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What would happen if maplestory remove the damage cap from 50mil to 1bil or more?
#21
Raising the meso cap was just band aid on a gushing wound.
The solution to the problem should have been sought elsewhere, but that is really one of Nexons greatest faults, easy ways out and quick fixes instead of dealing with the true roots.
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#22
Zelkova Wrote:The reason I said what I said was due to the market more or less becoming worse than it was.

I know pre-cap raise there were some items selling for 5b or something along those lines. With the cap raised to 10b I can totally see how that helped. Except..well. now that 5b item people are trying to sell for 15b.
Pre cap raise items that sold for 1b now sell for..4? 5? (as an example).

So raising the cap did not just give us a bigger wallet. Raising the cap allowed and encouraged players to charge obscenely high prices for items that would be nearly impossible to obtain through straight training/questing/bossing the game. Now the player needs to try to merch in the FM to even afford equipment worth a damn.

That level 140 quest that rewards 50-100k meso isn't worth pomegranate when your weapon from the FM costs multiple billions now. Straight up grinding and looting mesos is worth little more than potion money, whats a few mil when you need billions?
Correlation =/= Causation. Rolleyes Just because you saw an immediate price hike that doesn't mean it was because the game simply allowed them to be sold for more money. They were worth those prices to begin with, people just tended to avoid doing more and more transactions to prevent possible scamming. Buying equips with a 2bil meso cap was a pain in the ass, inflation has simply played its role on that even more so since then. Equips didn't just magically raise in price overnight.

I'm not arguing that getting that kind of meso is near impossible through actual gameplay, but that's a whole different problem. You're looking at the result of a problem, not the problem itself.
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#23
They could reduce all the damage formula by half, then there is no need for raising cap making whole screen of stupid numbers.
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#24
areyouabc Wrote:They could reduce all the damage formula by half, then there is no need for raising cap making whole screen of stupid numbers.

You realize that with the way the game is now people would just hyper fund themselves more to reach the cap if this happened right? If anything, with your logic, it should be made EASIER to hit the cap so more people can "enjoy" the game
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#25
Justin Wrote:They were worth those prices to begin with, people just tended to avoid doing more and more transactions to prevent possible scamming.

Who is to say these items were worth that much to begin with?

Heres how I see it.

A guy has item X. They're selling it currently for 2 bil.
>Cap is raised
Since there is a new threshold what is to prevent him from setting themarket standard at 4b for this item now? 6b? 10b?
Others see this change in price and they follow suit. Now item X has a going rate of 6b or 10b or whatever the case may be. People just accept it as "well thats the price now" and move along.

The problem is that most every item that was worth a damn all skyrocketed. If someone went and idk cubed a Fafnir weapon to Unique, going rate pre-cap raise was say 2b. Now people value that unique faf at 6b. Why? Greed, "Because I can lol", or "Because guy X is selling his at that price. I'm going to do the same".


I know it's going to be the unpopular opinion here and I'll be pineappled but I don't really care. I think that Nexon should try to implement a secondary, more controlled currency. Add a daily loot limit scaled off % and level. (ex: Level 10's can only loot up to 1m meso a day. Level 100's can loot up to 5m daily). If someone was leveling from 10->100 in a day, each meso is weighted by % as you level. If you looted 100k meso at level 10, thats 10% of your daily limit. Even if you hit 100 without looting any more meso, you could only loot 4.5m (which is 90% of 5m)

I'm not an economist of any type but maybe something like making mobs/npcs/etc all drop/require Pesos (yeah i know). Have an event where you could transfer Mesos -> Pesos at a 100 -> 1 ratio with a cap of 100k per account.

This wouldn't fix the problem entirely but it sure would help bring the average wealth down to a more equal level. And yeah, everyone is going to peach.
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#26
I feel they need to scale everything down, by like 90%.

If you're able to hit 5m(meanwhile 50m on MS..) on an MMO generally, you're pretty well funded. If you're allowed to hit cap damage, then everyone should have a foreseeable opportunity to do so without spending one's real world life savings in order to achieve such.

The internal mechanics for stats need a HARD rework.
Defense - Useful when you stack up, but only reduces an amount not as significant as other MMOs.
Accuracy - I have nothing to say.
Avoid - Useful when stacked when in conjunction with skills.
Character base HP & MP should be scaled solely on level, like how HP MP passives work in 1st job, then be able to be modified by skills & gear.
Attack Speed - This is probably the single most overpowered scaling stat in the game. I really wonder what would happen if they changed this entirely to how other games AS work. (DFO/League type of AS stacking.)
Effective HP on MS is really bad in my opinion, bosses chunk your health down as a standard attack rather than a special nuke.


This game needs a much larger income sink.
With a Mutant Snail familiar, I almost never use potions, and when I do, I have such a large supply from bosses that I never need to buy potions. Because of the abundance of basic consumables and how easily they can be spammed, potions need not to be purchased, as well as negates the need for a Healer(C/P/Bishop) generally in this case.

Cubes should be purchasable with in-game currency via NPC, as well as the CS for convenience, if it has such a huge impact. Potentials should be a bonus for min-maxing, not a function that should be vital/required for progression.
I'm sure many of us remember when trying max out the stats on a Reverse/Timeless was a thing.
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#27
In addition to what @PeePeeAyeDeeKay; said, I really wish they never removed the secondary stat requirement. It was easy enough to get around if you were funded, but at least it made the game more of a challenge.

Now stat distribution is so linear that playing a Xenon is a breath of fresh air. In the current situation we are in, why even have the option to apply stats? We MapleStory 2 now boys.
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#28
Zelkova Wrote:In addition to what @PeePeeAyeDeeKay; said, I really wish they never removed the secondary stat requirement. It was easy enough to get around if you were funded, but at least it made the game more of a challenge.

Now stat distribution is so linear that playing a Xenon is a breath of fresh air. In the current situation we are in, why even have the option to apply stats? We MapleStory 2 now boys.

I second this. I suppose the primary objective of being able to add stats was to allow for character variety and build diversity, anyone remembers Blood Mages back in the day? That was a cool thing to be able to do even if it wasn't efficient. Problem is that Nexon never found a way to make stats equally good or even good at all in any other way than providing damage.
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#29
lol don't give them any ideas
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