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YooMeCenter » Entwicklung » Serverseitige Programmierung » Will that be the case for MapleStory 2? » Hallo Gast [Anmelden|Registrieren]
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Dabei seit: 19.02.2019
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A couple of things that we are adding on top of that is due to our designer's shop. First, players can buy templates for three or like two dollars. They can design their own stuff, and actually sell it. 1 difference will be our content founders in the game will have the ability to produce our currency [Blue Merets] by creating clothing and selling Buy MapleStory 2 Mesos. And we get a small cut of those revenue.We've really taken feedback from the gamers, like'we're concerned this can be pay-to-win' so we have removed pretty much exactly what [pay-to-win]. So, now we are at a place where we're actually thinking through and ensuring we are have enough of a revenue stream to sustain the support in case, you know, we don't make enough. But considering the looks of the game, we are very confident. Like, the figures are cute, folks are actually into customization at the moment. So we are confident we can actually keep our present model and sustain the support.

Games are moving towards a sort of live service model, constantly feeding content to the game. Will that be the case for MapleStory 2? We do have pretty much all of our roadmap planned outside to Q1 2019 for today. It will definitely be like MapleStory 1 when I had been working on the match where we are planning six, seven weeks ahead. Otherwise, we optimizations during our services or could not get any stuff. We're doing that for MapleStory 2.

In MapleStory 1, some people felt that progression was slow, so they'd go on private servers to speed up things. In general, the degree progression is really fast. Really quickly. So, essentially getting to level fifty will take. But the difference there is MapleStory 2 has. You reach maximum level, When you complete all of the epic quests in the narrative.

But the matter is we have multiple classes, and the main narrative is shared among all the classes. Players who really worked on their one [character], we don't want them to go through another story for the classes. We're currently creating various techniques to level up. That means that you may just, grind, or go fishing, etc.. XP is dispersed into all these, whatever you would like to do.

Can you talk to the localization process? When you consider localization, you tend to think about dialog sequences in RPGs and getting phrases around and interpretations of certain idioms in various languages. But for MapleStory, what are the distinctive challenges? Is it heavy on dialogue, or is it mostly in menu/interface design?

Well, since MapleStory is an MMORPG, it's a lot of text. And since we are translating it into numerous languages, such as specific languages such as German are extremely long, trying to match that into the present UI is quite hard Wikipedia. And we also have a lot of VO [voiceovers] from the sport, so having all the files ready at the time, lining up the actors and the studio period, it is all very planning-heavy. We definitely need to work with the devs on getting all that, voice files, and game resources. And this was a very good collaboration because they could correct a lot of this, and the number of text avenues we have is already about half of what is in MapleStory 1, and that, again was in support for thirteen years.
19.02.2019 04:55 Offline | EMail | www | suchen | Buddy |

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