Kinda reminds me of that android game dungeon hunter 4, takes quite a while to get things done without paying for stuff, but you can get pretty far, because they have a daily wheel you can manipulate to help you get currency.
You know what happened? A good amount of people didn't spend a cent on it, especially me even though i got pretty far, and those who did spent quite a fair amount but it still wasn't enough from what i gather to keep the game profitable for very long. Eventually i just got bored because of the constant bugs, but that's the example you see with lots of games nowadays it's getting harder and harder to implement a system with "micro transactions", that doesn't end up completely flooding the game or end up being useless because no one pays anything because they can get what they want without it. It's hard to find that perfect balance.
If you offer too much for free people tend to just move on when the game finally says hey um... can you buy something please? That's the situation right now with 1 of the top mobile app creators gameloft. There isn't a difference when it comes to people and paying for games no matter what the platform is. Unless it's a subscription or one time purchase, keeping a game alive with micro-transactions is a sticky situation.
Subscriptions require constant updates and high maintenance requirements.
One time purchase games die off in a few weeks so unless you rake in massive sales on the first release don't get your hopes up.
Micro-transaction games are usually games that span over a long time period and they try to use this method because if it's a one time fee obviously the revenue from the initial says is gonna fall off in relation to the maintenance cost of the game, so how do you keep a game viable for long periods without bogging them down with having to pay for everything? And as i said keep in mind that if there is options for free more than likely people simply won't pay and just play as far as they can without having to pay and just move on, so you will still end up with a small percentage of people you have to rely on for the big income.
I agree with you guys, you can't get far without the use of real life currency, but granted you still can access a pretty good portion of the game without paying a cent. Is that not true? Isn't the point of making a product, to make money while allowing people to enjoy what you have made. I would understand if this was an open source game and just there for the fun of it, but it's not.
So my question is why should we be allowed to enjoy anything without paying, is it wrong for them to cut us off where they do when we hit the ceiling because we didn't pay money? That's why i posed the question earlier in the thread of where should the ceiling be that allows good access to alot of content while still forcing us to pay for content? As i said if everything can be done for free, 9 times out of 10 people will chose the free option, leaving you getting little to no revenue for your work, or ending up relying on a very small percentage of mass buyers, which is what is already happening now lol.
On top of it your examples are really irrelevant to the points i'm making and still have an inherent flaw i've been pointing out to you again and again, if you can't get you head of out of your ass and respond properly then don't do it.
Take for instance the junk stats, you said how about making the stats actually do something.......uhh what? that's the whole point of removing junk stats, if you wanna spend time making EVERY single stat abundantly useful you are going to take away from the damage, there is no need to do back to that path because it complicates things adding to the already ever present tedium. Further more it will just making the game cluttered with useless junk that subtract from what people want, seeing monsters die faster and faster because of higher damage which is the whole point of cubing gear.
I'm telling you your ways are making aren't going to help bring in income in the least, that is what this thread is about right? A business model that excels at keeping customers while increasing revenue.
The game is losing it's originality and fun factor faster and faster because it's been around for years. There isn't much that can be done to make people go "omg so new i've never seen this before ever, i must try this out now", Perhaps that's the reason for the declines you are seeing?
You know you aren't even responding to the objects of my quotes, you start ranting about something completely different and each time you do and it's actually kinda amusing seeing you post. So i'll just ignore you from now on.
Byakugan it's true you either spend lots of time or money to be successful in maplestory. Kinda reminds me of that android game dungeon hunter 4, takes quite a while to get things done without paying for stuff, but you can get pretty far, because they have a daily wheel you can manipulate to help you get currency.
You know what happened? A good amount of people didn't spend a cent on it, especially me even though i got pretty far, and those who did spent quite a fair amount but it still wasn't enough from what i gather to keep the game profitable for very long. Eventually i just got bored because of the constant bugs, but that's the example you see with lots of games nowadays it's getting harder and harder to implement a system with "micro transactions", that doesn't end up completely flooding the game or end up being useless because no one pays anything because they can get what they want without it. It's hard to find that perfect balance.
If you offer too much for free people tend to just move on when the game finally says hey um... can you buy something please? That's the situation right now with 1 of the top mobile app creators gameloft. There isn't a difference when it comes to people and paying for games no matter what the platform is. Unless it's a subscription or one time purchase, keeping a game alive with micro-transactions is a sticky situation.
Subscriptions require constant updates and high maintenance requirements.
One time purchase games die off in a few weeks so unless you rake in massive sales on the first release don't get your hopes up.
Micro-transaction games are usually games that span over a long time period and they try to use this method because if it's a one time fee obviously the revenue from the initial says is gonna fall off in relation to the maintenance cost of the game, so how do you keep a game viable for long periods without bogging them down with having to pay for everything? And as i said keep in mind that if there is options for free more than likely people simply won't pay and just play as far as they can without having to pay and just move on, so you will still end up with a small percentage of people you have to rely on for the big income.
I agree with you guys, you can't get far without the use of real life currency, but granted you still can access a pretty good portion of the game without paying a cent. Is that not true? Isn't the point of making a product, to make money while allowing people to enjoy what you have made. I would understand if this was an open source game and just there for the fun of it, but it's not.
So my question is why should we be allowed to enjoy anything without paying, is it wrong for them to cut us off where they do when we hit the ceiling because we didn't pay money? That's why i posed the question earlier in the thread of where should the ceiling be that allows good access to alot of content while still forcing us to pay for content? As i said if everything can be done for free, 9 times out of 10 people will chose the free option, leaving you getting little to no revenue for your work, or ending up relying on a very small percentage of mass buyers, which is what is already happening now lol.

