To be more precise, I am talking about this change everyone been arguing about:
- Time it takes until a new character can be deleted after creation was increased from 24 hours to 7 day
It is correct that there is already a thread about this topic; however, this thread differs from the approach that the previous thread has presented and give possible solution.
First and foremost, we can't forget that this is also a business, changes as this one are reasonable to an extend for better business practice and profit. This was changed due to evident reasons that most of the players and staff have known: Progress Reward Exploit. While it is certainly smart to limit a feature that is potentially affecting the sales, it is not wise to simply limit it after being exposed for a certain amount of time. This exploit have been around since the beginning of the game, it has widely been accepted by the community removing the "exploit" scent that it contains. It has become a "daily" procedure that every player has to pass through. Due to this very reason, it's not wise to limit a feature that has been practiced on a daily routine. Let's make a simple example, you give a person a delicious, sweet candy for free for two months, but the next day the person comes there is a sudden unnoticeable change: you have to pay for it. The seller never told the client it was going to be free forever nor did he mention a possible change. Then, this leaves the client unsatisfied and unjust because he feels entitled to receive it for free. It would've been wiser to limit it during the very beginning of the game to prevent this from occurring, however, this was not the case.
Now, most of the items that were obtained through the exploit, are items that will always be on demand as long as there is content and these items are only obtainable through four methods: Progress, Events, Grutin Coins, and Cash shop. Progress is a "once per account" thing which offers a limited amount per account. Events also offer very limited amount and they comes in period of times. Gruntin Coins do offer as long as you have the amount asked, but the amount of grutin coins obtainable per day is not equal or greater to the amount asked for a single one of it. Lastly, we have Cash shop, players' last option to obtain a fair amount is to swipe real money to get Soul Cash.
We all know that Pay To Win, Pay To Progress, etc. have been a very sensible and debatable topic over time. It has got to the point that this phenomenon alone can ruin a game playerbase entirely. You have seen this happen in many games, you name it. Leaving players with Cash shop as last choice will potentially shift the game towards this "Pay to win" side more than before especially with items that will always be on demand like mentioned previously. You might be able to gain more profit; however, in exchange, you will lose players which could potentially equal to more profit than this method can possibly deliver. This is why we must balance this sudden shift in order to prevent more damage.
Balance:
Since you are limiting the amount of items a player can obtain through features other than cash shop, then you must reduce the amount of items players need to achieve their goal. This must be a done in a way that both sides benefits, not one more than the other; a fair and just method.
Anti-destruction: This is one of the items that will always be on demand as long as there is continuous content. This item was one you could obtain through the exploit method. A way you can reduce the amount of this item needed is increasing the upgrading chance. As we have seen, the chance of upgrading a very low as you scale higher to the point that it becomes ridiculous. We have yet to see a few people reaching max upgrading level with the exploit available, what will it be now that is limited? Very difficult to achieve without spending cash. If you are still wondering how increasing the upgrading chance will compensate the change, then ask yourself this: if to get +7 was 10% chance of success before, but now it is 20%, what is the likelihood that you will spend less now than before? It will still be RNG, but like I previously stated, what would the likelihood of you succeeding? 10% vs 20%
Akansha transmitter: Allow more flexibility on how players can obtain this item. It could be a fair chance of it dropping from raid boss/dungeon boss, you name it. The point is to increase to a fair rate of accessibility that way both sides can benefit, gameforge and the players.
Respawners: Just like Akansha Transmitters - increase the accessibility of this item.
Grutin Coins: Increase the amount of grutin coins a player could potentially obtain daily, or reduce the amount a players needs in order to purchase the items previously mentioned/obtainable through the exploit.
Another note: Remember exploits are meant to be removed or limited if abused. While it is understandable that it is the "only" just/reasonable way to play the game without spending much cash, it is also understandable that those things will eventually be removed or limited. Also, MMOs are a business, they are here to offer entertainment in exchange of money, not for free. They need to have enough to maintain the game and their family; however, this doesn't give them the right to abuse its client either. Thanks, I hope both sides can reach a reasonable, fair agreement.
