why-players-abandon-the-game

Based on majority of MMO/Multiplayer there are few common factors that encourage players to leave the game forever(as opposed to temporary).

A."Grind Ceiling" :Time investment required for reaching reward grows exponentially instead of linearly. Usually magnified due fact players can pay real currency to avoid time investment(cash shop shortcut).
Typical discovery by long-time players when they reach endgame content.

B."The Big Nerf":Game has introduced/redesigned a mechanic that devalues many builds/characters and provides no alternative. Players that invested resources in their characters give up.
Subtle variants: Key skill mechanics changed to less effective form, angering players dependent on the skill/spell/mechanic in question - their option is either switching class or leaving the game(most players have a favorite class supporting their gameplay style).

C."Cash Grab": Game has reduced previously available items/rewards to encourage cash shop items. Usually considered a blatant break with status quo of the game.
Subtle variants:Grind/farming nerfed to increase cash shop value. Typically after the game has amassed a large playerbase, the management decides to reduce economic input(loot) hoping "the free auction/trade" will fix it(redistribute the more rare loot).

D."Immersion-breaking bug" :A game-breaking bug: Some update has introduced a bug that created new mechanics/features/exploits that are not fixed in time, creating a new meta-game that most players are unwilling to participate in(immersion break).
Subtle variants: Design flaws that break immersion in multiple places, such as forcing attention from player to non-world content(UI) or "breaking the fourth wall" in
general.

E.Forced content/mechanic/rule pushed to players without it being (organic) part of the game.
General the forced content feels out of place or artificially inserted into the game.
Examples:
1.Forced party and related forced socialization.
2.Forced repeatable quests/puzzles to access content.
3.Repeated content in general, that has no replay value.
4.Unwritten rules or non-game laws that players are forced to use.(e.g. you can't use X with Y due etiquette or the moderator/gamemaster will ban you).
This falls into "intentional immersion-breaking" that limits freedom of player.

rpg