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2012-11-06, 12:26 AM
(This post was last modified: 2012-11-06, 12:46 AM by Sephie.)
Locked Wrote:I provided an alternative.
Regular players have a limit on enchanting, others can buy to circumvent the limit. Not the best solution imo anyway. Removing the cash shop is retarded and no one is saying that, you can still buy clothes but there is no harm in letting the players access these goods without any type of purchase.
You're the few that stayed on topic.
You admit it's not even that great so meh.
I never meant removing the cash shop: where'd you get that idea. I said "axing Cubes" ie getting rid of potential.
Locked Wrote:Arguably false. Gacha and the like provided the only type of profit. Profit has always been via gambling for Nexon. Buying NX clothes was one hell of a short while profit maker before they turned players into gamblers. It works sure, but it doesn't mean it's right or the proper way of doing things. If people were given the ability to obtain things outside of the cash shop more people would play their dumb game and with the amount of new customers they have a chance of purchasing something in the cash shop from laziness.
I forgot about Gach because it wasn't obvious to me.
I never said it shouldn't be the right or proper way of doing things: don't white knight it. Can a F2P model be successful by itself without gambling? If Nexon pioneered the genre by utilizing gambling, would that say something about why the genre is successful?
How do you change the model that itself was pioneered by "evil"?
Locked Wrote:Nexon games is older than LoL. You are definitely arguing on some thin lines too because LoL's success is due to being a freely available battle arena game. Valve's success comes from Steam's massive revenue, both of which have no application or point of comparison to Nexon at all other than the free to play model that Nexon supposedly says they pioneered in yet failed badly in. If competition provides a better modern alternative, it's probably a good idea to catch up before you lose your player base completely.
I argue on the lines given to me.
Several competitors in LoL's genre have all been forced to go free2play because they couldn't compete. Valve can arguably make every game they release for free because of Steam. How do you compete with that? Your argument is supplemented by the success of TF2 yet you admit that majority of its profit comes from Steam. That does not make TF2 successful by itself unless its job was to perpetuate and advertise Steam, the real money maker.
So... what makes you think Nexon can challenge that? MapleStory is supposed to generate profit itself, not perpetuate and advertise the existence of the Nexon platform of games which are incidentally mostly(all?) F2P games.
Locked Wrote:Because this thread is about change. Obviously none of our ideas here are going to transpire into the real game and all we can do is be hopeful, this is what they should have done rather than being corrupt and half-ass everything. The "unrealistic pipe dream" thread was several pages ago. This is why I hate threads like these because like you said, none of them will transpire into a real game: they are too pineappleing unrealistic. What is surprising is that people are so adamant in challenging opinions that aren't total pipe dreams and defending against realistic approaches that people should be hopeful for.
That's the kind of change I want to hear about because it is actually possible.
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Jamesie Wrote:The unfortunate part is that all of those game have completely different basics. The one 2D side-scroller I can think of off the top of my head that has this system (or at least one similar to) is LaTale. It would not be applicable in MapleStory as it would require a complete restructuring of the game. You make it seem like it could be put in with a minimal amount of change, when it would require a significant amount of change. If you made it like that, you might as well not even call this server MapleStory and call it something else.
PvP does exactly what I just said minus the revamping of defense. Arguably, the only thing Nexon needs to do is change how defense offsets damage. Make defense useful and people will want to cube for it. Reworking bosses with defense in mind would IMO make it more fun (and incidentally, make it extremely difficult to solo).
Having it 2D or 3D makes no difference: why compare it to a 2D side-scroller when Maple is more comparable to traditional MMOs. Is moving in 4 directions vs 2 directions + up/down really make it that impossible?
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Sephie Wrote:You're the few that stayed on topic.
You admit it's not even that great so meh.
I never meant removing the cash shop: where'd you get that idea. I said "axing Cubes" ie getting rid of potential.
My limit circumvention idea isn't great because I haven't had time to refine it. I still believe my other ideas are good and are how the game should have been in the first place. The original topic discussed removing the cash shop as an example, which is like I said retarded.
Quote:I never said it shouldn't be the right or proper way of doing things: don't white knight it. Can a F2P model be successful by itself without gambling? If Nexon pioneered the genre by utilizing gambling, would that say something about why the genre is successful?
How do you change the model that itself was pioneered by "evil"?
No, because that's appeal to authority. I already explained the that model that pioneered on evil has already changed by different competitors. This means that MapleStory is running on an outdated platform of the Free to Play model and they will never change it because they believe it is working fine without thinking of the long term effects that it might possibly have for the community. Consider how many people are sick of Nexon's bullpomegranate as a statistic.
Quote:Several competitors in LoL's genre have all been forced to go free2play because they couldn't compete. Valve can arguably make every game they release for free because of Steam. How do you compete with that? Your argument is supplemented by the success of TF2 yet you admit that majority of its profit comes from Steam. That does not make TF2 successful by itself unless its job was to perpetuate and advertise Steam, the real money maker.
Several? LoL is a DotA clone, and the only ones that have changed their models would be HoN and DotA2, the latter which has relatively good success because it's published by Valve and has an already existing fanbase. Team Fortress 2 wasn't always free to play and it was Valve's first attempt at the free to play model which it did so in a different manner than Nexon has done it before and it succeeded. Steam supplemented Valve's success because it's how it got the massive amount of popularity and fanbase along with the Half-Life series.
Quote:So... what makes you think Nexon can challenge that? MapleStory is supposed to generate profit itself, not perpetuate and advertise the existence of the Nexon platform of games which are incidentally mostly(all?) F2P games.
Nexon can challenge that, I don't see why they're unable to. Nothing says MapleStory can't generate profit through a different manner than gambling their players, there are several successful ways to make money that thousands of people have already done. Why does MapleStory and Nexon seem to be so backasswards with their own system? Because they're afraid of taking silly risks and it will backfire in their face eventually. Even now we're essentially in a roadblock with Angelic Burster and the like breaking the damage cap, the game has no more challenges or boundaries that it can break with the way it's currently set up both as a program and due to the result of their cash system.
Quote:The "unrealistic pipe dream" thread was several pages ago. This is why I hate threads like these because like you said, none of them will transpire into a real game: they are too pineappleing unrealistic. What is surprising is that people are so adamant in challenging opinions that aren't total pipe dreams and defending against realistic approaches that people should be hopeful for.
Just because my change wouldn't happen due to Nexon's incompetence doesn't mean that it's unrealistic. Like I said in the first sentence, I didn't read other people's replies so I don't know what they were saying.
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I think this will be my last post in generating discussion. I'm liking it though.
Locked Wrote:My limit circumvention idea isn't great because I haven't had time to refine it. I still believe my other ideas are good and are how the game should have been in the first place. The original topic discussed removing the cash shop as an example, which is like I said retarded.
I don't know which post you're referring to but the original post mentioned removing -aspects- of the cash shop and even mentioned removing cubes as an example. Regardless of how great your ideas are (which I think are great too), I'm more interested in what steps you would take the current state of the game that would be more popular but generate as much money as cubes do now.
Locked Wrote:No, because that's appeal to authority. I already explained that model that pioneered on evil has already changed by different competitors. This means that MapleStory is running on an outdated platform of the Free to Play model and they will never change it because they believe it is working fine without thinking of the long term effects that it might possibly have for the community. Consider how many people are sick of Nexon's bullpomegranate as a statistic. Although I misused the term, it still doesn't change the fact that your original statement was idealistic.
How would you explain Maple's success in Asia? (I recall GMS being the worst out of all regions in making profit but the other regions are continuing in success... I just can't find the source...)
IMO, GMS' failure is that it's being translated rather than localized to accommodate for the players, market, and culture the game is being featured in. Like, for example, grinding for hours is simply not fun for almost anyone in Global.
Minor digression: NLC was a terrific attempt in localizing GMS to our needs and wants but it was stopped. May have been too costly to continue exclusive development... we'll never know.
Locked Wrote:Several? LoL is a DotA clone, and the only ones that have changed their models would be HoN and DotA2, the latter which has relatively good success because it's published by Valve and has an already existing fanbase. Team Fortress 2 wasn't always free to play and it was Valve's first attempt at the free to play model which it did so in a different manner than Nexon has done it before and it succeeded. Steam supplemented Valve's success because it's how it got the massive amount of popularity and fanbase along with the Half-Life series.
Idk, I only hear about Riot and LoL because of their prominence in eSports. Valve can be successful with almost anything they do so DotA2 doesn't accurately apply. I know there were other games in this genre that "failed" but I just can't put my finger on it...
Would TF2's f2p model survive without Valve or Steam behind it? What about if 6 other prospective TF2 F2Ps released around the same time?
There are so many Korean MMOs: can Maple really pull off a TF2 with so many other MMOs out there? Is that not considered risky?
Your suggestion is supported by TF2's success but how much of that can be attributed to their F2P model and not the backing of Valve? I doubt Nexon can get a backing like Valve can and I don't think implementing that model will achieve the same amount of success.
Locked Wrote:Nexon can challenge that, I don't see why they're unable to. Nothing says MapleStory can't generate profit through a different manner than gambling their players, there are several successful ways to make money that thousands of people have already done. Why does MapleStory and Nexon seem to be so backasswards with their own system? Because they're afraid of taking silly risks and it will backfire in their face eventually. Even now we're essentially in a roadblock with Angelic Burster and the like breaking the damage cap, the game has no more challenges or boundaries that it can break with the way it's currently set up both as a program and due to the result of their cash system.
That's arguable. For all we know, Nexon laid out the best courses of action and took the decision that will make the most money no matter what and playing with people's psyche via gambling seemed to be it. Knowing how successful they have been this far, they probably have more plans beyond Burster which we will have to wait for as soon as the last Hyper Skills release. The moment things actually change is a big tell that the current model wasn't profitable anymore; if it hasn't changed, we can only assume the opposite.
Locked Wrote:Just because my change wouldn't happen due to Nexon's incompetence doesn't mean that it's unrealistic. Like I said in the first sentence, I didn't read other people's replies so I don't know what they were saying.
It's really difficult to say Nexon is incompetent because apparently they keep getting richer.
It's unrealistic to not account for Nexon's greed.
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[MENTION=8857]Sephie[/MENTION];, you think you're being realistic, but your suggestion is just as much a fantasy as everyone else's.
Nexon has no need to "compromise", by which you mean volunteer to cut their profits from Cubes. As long as the people are buying NX - and the people are buying NX - Nexon is happy. They only need concern themselves with:
- new ways to make people buy even more NX, which means more cube types and tiers.
- preventing people from giving their real-world money to hackers/dupers/meso-sellers instead of Nexon.
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SaptaZapta Wrote:[MENTION=8857]Sephie[/MENTION];, you think you're being realistic, but your suggestion is just as much a fantasy as everyone else's.
Nexon has no need to "compromise", by which you mean volunteer to cut their profits from Cubes. As long as the people are buying NX - and the people are buying NX - Nexon is happy. They only need concern themselves with:
- new ways to make people buy even more NX, which means more cube types and tiers.
- preventing people from giving their real-world money to hackers/dupers/meso-sellers instead of Nexon.
Of course it's fantasy but on what reasoning can you support your claim? You haven't said anything: I'd like to hear it because the ones who previously challenged it kept upholding their own preconceptions while ignoring any reasoning. My reasoning is that my idea was based on existing resources and changing existing values and formulas with the result being a more fun PvE experience and little change in cube sales. I'd say that's completely within reason but of course it is a personal opinion, much like the ones who stayed on topic.
You're not reading the entire thread: people are proposing that Nexon completely cut cubes out of the Cash Shop to which I challenge them how they would make up for losing their biggest cash cow. That is why I say my changes are "compromise" because it's between the two extremes: Nexon's wants and SouthPerry posters' wants. It seems the "unrealistic pipe dream" ideas perpetuated in this thread flew over your head.
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Reread the first post again and tell me how many people have followed the very last point:
OP Wrote:If for example, if your change involves removing aspects of the cash shop (i.e: removing cubes), [SIZE=7]suggest alternative money makers for Nexon.[/SIZE]
Last I checked in this thread minus the derailment of heated comments about a utopian pre-potential Maple, many were opting to axe cubes off Cash Shop without any other alternative to which I frustratingly had to point out that Nexon still had to make money because that is what the discussion was about.
You're agreeing with me while supporting one of KhainiWest's points which is not thoroughly substantive but a valid point. All your post shows is that you didn't read this thread while stating the most realistic scenario Nexon would take which is the very scenario I used to challenge everyone's proposed changes including KhainiWest and Locked.
I would even go as far as to say your post isn't even on topic because in this context, it doesn't even make sense.
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And I think you're being far too anal about people staying on topic. A discussion is a discussion, the opening post doesn't set the stage in its entirety.
They're sharing their ideas, and giving each other feedback. They don't NEED to come up with alternatives.
Realistic or not, an idea is an idea. Take it as you will.
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[MENTION=8857]Sephie[/MENTION];
Thing is, it's not that "Nexon still has to make money", they have to make as much money.
All the "compromise" ideas such as cutting out useless lines, going to back to Unique being top tier, limiting stats, etc, will result in reduced cube profits (after all, they're suggested by players not wanting to spend so much).
As for the various changes suggested:
Changing basic game mechanisms is both difficult and prone to unplayability. We know Nexon don't really know how to balance their game or apply their stats. The update to the accuracy formula in BB was bad enough, I really don't trust them to tinker with anything else. And, going again to my first point, they have no reason to.
Ever since BB Nexon has attempted to appeal more to casuals and less to hardcore gamers. The people looking for "challenge" are a tiny minority. Most people like things easy: 1-hittable enemies, low (or no) need for potions, passive buffs you don't need to recast, quick leveling, token bosses. These people also rarely participate in forums for the game, simply because they're not that heavily invested, emotionally, in it. They just play for fun - fun being flashy skills, big damage numbers, and lots of dead monsters and shiny loot. This is why they are under-represented in Southperry. Nexon gives them what they want, plus the opportunity to gamble their NX for bigger and bigger numbers, and they buy it. All is good in Nexon's world. Why would they change anything?
Yes, your ideas are more "realistic" than some others offered here. Just as Ron Paul being written in for President is more realistic than Bugs Bunny getting the job. Still doesn't make it more than a pipe dream.
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[MENTION=18]Justin[/MENTION]; If that was the case, there are other threads for that kind of talk. There have been so many threads for that kind of discussion that I hoped this one would be different.
Like seriously, look at the first page and there are 2 other threads that this thread could have fit in. Even the thread titles in those threads are nonsensical since it derails into the same main topics usually involving Pre-BB and Potential.
SaptaZapta Wrote:[MENTION=8857]Sephie[/MENTION];
Thing is, it's not that "Nexon still has to make money", they have to make as much money.
All the "compromise" ideas such as cutting out useless lines, going to back to Unique being top tier, limiting stats, etc, will result in reduced cube profits (after all, they're suggested by players not wanting to spend so much).
Taking my own argument? The problem with the other suggestions is that they didn't propose alternative solutions; mine was being pretty conservative to not need a huge alternative. More reasoning below.
SaptaZapta Wrote:As for the various changes suggested:
Changing basic game mechanisms is both difficult and prone to unplayability. We know Nexon don't really know how to balance their game or apply their stats. The update to the accuracy formula in BB was bad enough, I really don't trust them to tinker with anything else. And, going again to my first point, they have no reason to.
Irrelevant because they -have- changed basic game mechanics and have added new ones. That's a rather bold assumption to say that Nexon doesn't know their own game, and I mean Nexon, not NexonAm. I don't believe my changes are that unreasonable: Locked proposed many changes that are a bit more complex but they are well within reason. Also, you're masking your own uncertainty by restating your argument.
They don't need to but my argument is that it's a reasonable course of action. When I challenge other suggestions, I challenge that it would have to be within reason and not implement a huge amount of risk unless there was some great reasoning. When you actually participate in a thread, it's assumed that Nexon will implement a change if that's what's being discussed: saying otherwise means you're not participating in this thread.
SaptaZapta Wrote:Ever since BB Nexon has attempted to appeal more to casuals and less to hardcore gamers. The people looking for "challenge" are a tiny minority. Most people like things easy: 1-hittable enemies, low (or no) need for potions, passive buffs you don't need to recast, quick leveling, token bosses. These people also rarely participate in forums for the game, simply because they're not that heavily invested, emotionally, in it. They just play for fun - fun being flashy skills, big damage numbers, and lots of dead monsters and shiny loot. This is why they are under-represented in Southperry. Nexon gives them what they want, plus the opportunity to gamble their NX for bigger and bigger numbers, and they buy it. All is good in Nexon's world. Why would they change anything?
You're implying that casuals are the ones that subsidize non-paying players? What is your definition of a casual player? Atm, it's the hardcore players you're describing: Nexon is giving them what they want. They are the ones who pay for the upkeep of the casuals who "play for fun" by buying cubes in large amounts: your post in my NX Inventory thread even stated that a single cubed endgame equips costs more than all the cosmetic/convenience NX in the Cash Shop: are you saying casuals are the ones paying for those cubes?
This is a nice plug to what you think but it's not substantive to ultimately why Nexon continues what it's doing + you're not really continuing discussion. But I'll bite: my suggestion uses the same tried and true business model while at the same time pleases the same players you described + the players below the ones you deemed as "casual". To reiterate: everything about cubing is kept the same, WDEF/MDEF is actually useful, gameplay is more dynamic. Keeps the same money making model, reuses existing mechanics and resources, requires a rebalancing of skills which isn't asking much because Nexon loooves rebalancing skills: again, all within reason.
Why would they change anything? I don't need to repeat myself... look at the above point.
SaptaZapta Wrote:Yes, your ideas are more "realistic" than some others offered here. Just as Ron Paul being written in for President is more realistic than Bugs Bunny getting the job. Still doesn't make it more than a pipe dream.
Okay.
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I think I'll back out of this thread because I'm pretty sure some people don't like me posting here  . Very well though because I already picked the brains of a few user's reasoning that I liked.
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Stay seated, this is a long one.
Darkstars Wrote:I don't understand why so many people want preBB rates. I for one hated how long it took to actually level preBB. My highest leveled character was level 69. It took me around 4 hours at Voodoos/Hoodoos just to get one level at 1x and that wasn't worth it. I didn't have the time to train for hours on end to get such an insignificant level gain. The preBB rates meant a lot of casual players who didn't sink entire summers into this game would never get to see fourth job skills or fight bosses.
This. This completely.
The problem in GMS is not Post-BB rates, but the party play areas giving way too much EXP coupled with 2x EXP Cards AND massive 2x EXP events.
To make a comparison, Party Play areas in GMS give +50% EXP per additional member, while in JMS it's only +20% EXP. I don't know what KMS has, but the point remains that getting 200 is a lot harder in JMS than it is in GMS, even before JMS re-removed the EXP cards (which just happened). I've been playing MS and JMS for years and I still do not have a Level 200 character, and it's not from lack of play or lack of devotion, it's just plain harder. Significantly harder.
GMS made it too easy, and people take it out on Big Bang when it wasn't Big Bang's fault at all. In fact, I remember people complaining about the new rates in the OPPOSITE direction when Big Bang hit GMS. They complained that at higher levels the EXP:Req% Ratio per mob went down, not up. Big Bang didn't create this problem, yet it somehow constantly gets associated with it.
Big Bang did make 120 easier to get, hell 140 easier to get, but there's no reason people should be grinding for years and still not be 120, and still be unable to do anything in terms of bossing.
Now, on to the main topic:
How would I have it done?
1) Destroy the NX-whore benefits. Completely and utterly. Give players stuff to spend their money on that doesn't create such a massive imbalance in the game, even before AB existed. I would do this either by reducing the % bonuses (Like make it 1/2/3/4% instead of 3/6/9/12%), or simply refit Potential to one tier level if the prior doesn't do it. One tier level makes good potential obtainable to everyone, not just people who spend thousands. The potential system at its core is not a bad idea, it's just implemented with Nexon-money-sight. If they had created it without the idea of milking players for every penny they can, then it wouldn't be such a game breaking mechanic.
2) Reduce the overall damage problem. The above would help against people hitting the cap, but even before that there's the issue of bosses needing to heal 40(?) times at 2b HP a heal. That's just ridiculous. There's absolutely no excuse to have to do that. It in itself highlights a MASSIVE design flaw that needs to be fixed. While I think that Pre-BB damage was a tad too low (At least from what I remember back in the day), about mid-way would probably be decent. You would have to party at bosses and you would have to coordinate, but above all everything wouldn't be soloable and everything wouldn't be 999,999s or higher or "you suck."
3) As someone mentioned earlier, give EVERY class a role in combat. Remove the ridiculous "Bosses are strong to everything everywhere" crap that makes classes like Paladins worthless. Give classes that are on the side of defensiveness the ability to tank for your party, instead of just for yourself. Give damage dealers a reason to recruit said classes. Every class should have a role, an important role, so that picking 6 people for a small party is a challenge. Players should be asking themselves what they need other than DPS, because that's really all you need right now.
4) Improve drops. There's no reason Level 180 monsters should be dropping Level 85 gear. If that means adding 150, 160, 170, etc gear...then do it. What's the problem with having mobs your level drop gear you can actually use?
5) End-game content. Right now I find that if I ever actually hit 200, it will be the most disappointing moment in my playtime in MapleStory. What's the point? 200 is cap, but at 200 you have NOTHING to do. This is even moreso if you cannot do Cygnus due to damage issues. What's the point of fighting things that only give experience? That's all they give right now. There's no point in doing anything once you hit 200. That needs to be fixed. Level 200 Party Quests that give benefits of extra items or gear, or even skill points for special skills. Or just simply add interesting mechanics that make PQs fun to do (And no, not jump quests, those aren't fun). Hell, add a special new level or something if character progression is still required, ANYTHING. End-game is non-existent in MS.
6) Instance all bosses that do not get summoned. This includes Manon, Griffey, and Pianus. Nexon even added that awesome 1-hour cooldown instancer...yet didn't use it for any boss where it actually matters. They could have easily made a 12-hour or 24-hour version for big bosses.
7) Add more party play areas, but give them a reason to be party play outside of "LOL EXP!" Perhaps give the monsters special drops, or tokens to get special items, requiring teamwork to kill said monsters. For example you could have a monster that changes it's immunities to suit whoever is attacking it, and switching up who attacks it would be required to do anything. Such a system could be interesting and fun, if done correctly.
8) Remove the ass-a-nine crap where you can get status effects even after dodging or guarding an attack. Stun shouldn't be eternal, it shouldn't be spammable, and it shouldn't break through dodges, guards and counters. It makes no sense, and it needs to change. All status effects, even ones you yourself can cause, should have a cooldown before they can be inflicted again to prevent things like Bodyguard A's stunlock.
9) FIX THE FUUCKING BUGS. MOST OF THEM ARE NOT HARD FIXES. Bugs should NOT be around for months, especially when they are serious things like getting you hack warnings and disconnecting you during boss battles. These are things that are inexcusable, and should have put Nexon out of business years ago, but doesn't because kids will still play even if it drives them nuts in the process due to addiction or just plain boredom.
10) Edited in, I forgot about this: Quests. They need to exist, and they need to actually be something to do. It's idiotic to constantly have nothing to do except grind. Where's the fun in killing the same thing over, and over, and over, and over, and over, and over, and ov-oh hey a level-er, and over...? It's really pretty dumb. The Gate to the Future areas had the right idea except severely lacking in quests that could get you along into the next Arc. If they couldn't think of enough quests at 160 to get you to even 161...there's clearly not enough content going into the updates. Even if the quests are simple kill quests, giving you an objective is FAR better than having none at all, even if people like to complain that kill quests are boring. Would you rather have a kill quest, or no quest at all? Kill quest please.
That's what I would do. Feel free to disagree with me, but that's what I really think should be done.
Edit: Holy crap it's a big post.
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I'm surprised no one has mentioned getting rid of the current anti bot drop system. I hate it, it does nothing to stop botters and only annoys regular players who enjoy hunting items. It is stupid that one has to use a character within a certain level of the monster you are killing to have a chance at getting whatever drops you are after.
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I'd like to add a point on the issue of replacing any profit removed by modification. Let's just pretend our ideas are being read and seriously considered by Nexon management for a moment.
New ideas not only have to meet existing profits, but exceed them. Nexon is never going to risk a major business or game model change if they expect it to merely meet current profits. They need to read the plan and see big shiny dollar signs in front of their eyes to lead them around like a carrot on a stick. There is a lot of risk involved in even the more reasonable things being suggested.
Oh and not only do you have to have ideas about making massive amounts of money, they need to meet the exclusion principle. Whatever the idea is, it cannot coexist with any of the methods being eliminated. Otherwise Nexon could just add it and have two heaps of money instead of just one.
This is the point where I'd love to make a brilliant heretofore unmentioned idea full of brilliance and ingenuity.
Too bad I don't have any
Feel free to let me know if anyone else gets the big shiny light bulb over their head.
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VerrKol Wrote:I'd like to add a point on the issue of replacing any profit removed by modification. Let's just pretend our ideas are being read and seriously considered by Nexon management for a moment.
New ideas not only have to meet existing profits, but exceed them. Nexon is never going to risk a major business or game model change if they expect it to merely meet current profits. They need to read the plan and see big shiny dollar signs in front of their eyes to lead them around like a carrot on a stick. There is a lot of risk involved in even the more reasonable things being suggested.
Oh and not only do you have to have ideas about making massive amounts of money, they need to meet the exclusion principle. Whatever the idea is, it cannot coexist with any of the methods being eliminated. Otherwise Nexon could just add it and have two heaps of money instead of just one.
This is the point where I'd love to make a brilliant heretofore unmentioned idea full of brilliance and ingenuity.
Too bad I don't have any 
Feel free to let me know if anyone else gets the big shiny light bulb over their head.
Well without ANYTHING being elimated not a good idea because something can be reasonallble replaced. For instance if you added more potential lines that added other traits than Damaging ones that were actually useful, it would be a wise idea to possiable remove some of the pointless ones now. Keep the ratio of %-damage: Non damage the same but still remove them. Reason being is that if the ratio is too low for damage people may not cube. As I found out most people don't seem to care about defense related potenial lines.
You could just slap in even more lines but that could discourage people from buying cubes.
[MENTION=8857]Sephie[/MENTION]; You seem to hell bend about the rules of the forum. And that post u keep on quoting is just an Example of how to go about it. Basically the OP just wants items that nexon would have a chance to implement. As such like [MENTION=8732]VerrKol[/MENTION]; said.
VerrKol Wrote:New ideas not only have to meet existing profits, but exceed them.
This I would say is the one thing you fail to discuss. You are either talking about Making a Net 0 profit or slightly losing profit. Why would someone make a change if it ends up doing nothing for them. Or you talk about it being subsidized by cosmetics/clothes but you don't explain this can be done. Honnestly though unless your new NX item can fit in the "Game" section of the cash shop, any new thing you come up with wont work for Major profit.
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valhala556 Wrote:Well without ANYTHING being elimated not a good idea because something can be reasonallble replaced. For instance if you added more potential lines that added other traits than Damaging ones that were actually useful, it would be a wise idea to possiable remove some of the pointless ones now. Keep the ratio of %-damage: Non damage the same but still remove them. Reason being is that if the ratio is too low for damage people may not cube. As I found out most people don't seem to care about defense related potenial lines.
You could just slap in even more lines but that could discourage people from buying cubes.
[MENTION=8857]Sephie[/MENTION]; You seem to hell bend about the rules of the forum. And that post u keep on quoting is just an Example of how to go about it. Basically the OP just wants items that nexon would have a chance to implement. As such like [MENTION=8732]VerrKol[/MENTION]; said.
This I would say is the one thing you fail to discuss. You are either talking about Making a Net 0 profit or slightly losing profit. Why would someone make a change if it ends up doing nothing for them. Or you talk about it being subsidized by cosmetics/clothes but you don't explain this can be done. Honnestly though unless your new NX item can fit in the "Game" section of the cash shop, any new thing you come up with wont work for Major profit. I have already stated why I go back to that quote: if quoting twice is hellbent, god forbid I bring it up again.
If you have read, I argue that it would make more profit. I have never claimed my idea was supported by only cash clothes. I never claimed to have a new NX item, only change the existing mechanics of nonNX mechanics.
All you're doing is showing that you didn't even read or comprehend anything I have said. Why are you and another user posting against me when you barely understand the context of my posts and this thread? Am I that tempting of target?
Also, at least I tried. Not saying my suggestion is perfect but at least I actually defend the reasoning behind it as I try to have others do. No one suggestion is perfect but at least -try-. Discussion kinda works that way. How boring that would be if people couldn't clarify and defend a great idea that they had if put into practice.
Right now it's not even a discussion because what you're arguing isn't even applicable either because you're ignoring points like one poster, or you actually don't know what you're talking about like another poster.
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Storm Wrote:To clarify, by merging I mean that you are able to craft all items into one universal Profession skill while retaining the personality traits.
To clarify, I knew exactly what you meant. Having all the professions in one means that people do not need to unlearn/learn/max the multiple professions to be able to create all the types of things they want. Unless you make it so it costs a lot more mesos to level up the single overarching profession, people will be spending less mesos on the system. My point is that I am ok with the system the way it is because you can have mules learn specific professions for you so you don't constantly have to switch and people still spend a good amount of mesos trying to max traits and do other things.
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CrazyForDex Wrote:To clarify, I knew exactly what you meant. Having all the professions in one means that people do not need to unlearn/learn/max the multiple professions to be able to create all the types of things they want. Unless you make it so it costs a lot more mesos to level up the single overarching profession, people will be spending less mesos on the system. My point is that I am ok with the system the way it is because you can have mules learn specific professions for you so you don't constantly have to switch and people still spend a good amount of mesos trying to max traits and do other things.
I agree with this. Professions are balanced enough in terms of specialization but it does need a re-work to make it more appealing and relevant to people, plus I do rather prefer my Wind Archer to be my permanent Alchemist and not 'insert some overarching job term for a smither-alchemist-jewel crafter-what have you' for personal reasons.
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If they were to revise a server that focuses on old gameplay physics, I would sincerely hope for more theme dungeons really.
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I wonder if Nexon ever thought about some of these ideas that were said in this thread. Probably not, but one can only hope that they have.
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Anything related to the potential system should be a drop. All of it. Keep Premium Cubes and get rid of everything else including nebulites. Anything related to scrolling should be a drop. I should not have to pineappleing pay to SEARCH the FM. Either add an NPC to search for me or get rid of the FM and add an AH npc. Better client/server software. Multicore Support (If they haven't done so already). 64bit support. Get rid of Phantoms. The CS should only be cosmetics and boosters. I'll happily pay a sub for this kind of server.
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Dystopiq Wrote:Anything related to the potential system should be a drop. All of it. Keep Premium Cubes and get rid of everything else including nebulites. Anything related to scrolling should be a drop. I should not have to pineappleing pay to SEARCH the FM. Either add an NPC to search for me or get rid of the FM and add an AH npc. Better client/server software. Multicore Support (If they haven't done so already). 64bit support. Get rid of Phantoms. The CS should only be cosmetics and boosters. I'll happily pay a sub for this kind of server.
Why do you say get rid of phantoms as opposed to any other class? :f6:
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Emilio Wrote:Why do you say get rid of phantoms as opposed to any other class? :f6:
Probably because he makes other classes irrelevant, such as bishop's.
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