2013-10-07, 05:08 PM
I've only spent money once in this game, just for display. To anvil spectrum goggles.
And never again, from the looks of it, because this game is better off played with a different mindset than other games. I actually enjoy doing pqs with people, fighting "low tier" bosses, and doing events... Even if I don't improve much as a character. However, I see this satisfaction as good as the one a flash game could give, and that's completely not worth my money.
What's sadder is that there's a lot of new ways to make decorative cash items useful, but they prefer to keep the old "pay to win" style, without realizing that the bigger the gap between payers and freebies gets, the bigger the crack in the community goes. And that crack (freebies quitting) only makes the whole thing shatter (payers quitting due to friends, freebies mainly, quitting) faster. If the gap wasn't so huge as to be able to hit x100 times a non-paying character, people would hang out more, and feel useful to the team even if they choose to not spend thousands of dollars, wich in return would make those paying customers stay. It's a short-term profit mindset, that pays up in the long term.
How much money would you spend in this game, if instead playing a gamble for stats, you could summon a character in your account as a familiar to help you attack, and his equipment would show up? And what about a familiar anvil, to make familiars exchange appearance? Or what about paying for damage number skins? A tool to recolour your skills one by one? And what about additional unneeded buffs like the already existing inventory expansions, buddy slots past 100, the stores, etc...
I think they forgot what made Maplestory so popular. And it wasn't about big numbers showing up.
And never again, from the looks of it, because this game is better off played with a different mindset than other games. I actually enjoy doing pqs with people, fighting "low tier" bosses, and doing events... Even if I don't improve much as a character. However, I see this satisfaction as good as the one a flash game could give, and that's completely not worth my money.
What's sadder is that there's a lot of new ways to make decorative cash items useful, but they prefer to keep the old "pay to win" style, without realizing that the bigger the gap between payers and freebies gets, the bigger the crack in the community goes. And that crack (freebies quitting) only makes the whole thing shatter (payers quitting due to friends, freebies mainly, quitting) faster. If the gap wasn't so huge as to be able to hit x100 times a non-paying character, people would hang out more, and feel useful to the team even if they choose to not spend thousands of dollars, wich in return would make those paying customers stay. It's a short-term profit mindset, that pays up in the long term.
How much money would you spend in this game, if instead playing a gamble for stats, you could summon a character in your account as a familiar to help you attack, and his equipment would show up? And what about a familiar anvil, to make familiars exchange appearance? Or what about paying for damage number skins? A tool to recolour your skills one by one? And what about additional unneeded buffs like the already existing inventory expansions, buddy slots past 100, the stores, etc...
I think they forgot what made Maplestory so popular. And it wasn't about big numbers showing up.

