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Aion 2, This Won't Do! Analyzing the Serious Problems of Game Economy and Balance CollapseAn in-depth analysis of Aion 2's game economy collapse and balance issues. It addresses urgent problems such as the imbalance between in-game currency supply and demand, botting issues, and PvP balance collapse, and suggests directions for improvement.
1. 🎮 The Core of Game Economy: Balance of Currency Supply and Demand
· The most crucial aspect of any RPG is the balance between the supply and demand of in-game currency. If this balance collapses, the game will quickly fail.
· Explains the importance of currency balance through the examples of MapleLand and Lineage Classic. In MapleLand, money earned from hunting is spent on potions, maintaining stable currency value, whereas in Lineage Classic, the only sink, potion prices, plummeted, causing currency value to crash.
· In Aion 2, the amount spent on consumables is almost negligible, which is a major cause of the game's economic collapse. Despite NC's various measures like increasing efficiency, acquiring engraving kinah, increasing abyss kinah acquisition, and adding crafting sinks, the fundamental problem remains unsolved because the currency accumulated through barracks and various content far exceeds the currency consumed.
· Explains the importance of currency balance through the examples of MapleLand and Lineage Classic. In MapleLand, money earned from hunting is spent on potions, maintaining stable currency value, whereas in Lineage Classic, the only sink, potion prices, plummeted, causing currency value to crash.
· In Aion 2, the amount spent on consumables is almost negligible, which is a major cause of the game's economic collapse. Despite NC's various measures like increasing efficiency, acquiring engraving kinah, increasing abyss kinah acquisition, and adding crafting sinks, the fundamental problem remains unsolved because the currency accumulated through barracks and various content far exceeds the currency consumed.
00:00 - 01:25
1. 🎮 The Core of Game Economy: Balance of Currency Supply and Demand
· The most crucial aspect of any RPG is the balance between the supply and demand of in-game currency. If this balance collapses, the game will quickly fail.
· Explains the importance of currency balance through the examples of MapleLand and Lineage Classic. In MapleLand, money earned from hunting is spent on potions, maintaining stable currency value, whereas in Lineage Classic, the only sink, potion prices, plummeted, causing currency value to crash.
· In Aion 2, the amount spent on consumables is almost negligible, which is a major cause of the game's economic collapse. Despite NC's various measures like increasing efficiency, acquiring engraving kinah, increasing abyss kinah acquisition, and adding crafting sinks, the fundamental problem remains unsolved because the currency accumulated through barracks and various content far exceeds the currency consumed.
· Explains the importance of currency balance through the examples of MapleLand and Lineage Classic. In MapleLand, money earned from hunting is spent on potions, maintaining stable currency value, whereas in Lineage Classic, the only sink, potion prices, plummeted, causing currency value to crash.
· In Aion 2, the amount spent on consumables is almost negligible, which is a major cause of the game's economic collapse. Despite NC's various measures like increasing efficiency, acquiring engraving kinah, increasing abyss kinah acquisition, and adding crafting sinks, the fundamental problem remains unsolved because the currency accumulated through barracks and various content far exceeds the currency consumed.
01:26 - 04:08
2. 🤔 Adding Currency Sinks in Aion 2 and Their Limitations
· Aion 2 attempted to induce kinah spending through unique crafting, hero item inheritance, and Marugi's swift crafting, but these did not provide a fundamental solution.
· Notably, the 108-level unique crafting was introduced when the 'Command King' was the end-game for unique crafting, seemingly as a means for the game company to force kinah spending. However, this created a structure that could eventually lead to 118-level unique crafting.
· The game company has tried to solve the accumulating currency problem, but the repetition of the same routes means it's not a fundamental solution. Reducing the amount of kinah produced should be the first priority.
· Notably, the 108-level unique crafting was introduced when the 'Command King' was the end-game for unique crafting, seemingly as a means for the game company to force kinah spending. However, this created a structure that could eventually lead to 118-level unique crafting.
· The game company has tried to solve the accumulating currency problem, but the repetition of the same routes means it's not a fundamental solution. Reducing the amount of kinah produced should be the first priority.
04:09 - 06:28
3. 💰 Solutions for Botting and "Rice-Eating" Users: Adjusting Reward Distribution
· In addition to controlling in-game currency production, addressing the issues of botters and "rice-eating" users is urgent. They disrupt the game economy by cashing out kinah.
· Proposes a solution of differential rewards for clearing the final boss. By providing tiered rewards, such as 300,000 kinah for Rank 1, 400,000 for Rank 2, and 5,500,000 for Rank 3, the kinah production efficiency per hour for botters can be reduced.
· Furthermore, by increasing the contribution reward ratio for each named monster from 3% to 5-10%, the reward distribution among party members can be adjusted, thereby reducing the amount of currency produced in the game.
· Proposes a solution of differential rewards for clearing the final boss. By providing tiered rewards, such as 300,000 kinah for Rank 1, 400,000 for Rank 2, and 5,500,000 for Rank 3, the kinah production efficiency per hour for botters can be reduced.
· Furthermore, by increasing the contribution reward ratio for each named monster from 3% to 5-10%, the reward distribution among party members can be adjusted, thereby reducing the amount of currency produced in the game.
06:29 - 09:23
4. 🛠️ Improving Material Conversion and Creating Sinks for Useless Items
· Improvements are needed for the material conversion system, such as Stigma Shards and Harmonizing Stone Fragments. Currently, obtaining 1 point of Stigma Shard costs 200,000 kinah, which is inefficient, and the cost of crafting hero Harmonizing Stones is also high at 1,000,000 kinah, making it unrealistic.
· The cost of acquiring Stigma Shards should be significantly lowered, and the cost of unique crafting Harmonizing Stone Fragments should be reduced by more than half to increase the number of users consuming them. This will promote kinah spending and balance the game economy.
· Additionally, sinks should be created for useless items like Wing Fragments and Shugo Festa Pieces to reduce inventory burden and activate in-game currency circulation.
· The cost of acquiring Stigma Shards should be significantly lowered, and the cost of unique crafting Harmonizing Stone Fragments should be reduced by more than half to increase the number of users consuming them. This will promote kinah spending and balance the game economy.
· Additionally, sinks should be created for useless items like Wing Fragments and Shugo Festa Pieces to reduce inventory burden and activate in-game currency circulation.
09:24 - 14:55
5. 📈 Giving Meaning to Main Character Investment: Enhancing Challenging Content and Rewards
· Currently, the meaning of investing in the main character in Aion 2 is vague, as the benefits gained from leveling alt characters are greater than investing in the main character.
· To give meaning to main character investment, the difficulty of Transcendence, Expedition, and Tower content should be increased, and rewards should be enhanced. Differentiating between easy stages for casual players and challenging stages for high-end players will provide merit and a sense of challenge for the latter.
· For example, new Expedition stages 10-20 should require over 500k combat power and offer rewards exceeding 2 million kinah, creating content that the top 1% of players can challenge. This will help solve the problem of currency accumulation and increase player engagement.
· To give meaning to main character investment, the difficulty of Transcendence, Expedition, and Tower content should be increased, and rewards should be enhanced. Differentiating between easy stages for casual players and challenging stages for high-end players will provide merit and a sense of challenge for the latter.
· For example, new Expedition stages 10-20 should require over 500k combat power and offer rewards exceeding 2 million kinah, creating content that the top 1% of players can challenge. This will help solve the problem of currency accumulation and increase player engagement.
14:56 - 18:58
6. ⚖️ PvP Balance Collapse and the Role of the Balance Team
· The PvP balance in Aion 2 is in a critical state. The meta shifts drastically with each patch, leading to repeated situations where certain classes gain overwhelming advantages or fall to the bottom.
· The balance team must adjust the balance based not only on internal game data but also on actual gameplay experience. Precise testing is required, considering the passives, cooldown reductions, and buff uptime of specific classes like Blade Master and Guardian.
· The current PvP balance favors certain classes, which detracts from the game's fun and causes user dissatisfaction. The balance team must create a fair PvP environment through more careful and systematic balance adjustments.
· The balance team must adjust the balance based not only on internal game data but also on actual gameplay experience. Precise testing is required, considering the passives, cooldown reductions, and buff uptime of specific classes like Blade Master and Guardian.
· The current PvP balance favors certain classes, which detracts from the game's fun and causes user dissatisfaction. The balance team must create a fair PvP environment through more careful and systematic balance adjustments.
19:04 - 19:54
7. 💡 Suggestions for the Future of Aion 2
· For Aion 2 to succeed in the long term, it is urgent to solve fundamental problems such as stabilizing the game economy, adjusting PvP balance, and giving meaning to main character investment.
· The game company must listen to user feedback, communicate actively, and improve the game's completeness through continuous patches and updates.
· As a player who loves Aion 2, I hope to see a turning point for the game's longevity and positive changes brought about.
· The game company must listen to user feedback, communicate actively, and improve the game's completeness through continuous patches and updates.
· As a player who loves Aion 2, I hope to see a turning point for the game's longevity and positive changes brought about.
