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If Nexon Released a "Revised" Server, How Would YOU Like it to be Done?
#81
The idea of a specific server is silly, but a start from scratch kind of approach like "Big Bang" might be better. I haven't looked at any of your posts to see what your ideas were but if I had the ability to change the game I would do the following.


Remove the massive amount of potential in this game.

Potential ruined the challenge in this game but also allowed things to get "stronger" in the sense that the bosses might be perceived more difficult should potential never have been there in the first place. A good solution to circumvent the issue of power creeping would be to change the limit of potential by introducing a weight system. The weight system would vary from class to class, with warriors being one the ones able to hold the most weight.

Weight System:
  • Beginners would start with 10 weight.
  • Archers and Thieves would get +30 weight
  • Magicians would get +50 weight
  • Pirates and Warriors would get +80 weight
  • Second job gives you +20 weight
  • Third job gives you +50 weight
  • Fourth job gives you +100 weight
  • Level 200 would give you +200 weight

This would give Archers and Thieves a maximum of 410 weight, Magicians would get 430 weight, Pirates and Warriors would get a maximum of 460 weight.

How Weight would be used:
  • All-Stat% items would be 15 weight per %. e.g. 6% all stat = 90 weight
  • Primary stat% items would be 20 weight per %. e.g. 9% STR = 180 weight
  • Secondary stat% items would be 10 weight per %. e.g. 6% DEX = 60 weight
  • +STAT would just be their respective additive stat per weight divided by two. e.g. +10 DEX is 5 weight.
  • %Boss Damage and Total Damage% would be 5 weight per %. e.g. 40% boss damage = 200 weight (You should get it by now)
  • %Ignore PDR would be 2 weight per %.
  • %Attack/Magic ATT would be 15 weight per %.
  • +Attack/Magic ATT would be 2 weight per their respective stat. e.g. +10 attack = 20 weight
  • Other potential categories would either be removed or cost no weight.

Potential would be accessible via an enchanter that you would pay mesos to get random stats for up to 10 times per item per day at about 1m per enchant. You could use NX to possibly bypass this limit to be 20 times per day but nothing more. Also I would probably lower everything to one line or two.

Dojo itself would be reworked in the sense that it would have the best potential:weight ratio to encourage people to dojo.

Dojo Revamp

Under the assumptions above, I would make dojo awards have one more bracket. Prizes would be split to 1st, 2nd-10th, 11th-25th, 26th to 50th and each glove would cost a certain amount of weight rather than each individual stat being worth something.

Weight and Stat of Gloves:

1st Place Glove:
Cost: 90 Weight. Actual Weight: 450 Weight. Ratio: 20% of actual.
Stats: +30 All Stats, +25 Attack/M.Attack, +250 W/M.Defense, +200 Accuracy/Avoidability [+15% Total Damage, +15% All Stats, +30% Boss Damage]

2nd-10th Place Glove:
Cost: 80 Weight. Actual Weight: 325 Weight. Ratio: 25% of actual.
Stats: +25 All Stats, +20 M/W.Attack, +200 M/W.Defense [+10% Total Damage, +10% All Stats, +25% Boss Damage]

11th-25th Place Glove:
Cost: 70 Weight. Actual Weight: 275 Weight, Ratio: 25% of actual.
Stats: +20 All Stats, +15 M/W.Attack, +150 M/W.Defense [+10% Total Damage, +10% All Stats, +15% Boss Damage]

26th-50th Place Glove:
Cost: 45 Weight. Actual Weight: 150 Weight, Ratio: 30% of actual.
Stats: +15 All Stats, +10 M/W.Attack, +100 M/W.Defense [+5% Total Damage, +5% All Stats, +10% Boss Damage]

Rework how bosses are done in this game

Currently bosses are too easy or offer gimmicky (I hate this word) challenges. I would do something such as make bosses have raids as a requirement with different types of combination of classes to discourage soloing. Such a boss would be one that has different types of "weaknesses" or HP bars that can only be triggered by certain classes or skills. For example, a boss that has 3 weaknesses that one requires a bowman using hurricane or ultimate strafe to diminish their HP, a thief attacking however they want to, or a magician can only damage the boss if it's currently DoT'd. Or the boss could only be damaged using the environment variables or under a certain type of debuff such as stun. If someone is too weak to do it on their own they could do some sort of spiritual bond with their team members to allow the team members to pierce through their weakness for a certain amount of time, if such a case would be a problem. Just a couple of ideas, it could make boss battles much more interesting and cooperative.

Revamp the entire monster system

Monsters are pathetic in this game. Training with regular monsters is completely asinine and extremely slow because it's overshadowed by things such as Lionheart Castle and Stronghold. I think LHC and SH worked out the concept of teamwork pretty well, so why not scale the experience appropriately for regular monsters in such a way that those "soloing" would get a fair share and add more areas like LHC and SH to make others happy? It'd be a win-win situation.

Increase the meso-cap

I'm unsure why we're using signed integers. Why can't we use uint32_t or something to make the cap 2^32-1 rather than 2^31-1.

Make NX more accessible for the common player

Most games already know how to do the Free To Play concept way better than Nexon. Games understand that money shouldn't be the only way to get things, rather it should be an easier way of getting things. For example, in LoL champions cost money but you could always wait for the champion to be available, or in TF2 all the items could be bought via the store but you could always get it via random drop or trade for it. It seems insane that we still can't do this in Maple and that NX remains something the "cool kids" can only get.

That's all I can think about currently. I'll add some more stuff in this post later if I can think of something.
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#82
I like that idea. I am curious about one thing; how would potential be distributed it that situation? Would it be assigned, similar to hyper skills? Or like an equippable item type thing? Or would it just be the current system with restrictions? I realize this doesn't change the system you put forward, but I'm curious about how you'd implement it.
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#83
Aircalibur421 Wrote:I like that idea. I am curious about one thing; how would potential be distributed it that situation? Would it be assigned, similar to hyper skills? Or like an equippable item type thing? Or would it just be the current system with restrictions? I realize this doesn't change the system you put forward, but I'm curious about how you'd implement it.

Potential data would have an unsigned int with its weight value on it. Our current potential already has a weight variable, it just doesn't do anything. As for how potential would be distributed, it would be accessible via an enchanter that you would pay mesos to get random stats for up to 10 times per item per day at about 1m per enchant. You could use NX to possibly bypass this limit to be 20 times per day but nothing more. Also I would probably lower everything to one line or two.
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#84
If it were up to me, a few ideas:

1. Either put a cap on potential, or re-do it so you can ONLY have a certain stat boost on a certain slot. No more +STAT EVERYTHING, you can say have only a secondary stat on your shoes, +HP% on your helmet, etc etc. Basically try to discourage pure stat stacking.

2. Just reduce the Pay2Win system in general. I'm not as bothered since again I don't obsess over it like I did before, but I can see where other long-time players are displeased with how much you need to throw at the game to be the best of the best.

3. Turn some commonplace NX items into meso sinks. While it doesn't exactly help the potential issue much, can you imagine in-game Miracle Cubes, Pendant Slot Expansions, or slot expansions? I can imagine the economy's mesos will steadily dwindle until it becomes an acceptable ratio again.
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#85
IllegallySane Wrote:I
3. Turn some commonplace NX items into meso sinks. While it doesn't exactly help the potential issue much, can you imagine in-game Miracle Cubes, Pendant Slot Expansions, or slot expansions? I can imagine the economy's mesos will steadily dwindle until it becomes an acceptable ratio again.

This can be really good for in-game stuff that can't be injected back into the economy, like pendant slots and slot expansions as you say, but as soon as you add something like miracle cubes it goes back to inflate the economy with cubed items bought with hacked/botted mesos, so it becomes an incentive for hackers to keep farming mesos and people to buy those mesos to gain those cubes/items, and the circle repeats.
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#86
Sephie Wrote:Idk what preconceptions you have that makes you think that because all I have done is emulate existing MMOs that have propelled this system with a good amount of success. Defense is a joke in this game and all you're doing is complaining about a change that could change it to be useful.

[MENTION=4235]KhainiWest[/MENTION]; I do not have numbers to back my claim nor do you for your claims. Arguing opinion is pointless.

I don't want to play devil's advocate: I already know what you say could be true. However, your suggestion relies on existing resources to make up for the loss of a huge cash cow. I am extremely doubtful that the sheer volume of players can be subsidized by paying players with just cash clothes alone. Do you have something new to suggest?

other mmos are 3d maple is 2d also how jobs are set up currently your system wouldn't work all of the palys would go back to beeing pissed about losing divine shiled(and its atk boost) in 3 sec again. Also I can tell you how god dam annoying it is that you just got missed but you still got hit because 2 monsters where atking at the same time
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#87
Honnestly I like these topics because now there is rarely anything instresting to discuss.

Anyway to post again. Maybe they should add a new place. Now I dont mean just any new content as we all know how those turn out. What I'm thinking is something similar to dojo. in how u have a series of challenges and you get a reward that is really good but only lasts for a few days.

BackGround
Introduce a castle type thing were u have several mini games, mostly jump quest type stuff. Can have stages like Dojo. Some examples:


1) Have a race. set up Jump quest were you can use your mobile skills. Also have it where u need to activate gates and such so that its not just a flat place from A to B. The reward can be like +1 attack speed or maybe like a temp. skill of somesort. Basically something worth doing every week or so. Can even put a boss at the end. but that isnt the main point.

-> you can also have like group races were u race in a group and require team work. It is important however that this can be done for 2+ people. not 3+. (i dont know many people...)

2) Defence the NPC. This wont be like other defend NPC (kenta PQ) because the mobs will be invincable. However you can affect them with stats effects and push/bull skills. Also you should be able to move npc out of the way some time. Also can be group.

-> RUN!!!! Could be a variation of Defence mode. Basically you have the npc follow you/on your back. and you have to run from mobs because they 1/2 hit KO you and u can not use potions. Layout can be similar to the race.

NOTICE
These are just basic concept kinda things. didnt want to dive to deeply in it. However for this to happen, Classes are going to have to get revamped again. Namly different classes should have different speed caps (though some can have an easier time getting it). Also defensive active skills need to be add. And probably other things as well.



I suggested something like this because what draws people in is something that gives you a sense of accomplishment. And since everyone doesnt cater to be the strongest and honestly you don't have to be to kill boss, this is a good alternative.

Also to get people to cooperate u need to forced them to cooperate. But not because nexon forces you (party quests) but because it is impossiable to beat it without cooperating. I.E. a 2 person CO-OP jump quest.

And it is also important that the minimum cooperation numbers are low but can still reach max.

Finally bring back a Guild PQ. Or give guilds a purpose. Maybe have guilds be able to set up bounty on newly added bosses that give some benefit to them. Or have NPC do it. But guilds should have more capability than just communication.
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#88
RedRaven16 Wrote:other mmos are 3d maple is 2d also how jobs are set up currently your system wouldn't work all of the palys would go back to beeing pissed about losing divine shiled(and its atk boost) in 3 sec again. Also I can tell you how god dam annoying it is that you just got missed but you still got hit because 2 monsters where atking at the same time

You must have hated old PvP. The idea of fighting 2 enemies would make the fight 2x harder than fighting 1 enemy must be an absurd concept. Apparently it's ok if you can move in 2 more directions.

Divine Shield? Seriously? Get rid of the preconception that everything gets unchanged if this idea were implemented: obviously things will be rebalanced to account for new changes. Now you're just nitpicking.

Next you'll probably complain that 1-Second Invincibility Nebulites would have no purpose and you will completely dismiss the idea based on that.

-

[MENTION=5537]Locked[/MENTION]; Those ideas will indeed make a better game but what kind of things would you implement to actually make money? By reworking potential into requiring essentially 0 nx and letting cash shop items actually drop from mobs or bosses, I'm not sure what could entice players into spending any/enough NX to subsidize the players who don't on the scale that the old system has done.

In other words, how do you make a successful F2P game with heavy competition from the presence of other F2P games in the market without being evil? also adding that being evil has been and is continuing to be wildly successful overseas?

You could use Riot or Valve as an example but they have arguably been successful in amidst the failures of several other franchises with close to the same business model.
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#89
Sephie Wrote:[MENTION=5537]Locked[/MENTION]; Those ideas will indeed make a better game but what kind of things would you implement to actually make money? By reworking potential into requiring essentially 0 nx and letting cash shop items actually drop from mobs or bosses, I'm not sure what could entice players into spending any/enough NX to subsidize the players who don't on the scale that the old system has done.

In other words, how do you make a successful F2P game with heavy competition from the presence of other F2P games in the market without being evil? also adding that being evil has been and is continuing to be wildly successful overseas?

You could use Riot or Valve as an example but they have arguably been successful in amidst the failures of several other franchises with close to the same business model.

Money will always be made from the lazy and hardcore group. There's no denying it. Like I mentioned, NX would circumvent the difficulties of the system by allowing you to shortcut through them. Such as making the enchant limit higher or just selling clothes that you want but can't seem to get to drop. Separating your content into two different pools isn't a good idea and it's starting to show with how much negativity the company's model gets.
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#90
Sephie Wrote:You must have hated old PvP. The idea of fighting 2 enemies would make the fight 2x harder than fighting 1 enemy must be an absurd concept. Apparently it's ok if you can move in 2 more directions.

Divine Shield? Seriously? Get rid of the preconception that everything gets unchanged if this idea were implemented: obviously things will be rebalanced to account for new changes. Now you're just nitpicking.

Next you'll probably complain that 1-Second Invincibility Nebulites would have no purpose and you will completely dismiss the idea based on that.

-

[MENTION=5537]Locked[/MENTION]; Those ideas will indeed make a better game but what kind of things would you implement to actually make money? By reworking potential into requiring essentially 0 nx and letting cash shop items actually drop from mobs or bosses, I'm not sure what could entice players into spending any/enough NX to subsidize the players who don't on the scale that the old system has done.

In other words, how do you make a successful F2P game with heavy competition from the presence of other F2P games in the market without being evil? also adding that being evil has been and is continuing to be wildly successful overseas?

You could use Riot or Valve as an example but they have arguably been successful in amidst the failures of several other franchises with close to the same business model.

maple would not be maple without the hit invincibility also def is useless because it has a cap and stronghold mobs hit hard enough to 3hko (though that might just be the archers)my 163 AM who has way more technical hp than archers and pirates.Also even if you got no hit invincibility people would STILL cube for pure dmg so they kill all foes before they get hit and lets not get into 1/1s
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#91
Sephie Wrote:In other words, how do you make a successful F2P game with heavy competition from the presence of other F2P games in the market without being evil? also adding that being evil has been and is continuing to be wildly successful overseas?

You could use Riot or Valve as an example but they have arguably been successful in amidst the failures of several other franchises with close to the same business model.

Why is everyone so obsessed with getting rid of potential or making it "free". Because it pretty much never happen it is practically unnecessary to do so. Without cubing once you can take on Solo Horntail. And maybe the next strongest boss after that. As long as you put a little work into it.

A better way to "fix" potential is change the lines so that there are more useful lines that are not damage focused. Having some % reduction should be good. Also MP protection (saves your mp when monsters uses an MP eater skill). Maybe even increase resistance to a specific status. Like 70% reistance to seduce. Recovery %hp/mp. no need to screw over people who already paid a ton just make it more worth while to do it. This honestly would probably increase sales to some degree anyway as most players are having problems with survivability not damage.
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#92
Pactur Wrote:This can be really good for in-game stuff that can't be injected back into the economy, like pendant slots and slot expansions as you say, but as soon as you add something like miracle cubes it goes back to inflate the economy with cubed items bought with hacked/botted mesos, so it becomes an incentive for hackers to keep farming mesos and people to buy those mesos to gain those cubes/items, and the circle repeats.

Hmm, you got a point there. What if in-game cubes make the item absolutely untradeable? No scissors, no account moving, nada? I still like the idea of trying to come up with as many meso sinks as possible via giving in-game versions of Cash Shop items. I'm sure people would pay a ton for an in-game perma safety charm and wheels. NEVER DIE IN A BOSS FIGHT EVER AGAIN.
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#93
Locked Wrote:Money will always be made from the lazy and hardcore group. There's no denying it. Like I mentioned, NX would circumvent the difficulties of the system by allowing you to shortcut through them. Such as making the enchant limit higher or just selling clothes that you want but can't seem to get to drop. Separating your content into two different pools isn't a good idea and it's starting to show with how much negativity the company's model gets.

Buying convenience isn't and never was new: it is arguably the sole profit made before cubes. However, selling convenience requires people willing to buy convenience and most of the time the people who buy convenience will only buy it for games that they truly like.

If everyone wanted to be LoL or Valve, they would be, but they aren't. The market just wouldn't allow it to sustain. Several games are arguably dead because players favored LoL instead of the others.

But if being evil allows you to push record profits each year, why would an alternative risky venture such as figuratively "challenging Valve" be a good idea?

It would be nice to have a chart detailing how much revenue Nexon made at the peak of pre-Potential and another chart detailing the progression of the revenue Nexon made over a long period of time. It would be easier to see how much money convenience would need to push the numbers potential has done.

I'm just pushing for more reasoning and discussion, that's all.

[MENTION=7092]RedRaven16[/MENTION];

I was right: you're just nitpicking.

I've stated too many times in this very thread that changes would be made to accommodate the new system. Of course 1/1 would be gone (1/1 is the 2nd stupidest boss mechanic in the game right behind DR), and mobs will have slower attacks and/or lower damage to compensate for the lack of a "hit cooldown".

I've stated that other MMOs have implemented the exact same system almost to a religion and it has been a successful system.

I've stated that defense is a joke in this game which you agree because you keep crying about dying against 2 enemies that can attack you at the same time. I say revamp defense to be better and yet you say it's still a joke. What the hell do you want then? Stop crying about dying if you don't want defense to be useful.

Seriously, you're everywhere. Please stop because you're completely ignoring anything I've ever said while nitpicking at anecdotal scenarios that don't even support what you're saying: it was already stated that the scenario you mentioned would have been reworked YET you keep ignoring it.
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#94
Sephie Wrote:Buying convenience isn't and never was new: it is arguably the sole profit made before cubes. However, selling convenience requires people willing to buy convenience and most of the time the people who buy convenience will only buy it for games that they truly like.

If everyone wanted to be LoL or Valve, they would be, but they aren't. The market just wouldn't allow it to sustain. Several games are arguably dead because players favored LoL instead of the others.

But if being evil allows you to push record profits each year, why would an alternative risky venture such as figuratively "challenging Valve" be a good idea?

It would be nice to have a chart detailing how much revenue Nexon made at the peak of pre-Potential and another chart detailing the progression of the revenue Nexon made over a long period of time. It would be easier to see how much money convenience would need to push the numbers potential has done.

I'm just pushing for more reasoning and discussion, that's all.

So you seem to be more focused on the NX part of a revised Server and how it can be revised without nexon losing too much money. Going with this I would say if you happened to have free cubes that had a higher chance to bring item to epic/unique but the lines on said item were crap. I feel like more people might cube if they didnt have to worry so much about upping the ranks.
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#95
Keep post-BB rates (maybe nerf them a bit, especially at higher levels), completely delete potential or make it 100% free, bring back guild pq and other fun stuff they took away, make quests fun and good for leveling up, make bosses more entertaining and not only relient on damage. Also frequently update the endgame content and stop releasing classes.
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#96
valhala556 Wrote:So you seem to be more focused on the NX part of a revised Server and how it can be revised without nexon losing too much money. Going with this I would say if you happened to have free cubes that had a higher chance to bring item to epic/unique but the lines on said item were crap. I feel like more people might cube if they didnt have to worry so much about upping the ranks.

Yes.

Original post. vvvvv

Patt Wrote:It seems that more and more experienced maplestory players are quitting each and every day for many reasons (game has become too easy, less party play required, too much cash to invest, etc.)

If Nexon was to release a revised Maplestory server (i.e: a server that was based off the original mechanics of the game, but had aspects of the current state of the game reversed or changed) how would you like it to be done?

List what you would change about the game, and explain why. Additionally, list any benefits that may occur by making these changes.

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]

So far, only 4 people in this thread has stayed on topic.

My honest opinion was that Nexon would never axe cubes because they make too much money (as much as I, and EVERYONE hates cubes) so the best and realistic approach I could ever see Nexon doing is to compromise.
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#97
Absolutely loving [MENTION=5537]Locked[/MENTION]'s ideas, and seconding them wholeheartedly. His concept of a weight system introduction and simultaneous reformat of the potential system solves all of the biggest issues it has, while even adding another (massive) reward for reaching Lv. 200. Kudos to convincing me the system shouldn't be scrapped.

>> Though on that note I'm also wondering: how would people feel about another small but effective method of reducing the impact of potential? Currently the system multiplies the total added stat you have by the total potential percentage you have for that stat (which I always thought was overkill) - why not have them multiply the base stat alone? This would give even more incentive to leveling, cut the power of the potential massively, and wouldn't harm equipment possibilities, from what I can tell, as, from what I've seen in top player screenshots, people these days tend to have more than enough secondary stat added from tertiary gear alone to equip their class' respective high level gear.

I also completely agree with the boss revamp idea. I had an idea a few years ago for an Octopus boss or something for Aqua Road, where the multipart boss was split between several rooms that anyone could enter at any time during a battle fought simultaneously. One room would be a major core, such as the head of the Octopus, that would serve as a single target best brought down by single-target DPS classes, while another room would have, say, tentacles, best brought down my mobbers. The two rooms would affect each other in some way, like tentacles conferring % damage resistance to the head while alive, and thus a full team would have to really work together to bring it down. Plus maybe you could add a very quick timer, like 5 minutes, that would normally be impossible to kill the boss within, but a third, puzzle-oriented room would allow certain players and maybe classes with certain skills to "buy time" to defeat the boss (situation example: underwater fighting this Octopus, it releases a cloud of poisonous ink that will kill all in the fight if left undeterred underwater, and each solution of the puzzle room clears a little of the poison from the water, buying another 5 minutes).

These ideas could all be pomegranate, but the underlying principle is there are a number of really creative ways Nexon could redesign old bosses and redevelop new ones that take advantage of unique class abilities and teamwork elements, like Locked said.
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#98
Sephie Wrote:My honest opinion was that Nexon would never axe cubes because they make too much money (as much as I, and EVERYONE hates cubes) so the best and realistic approach I could ever see Nexon doing is to compromise.

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.

Quote:Buying convenience isn't and never was new: it is arguably the sole profit made before cubes. However, selling convenience requires people willing to buy convenience and most of the time the people who buy convenience will only buy it for games that they truly like.

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.

Quote:If everyone wanted to be LoL or Valve, they would be, but they aren't. The market just wouldn't allow it to sustain. Several games are arguably dead because players favored LoL instead of the others.
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.

Quote: But if being evil allows you to push record profits each year, why would an alternative risky venture such as figuratively "challenging Valve" be a good idea?

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.
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#99
Sephie Wrote:Yes.

Original post. vvvvv

So far, only 4 people in this thread has stayed on topic.

My honest opinion was that Nexon would never axe cubes because they make too much money (as much as I, and EVERYONE hates cubes) so the best and realistic approach I could ever see Nexon doing is to compromise.

I'm sure other people have stayed true to the topic. It doesn't have to be on the handling of NX. Personally I'm more focusing on Idea's that will bring old and new people back. And I feel that the potenial/NX issue is one that can be over looked if there was more lasting content. I described some ideas about it above but some few other things would be,

- no daily cap. Even though this kinda promotes people logging on every day it is really discourging to mid-hard core players because they reach the cap get bored and log. Everyone here likes there days when they can just do somethin for hours without restrait. Looking at Personaility traits.

- Add in some weekly/ bi weekly story quest chain. Think of something like how Alien invasion was with the VIP. Have different things happen over the course of the week ending with a boss. Allowing players to join in the middlish of the chain but not reap all the rewards. Also allow some catch up days incase some people miss a few. for these dont make them too long. 20~30minutes or so.
Reason:
I found the VIP event pretty much the best one they ever made. It was fun, Interesting and it brought people together for a common goal. Also wanted it repeative so new people dont miss it. As always it should provide a good reward. But they should change it from being equipment to maybe skills.

So even though NX is related to every problem maple has it doesn't mean it is what needs to be fixed.
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Sephie Wrote:I've stated that other MMOs have implemented the exact same system almost to a religion and it has been a successful system.
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.
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