2015-08-15, 01:55 AM
Grey Wrote:It's really not the same, for one, people's feelings toward it are not (as I said, it's the difference between taking something away from you and giving things to everyone, one feels like pomegranate, the other's not so bad). Dropping the cap, even if you adjust monster HP, means that you have a ton of excess damage that you no longer have access to, but that you already paid for. What makes you think people won't push for a damage cap increase immediately after they decrease it? Especially since it would mean they could kill bosses much faster than they did before this whole thing because the bosses have less HP now.
Well yeah... some people would be more upset over a lowering of the damage cap than they would if free methods were introduced. To me, I don't view it as all that different, I would probably be equally pissed at both options. As for taking something away, it's sort of like that but not quite because, really, all your damage does for you is kill something within a certain amount of time and, if boss HPs are also reduced, it doesn't seem that much of a loss at all.
Some people will push for a cap increase afterwards, but it makes less sense to reverse a decision than to press forward with something. The cycle of events would look something like:
Nexon decreases damage cap -> cappers demand a damage cap increase -> Nexon increases damage cap -> unfunded players demand a damage cap decrease -> Nexon decreases damage cap -> ...
Eventually, the damage cap will remain stable, at a point where almost everyone can agree on. Adding more and more methods of upgrade on the other hand only encourages the damage cap to go up, and up, and up.
KhainiWest Wrote:Let's start with your fallacy, we are talking about a single upgrade system, a system we have a clear understanding and results of, you're arguing against the ideology of it because "WHY STOP THERE? LETS DO INFINITY UPGRADE SYSTEMS TO GET EVERYONE TO CAP".
No one in this thread is suggesting that, a free to play player will always be at a disadvantage, no one is even arguing that either, but the difference is a problem. How do you solve said difference? You reward players who spend time on the game. The people who are already at cap aren't affected. They have invested in the game outside of time, they aren't a variable.
Pink bean was literally unkillable the first 6 months it was in GMS. If you got close you got banned. Nexon pulls that sh`it all the time, only the top .5% uber elitists can actually defeat the LATEST SUPER BOSS MONSTER, the people with 4 sets of gear that are all hyper max'd or whatever. So no, this isn't a foreign concept, it's actually a large practice by nexon, so your entire argument is on f`ucking NOTHING. It's been PRACTICED.
Why aren't they demanding for one now then? The cappers would be unaffected by the suggested upgrade system. You're also assuming nexon listens to the f`ucking community, which is totally true right, since this thread f`ucking exists. Your entire argument is subjective analysis of your limited outside understanding/limited knowledge of nexons history evidently. My argument is based on the realities of the walls they currently face, who holds them up, and a substantial memory of the correlation of how the f`uck things happened.
So no my method is goddamn perfect, it gives people who invest time in the game a reward of getting a closer gap to the cap or to players at the cap, allowing them to do small squads to do f`ucking bosses, said system not affecting those at cap already and haven't changed how they played at f`ucking all. Your idea of capping and proportionally lowering everything is frekin retarded, it punishes those who have spent money, you know, the small group of people who still fund the servers to still function. You reward the community, you don't punish them because of your ineptitude over a long period of time. I mean seriously man this is business 101 for christ sake.
I mean, you do know your argument can be applied to your own goddamn solution right, with the addition of people being pissed off their gear has been nuked?
Yep, and a single extra upgrade system encourages a damage cap raise, to a marginal extent. The keyword is marginal. If we add more and more upgrade systems, then the incentive to increase the damage cap becomes higher and higher. Your notion before didn't support this, as you stated "closing the gap would not lead to a logical conclusion of raising the gap". What are you going to say for the next upgrade system? And the next one? How about the one after that?
We don't see many players demanding a damage cap raise likely because there just isn't that many players at the cap, and they probably barely hit cap. As the cap becomes easier for players to hit, many of them will likely demand a cap raise because of all the excess damage that they could potentially reach. Rewarding is also punishing and punishing is also rewarding, at least for this case, lol. Never took a business 101 course mate.

