2012-05-16, 04:39 AM
the game isn't built for "legacy" players anymore.
maple is officially in the next phase of its long server shelf life. its progressed to where many f2p games go. "zombie" status.
the game is here to produce money. nothing more. GM's, real content updates? thats cost.
what your going to get is cheap revenue/numbers drivers. new classes. they can stamp them out easy (cheaply) and make some hype. new cubes, because if your going to rage quit over them whoring cubes, your good to go. if your a cow (not a term of my creating), who they can constantly milk... the cubes are there for you. its cheap and produces easy money from the small group of devoted players who are cash rich for nexon.
the money you invest in maple now isn't going to be returned to the game. its going to facebook projects, new apps and development of other games.
i didn't see this occurring when big bang was coming, but now... its the same classic syndrome many f2p games fall into. the base has matured and nexon feels its time to streamline the game to be as casual and accessible as possible. this is about casting as wide of a net as possible. new players join and find a game that isn't friendly. nexon has taken the main feature of this game, damage and made it a pay to play feature. once a player figures that out, they will largely quit or pay. for nexon, this increases the amount of active players who are charging and dumping the freebies. unlike many f2p operators, nexon isn't focused on daily or monthly active users, its about the pay of the average player. formulating the game to produce easy money with little investment.
few games have gone this far monetizing damage. it was the change that truly killed maple. it was a poor choice.
this genre of gaming is full of people who have a need to grind and play to be the "best". for online ego. showing off. achievement whoring. this is especially true in maple. vanity (in play and items) in this game has always been a main feature (fostered by nexon).
when you choose to monetize a main function of the game, you entitle your payer base. the relationship between you and player changes.
blowing 50-60 bucks on a new fashion look for your char is frivolous, blowing 100-200 bucks to make one good item is another. its something you plan on keeping. using. its the bread and butter of your character. a player values their items. nexon is now selling an item with virtual "worth" to the player.
when nexon decided to change cubes, again and again. constantly come up with additional ways for you to pay to upgrade, people felt fleeced and left. suddenly many of the old issues in the game we all accepted, became valid points people wanted to change. expectations became higher. if im going to invest more into a service; i expect better return. its been a progression of that ever since. for nexon though, why work to keep an entitled user base who wants change (investment). thats not the plan for the game.
i've played many f2p games that began this journey after reaching a certain point in the games life. none handled it as poorly as nexon. maybe trickster, yet... trickster, for all its game bending gacha and over priced box sets... still tries to listen and give you worth in what you purchase. they don't screw you over __ months later with another item set. they even have gm's and community support that tries to show that they care. its what has kept trickster alive, it's what keeps me still playing/tuned in.
the only genuine fun for someone who has played this game for sometime, has been the new class releases. it works. i come back for a month. playing this game on a noob char, for awhile, reminds me of old maple. its clean and simple. you actually explore and have a good time. the community around you does as well. for a small amount of time, the experience works again.
maple is officially in the next phase of its long server shelf life. its progressed to where many f2p games go. "zombie" status.
the game is here to produce money. nothing more. GM's, real content updates? thats cost.
what your going to get is cheap revenue/numbers drivers. new classes. they can stamp them out easy (cheaply) and make some hype. new cubes, because if your going to rage quit over them whoring cubes, your good to go. if your a cow (not a term of my creating), who they can constantly milk... the cubes are there for you. its cheap and produces easy money from the small group of devoted players who are cash rich for nexon.
the money you invest in maple now isn't going to be returned to the game. its going to facebook projects, new apps and development of other games.
i didn't see this occurring when big bang was coming, but now... its the same classic syndrome many f2p games fall into. the base has matured and nexon feels its time to streamline the game to be as casual and accessible as possible. this is about casting as wide of a net as possible. new players join and find a game that isn't friendly. nexon has taken the main feature of this game, damage and made it a pay to play feature. once a player figures that out, they will largely quit or pay. for nexon, this increases the amount of active players who are charging and dumping the freebies. unlike many f2p operators, nexon isn't focused on daily or monthly active users, its about the pay of the average player. formulating the game to produce easy money with little investment.
few games have gone this far monetizing damage. it was the change that truly killed maple. it was a poor choice.
this genre of gaming is full of people who have a need to grind and play to be the "best". for online ego. showing off. achievement whoring. this is especially true in maple. vanity (in play and items) in this game has always been a main feature (fostered by nexon).
when you choose to monetize a main function of the game, you entitle your payer base. the relationship between you and player changes.
blowing 50-60 bucks on a new fashion look for your char is frivolous, blowing 100-200 bucks to make one good item is another. its something you plan on keeping. using. its the bread and butter of your character. a player values their items. nexon is now selling an item with virtual "worth" to the player.
when nexon decided to change cubes, again and again. constantly come up with additional ways for you to pay to upgrade, people felt fleeced and left. suddenly many of the old issues in the game we all accepted, became valid points people wanted to change. expectations became higher. if im going to invest more into a service; i expect better return. its been a progression of that ever since. for nexon though, why work to keep an entitled user base who wants change (investment). thats not the plan for the game.
i've played many f2p games that began this journey after reaching a certain point in the games life. none handled it as poorly as nexon. maybe trickster, yet... trickster, for all its game bending gacha and over priced box sets... still tries to listen and give you worth in what you purchase. they don't screw you over __ months later with another item set. they even have gm's and community support that tries to show that they care. its what has kept trickster alive, it's what keeps me still playing/tuned in.
the only genuine fun for someone who has played this game for sometime, has been the new class releases. it works. i come back for a month. playing this game on a noob char, for awhile, reminds me of old maple. its clean and simple. you actually explore and have a good time. the community around you does as well. for a small amount of time, the experience works again.

