2018-01-17, 10:45 PM
Pikamemnon Wrote:Yeah, ok this made me laugh. I mean what you're saying is totally true but the thing is that without the garbage lines, potential is game breaking. It may sound funny in the current world to try and balance a mechanic like potential but if its not managed then the feature can add to the Pay2win/ power creep bad stuff. Um to rephrase that, in the "best" Free2play games anything like buying direct power is usually frowned upon. Which is similar to how a game would normally want to avoid introducing power creep. Alright so with Maplestory it was forced to embrace those "negative" things and now it is in a different and strange place from where it started from. Or that is to say, with the easier it is to get the power through the Nx cubes then the deeper Maple moves into the Pay2win.
Bear with me though because what is really mind blowing is that we cant necessarily call this direction "bad". Even if some players cry foul and as was pointed out, if Nexon is making bank from it and enough big spending players like the system as is then in a way, the game is "working as intended."
A better example is if Maple is going to go the full Pay2win route then why keep the gamble element at all? At least with the garbage lines included then potential had the appearance of challenge. Albeit one based on money. (which is still pretty bad but that depends on preference) I guess it comes down to what one person likes someone else may dislike.
TL DR: With garbage lines, potential is more "balanced". Hence it is only a small addition to the game.
On the other hand, with the better or more powerful that the cubes are then the more broken it is. (Pay2win) Hence potential becomes a main part of the game and the game itself seems like more of an afterthought when combined with other changes. (such as damage cap adjustments)
But it still depends on who is being asked because technically it is not a problem while also being a huge problem for others. There are advantages and drawbacks with either approach.
In short, Nexon might have made potential too tempting and too important.
Look, they keep the gambling because it's profitable, there's no reason to make just a straight up powercreep since it's a lot quicker to burn and not as expensive as trying to get the perfect 27/30/30% stat lines in equips with all the RNG we currently have, just look at loot boxes in overwatch, in the end it's similar, all lucky, but mostly you will use a lot to get the best stuff, all so the company gains more, hardly anyone prefers the cubes now vs a ideal one where you don't have trash lines or just of oposite class of your eqps.
Again, it doesn't matter what you say, what made potentials not OP in Big Bang was how rare was to get a cube(only nx) and how many eqps with good lines there was, compared with today where:
- we have Occult cubes(up to epic), Master cubes(up to unique) and Master Craftman cubes(up to legendary), without counting the nx ones(that are better and now you can keep potentials when reseting) there's 3 and master cube comes quite frequently, occults as well, so it's far easyer to get those god lines of 21%stat unique or even 15/18 that were the endgoal until legendary potentials came.
- a lot more equips that have those pro lines that used to be super hard, the rng is almost the same as Big Bang, yet people are much powerfull due to a lot of eqps that got made and are re-sold to others making any made item worth for a longer than you expect.
Having more lines that are trash isn't balance, for you the weaker the people are the more balanced the game is? This doesn't make sense, pay2win is if someone can pay and get super stronger while others will take over 100 times to get that same strenght, which is the case, trash lines just make it more expensive and annyoing, making it harder to get power doesn't make it less pay2win since you can still buy and power through the game's content and bosses.
I do agree on the too important, but you have to remember we don't have 25star and flames which make it far more than it's actually is in the ''main'' game(since most maplers are in korea, it's basically the main place for changes), in KMS it's more like 35% of importance, while here is more around 60%+, maybe 80%.
---------- Post added at 12:45 AM ---------- Previous post was at 12:44 AM ----------
Can't edit again, some gramar mistakes, but i guess you undurstand my point.

