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  • I used this a couple of times, the first time service was amazing, but the second time I brought 10 million it took longer because they had to verify the transaction. But all in all a great site to use, highly recommend it!

    ---Jeddolls

  • Very good services. Paid for a lot of mule accounts and got the accounts in 1 hour time max. Definitely want to pay more from this site. Cheap and reliable, never been disappointed.

    ---Jan

  • Legitimate and Reliable would definitely buy again.

    ---smeast

  • done a mule and a comfort trade, mule within 20 mins and comfort took 24 hours! speed up comfort trades please! over then that, superb! legit!

    ---bigwau

  • Bought a mule account and it took 10 mins to come in and great prices to!!

    ---constermac

  Serve Two Masters

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It is Hard to Serve Two Masters. Especially with an MMO, which thrives on a large, diverse user base, appealing to numerous demographics is key. Of course, as any designer knows, that can be a tall order. One of our early design goals was to make knight gold that would support a pyramid of users: a wide base of more casual players, narrowing upward to a minority of hardcore users that would play with real fervor. That is easier said than done, of course. What is boring to the hardcore player is I impossibly frustrating to the casual gamer. This problem was compounded by the high percentage of new or young developers on the team, who had less experience dealing with these sorts of knight online gold issues.

In the end, we made a conscious effort to stay away from the large-scale endgame raiding thats traditional in MMOs, opting instead for faction-based warfare in the PvPvE structure of a single mega-zone called the Abyss to keep the hardcore happy and the casual players engaged. Zone-based combat allowed us to concentrate some of these experiences in certain areas, which also helped manage the userbase. According to this insider, online games are mainly operated by medium-sized and small companies in the Japanese online game market, making Korea-made online games hardly able to be accepted in consideration of the price and gameplay. Thats also one of the reasons why China-made browser games are popular in Japan.