I think Killmeplsok has the best idea on how to organize the answers from 1-6. I really wish GMS would do surveys like this. In really looking forward to the outcome
What is the class of your main character?
Adventurer Mage branch
Q1. Do you think the balance between classes in MapleStory is appropriate? No, it is absolutely not. If we're going by just the skills and abilities of classes alone, things have always been unbalanced. A lot of classes get abandoned because you Nexon always seem to make classes that just plows through the rest without any regard to balance.
Q2. For which level range should level up content be added? Lv. 181~190
Lv. 191~200
Lv. 201~210
Lv. 211~220
Lv. 221~230
Lv. 231~240
Lv. 241~250
Can we choose mulitple stuff for this question? If not, I say lv 201~210
Q3. I am satisfied with the current buying and selling system for items. No, I am absolutely not. I prefer Vindictus's market system. At least that doesn't need NX to list and search for stuff.
Q4. I am satisfied with the current item enchantment system (scrolls, potential, enhancement). No, I am absolutely not. It'd be tolerable if it wasn't for the fact that you need to spend NX to get the best out of everything.
Q5. The story in MapleStory is fun and interesting. Somewhat likely. Some storylines are pretty funny, some are pretty serious, and some are engaging to get into. But in all of this, there is only a loose connection of the Black Mage in most of the storylines. It just all seems too fragmented, and should come together under one story through various viewpoints of every class.
Q6. The interface in MapleStory is familiar and convenient to use. Yes it is. Probably the only thing you guys did right.
Q7. Please write what your most interesting moment was in MapleStory.
Edelstein. It provides a much different atmosphere that we were used to in MapleStory. We get a friendly town on the surface, but deep down we know we're deep into enemy territory like we've never been before.
Q8. Please write what moment in MapleStory left you with dissatisfaction/inconvenience.
Every time someone uses an item megaphone to show off, it always leaves a bad taste in my mouth how the best gear can only be acquired through NX.
Q9. Please write what should be updated in MapleStory?
Make Bishops useful like how it was in the old days. But better. And maybe toss in better training areas too for lv +180 people.
Q10. Please write something about MapleStory.
Where's my MapleStory 2, Nexon?
Anything in italics is my explanation for some of my answers.
Spoiler
What is the class of your main character?
F/P Arch Mage
Q1. Do you think the balance between classes in MapleStory is appropriate?
No, it is absolutely not.
Class balance is honestly the worst aspect of MapleStory IMO. Yes, worse than potential, impossible-to-kill-if-you're-unfunded bosses, and the awful grind.
Q2. For which level range should level up content be added?
Lv. 241~250
Questing becomes completely useless once you finish the quests in Omega Sector, so I'd like more content for level 80+. However, I guess I'll just go for more content for the highest level range since it's just cruel to not have any decent content for those levels.
Q3. I am satisfied with the current buying and selling system for items.
No, I am absolutely not.
Can we please have some free permanent shop permits? I honestly wouldn't mind if I can only sell 5 items at a time. It would make it so much easier for me to make money. And I'd rather look through every single shop in every single FM room in every single Channel than purchase an Owl of Minerva. I don't get why we need to spend money to do a quick search for an item we want.
Q4. I am satisfied with the current item enchantment system (scrolls, potential, enhancement).
No, I am absolutely not.
Scrolling is okay IMO. Enhancement is not something I bother with. Potential and Cubing, however, is such a blatant money-grabbing scheme. Get rid of all the terrible potential lines (Accuracy, Def, etc) and make more cubes drop from bosses.
Q5. The story in MapleStory is fun and interesting.
No, absolutely not.
Whenever people discuss the story for MapleStory, I just want to pop in and say "MapleStory has a story?" I know that there's a story here, it's just not very good or original. However I really don't think Nexon needs to create an interesting story for this game to be fun.
Q6. The interface in MapleStory is familiar and convenient to use.
Yes, very much.
I haven't played many MMOs, but MapleStory has an easy to understand UI compared to the others I have played. I don't think Nexon needs to change anything about it
Q7. Please write what your most interesting moment was in MapleStory.
Normal Root Abyss, but not the chaos version. It's fun to fight bosses that require some form of strategy to defeat instead of funding. I love the fact that they aren't punching bags with large amounts of health and/or unfair instakill moves as well.
Q8. Please write what moment in MapleStory left you with dissatisfaction/inconvenience.
Cubing in general. The whole process is nothing more than gambling, and it's extremely unfair. Maybe if cubes were less expensive and useless potential were taken out it would be okay but, at it's current state, it is nothing more than a greedy money-making scheme.
Q9. Please write what should be updated in MapleStory?
I want a serious class rebalancing. There should never be another new class that is so much better than all the other classes. Party Quests should also only need 2 or more players, unless having more people is necessary to complete them.
Q10. Please write something about MapleStory.
MapleStory is a fun game, but the power creep needs to stop. More content for every level range would be great as well so I'm not forced to grind on monsters to level up. Grinding is boring busy work and should not be required unless the player prefers to mindlessly grind every day.
Q1. Do you think the balance between classes in MapleStory is appropriate?
No, it is absolutely not.
Q2. For which level range should level up content be added?
Lv. 91~100
Lv. 101~110
Lv. 111~120
Lv. 121~130
Lv. 131~140
Lv. 141~150
Lv. 151~160
Lv. 161~170
Lv. 171~180
Lv. 181~190
Lv. 191~200
Lv. 201~210
Lv. 211~220
Lv. 221~230
Lv. 231~240
Lv. 241~250
Q3. I am satisfied with the current buying and selling system for items.
No, I am absolutely not.
Q4. I am satisfied with the current item enchantment system (scrolls, potential, enhancement).
No, I am absolutely not.
Q5. The story in MapleStory is fun and interesting.
Somewhat likely.
Q6. The interface in MapleStory is familiar and convenient to use.
Yes it is.
Q7. Please write what your most interesting moment was in MapleStory.
The moment I realized that if I don't throw money at this game there's less than 5% chance I can't do most of the stuff.
Q8. Please write what moment in MapleStory left you with dissatisfaction/inconvenience.
OH COOL I GOT A 9% STR EARRINGS! FINALLY SOME GOOD INCOME, WAIT WHAT? THEY COST 50MIL NOW?!
GFYS.
Q9. Please write what should be updated in MapleStory?
Better rewards on quest/PQ's and pretty much the non-grinding mechanics.
Q10. Please write something about MapleStory.
What's else to say? People have figured out months ago the flaws on this game already.
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Quote:What is the class of your main character?
Evan (since Nexon hates Pirates, naturally)
Q1. Do you think the balance between classes in MapleStory is appropriate? No, it is absolutely not.
Q2. For which level range should level up content be added? Lv. 211~220
[SUB]*I think this would be a good idea going forward, though, honestly, any of the higher-tier level ranges would be reasonable.[/SUB]
Q3. I am satisfied with the current buying and selling system for items. I'm not.
[SUB]*The actual trade system isn't a problem, but the economic aspect of the game is deeply flawed. There need to be ways to obtaining in-game currency that don't break things, but also provide a sound alternative for players who lack substantial startup capital.[/SUB]
Q4. I am satisfied with the current item enchantment system (scrolls, potential, enhancement). I'm not.
[SUB]*The item potential system is broken, even aside from the Cash Shop vehicle, and has driven the game into a power hike. Could be worse, but there are better ways of implementing such a mechanism.[/SUB]
Q5. The story in MapleStory is fun and interesting. Somewhat likely.
[SUB]*The direction in which they've been taking the story line isn't the best, but within the context of the game I don't have a problem with it. I'd be confident in saying that a majority of players pay little attention to the actual story. That being said, furthering it couldn't hurt, they just need to prevent it from becoming more convoluted.[/SUB]
Q6. The interface in MapleStory is familiar and convenient to use. Yes it is.
[SUB]*We all have our gripes about things here and there that don't work as they're supposed to, but the overall interface, I think, has evolved in a generally positive way since earlier iterations.[/SUB]
Q7. Please write what your most interesting moment was in MapleStory. I'm leaving this one out since it's entirely subjective.
Q8. Please write what moment in MapleStory left you with dissatisfaction/inconvenience. There are too many things to mention on this, but I'm certain there are other more active players who could come up with a better response than myself.
Q9. Please write what should be updated in MapleStory? In my opinion, there needs to be a consolidation of monsters in the game. Amidst all this reworking and redesigning of maps, a majority of monsters have more or less become obsolete, not to mention tons of creatures that, outside of quests, are always useless. I suppose this would go under game balancing in a way, but I just think it'd be a nice way to breathe some life back into less populated areas. Party play maps or mini dungeons have severely hindered the community aspect of running into random people and making friends, and I think this would help that a bit.
Q10. Please write something about MapleStory. wat.
thank you for your help, but isn't two voices going to be drowned out by the millions of korean players who have accounts.
well the design of the questions is very flawed, as an opinion gathering tool
OK this is probably what will happen
People say very dissatisfied with balance of classes => they make classes all the same
People dissatisfied with enahcnement system => they think this means not enough enahncement systems. an extra layer of cubing/nebulite is introduced.
as for what I think for answers, probably the same as everyone else. wel everyone has basicaly chosen the very disatisfied option for most questions, which is what I would say
RayGun Wrote:thank you for your help, but isn't two voices going to be drowned out by the millions of korean players who have accounts.
I don't know how many users will participate nor do I know if the developers will read all the submitted surveys. Every survey will help them understand how the players of their game think about the current state of MapleStory.
There are a lot of people who comment about the balancing issues and other issues in the boxes of the the other questions. Some users elaborate on specific questions and some don't.
There's no way to fix the game without removing potential, and there's no way to remove potential without a mass exodus of the people most likely to spend large amounts of money on the game.
Lozmaster Wrote:There's no way to fix the game without removing potential, and there's no way to remove potential without a mass exodus of the people most likely to spend large amounts of money on the game.
There just isn't a way out anymore.
Well, they could come out with an additional system that doesnt stack with potential but is slightly worse than potential and is available all in game. Kind of an ingame counter where you can get the power of potential without the $$, but where potential offers a 10-15% power difference, vs the 500% we're dealing now.
What is the class of your main character?
Luminous (or Mage will do)
Q1. Do you think the balance between classes in MapleStory is appropriate? It is not.
Here's why: there are concepts that are good in this game, such as clerics etc. as party support, or Paladins as front-line tanks. But their roles cannot be utilised properly in most situations, not when most skills either kill them on the spot, or other classes overtaking them in skill design (or incompatibility of skills), or that the game mechanics simply do not allow them to properly play their defensive or supportive roles e.g. Paladins tanking most of the damage and the ranged classes receiving less damage would be ideal, but the game mechanics make it such that everyone in that hit box will be damaged equally. As a result, the game has degenerated into one focused on DPS so that one can kill a monster/boss quickly. In this respect, the DPS balance is poor - classes meant for supportive roles now lose out when their roles are shafted for one reason or another.
Also, in terms of skill design, the mobility and recovery skills design given to classes seem haphazard at times, if not insufficiently balanced. Some classes only have limited passive recovery (of MP and/or HP) while others heal a good amount per hit or kill. This could be a little more balanced, especially to help provide some survivability to poorer players with limited money for potions. In terms of mobility, there also seems to be little rational correlation between design of a class and the mobility provided - most new classes are very mobile (which is not necessarily a bad thing) while others seem to be shafted. In this respect, some rebalancing would be good.
Q2. For which level range should level up content be added? Lv. 151~160
In general, the amount of content available for players level 180 and above is very limited, and leveling up at those levels revolves around grinding. The level-up content for all the above listed areas should be improved and/or increased, especially in that we want more quests that provide proportionally more experience or rewards than what is currently available. We want content that allow us to level without having to resort to days of virtually only boring grinding to level up e.g. a few daily random quests that provide significant amounts of EXP. In particular, if bossing is to be one of those options for levelling up, then the rewards and experience earned need to be proportionally increased, and/or the accessibility (and kill-ability) of the bosses for the average player, need to be re-evaluated.
Note: We're not talking about players hitting 10-20% of the damage cap per line as a baseline for bossing accessibility with regards to gaining experience at higher levels - we're talking about players who only have enough funds to get a 3-6%stat for each equipment while relying on clean/cheap-scrolled equipment. Sure, keep some of the top-tier bosses up there to entice people to buy NX etc., but we need more accessible bosses too.
Q3. I am satisfied with the current buying and selling system for items. No, I am absolutely not.
FM1 shouting is very laggy and extremely unrepresentative of prices in shops. Going through all the FM shops by clicking on them individually is very tiring. An auction-house type of trading built into the game would be way more efficient (or at least, make Minerva the Owl purchasable in-game!).
In terms of items bought/sold to/from NPCs, some sort of multiple check-box system to sell multiple items at once would be good.
Q4. I am satisfied with the current item enchantment system (scrolls, potential, enhancement). I'm not.
Yes there should be a degree of randomness in potentials, but the accessibility of above-average tier potentials is too low for the standard player. Keep those top-tier potentials up there with NX, yes! But make standard cubing more accessible - monsters and bosses should drop cubes (at a low rate), and in that sense the occult cube is a good addition and more of such designs should be added.
Scrolls are unbalanced right now - some add a great deal, some add less for lower percentage of success. Upper tier event scrolls should be kept account-movement-only, while basic scrolls should be kept cheaper. We could also do with more in-between for scroll success rates - I like the idea of Azwan scrolls for that matter, but basic scrolls could do with more in-between success rates and improvements in stats.
I'm ok with the current Enhancement system, though not terribly happy with the Superior item class because it makes the gap in stats much too big.
Q5. The story in MapleStory is fun and interesting. Somewhat likely.
Lower levels - yes. Higher levels - grinding is boring. Bossing becomes routine. PQs need some refreshing to encourage players to go for PQs more - some sort of EXP rack-up system, or better PQ rewards would be helpful (at least, comparing the equipment available from PQs to equipment available on the market.
That said, Maplestory is interesting for the newer boss mechanics. Some of the storylines are interesting too.
Q6. The interface in MapleStory is familiar and convenient to use. Yes it is.
Few gripes about it, though it would be nice to have more keyboard control over the UI tabs. In general, good clear GUI, very friendly to beginners.
Q7. Please write what your most interesting moment was in MapleStory.
[Maximum limit of 300 characters allowed]
Reading all the hilarious and amusing and interesting storylines in MapleStory (e.g. Kao is the amnesiac wanderer because of the time travel from Elin Forest)
Q8. Please write what moment in MapleStory left you with dissatisfaction/inconvenience.
[Maximum limit of 300 characters allowed]
Killed Von Leon but got disconnected immediately without being able to pick up loot. Could not get a party ever since.
Pressed potion key many many times, but none of them were drunk because of server lag, and thus died.
Q9. Please write what should be updated in MapleStory?
[Maximum limit of 300 characters allowed] (What should be updated/What kind of update would you like to see?)
- On-the-field alchemy, or some way to deal with loads of equipment (NPC-ing not counted).
- In-game purchasable meso/item-looting functionality
- The overall game mechanics, because it is too flat and even and limits the skill designs and roles of classes.
- Have a timer that counts how long you have been logged in for a day for e.g. Spirit Pendant, rather than staying logged in all at one go (because some of us DC too often)
Q10. Please write something about MapleStory.
[Maximum limit of 300 characters allowed] (A question where you are free to enter anything)
Listen to us more, but we'd also like Nexon to show us some of their more creative sides [I think Root Abyss is a wonderful example].
Thanks [MENTION=75]Spadow[/MENTION]; for asking us too.
RayGun Wrote:thank you for your help, but isn't two voices going to be drowned out by the millions of korean players who have accounts.
That's why I gave the suggestion of him posting the most popular answers translated, and anyone with a KMS account could submit it as well. There's a lot of people here who have, or had, a KMS account. Anyone who can still access it I imagine can submit it.
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Q3. I am satisfied with the current buying and selling system for items.
I'm not.
Q4. I am satisfied with the current item enchantment system (scrolls, potential, enhancement).
No, I am absolutely not.
Q5. The story in MapleStory is fun and interesting.
It's not.
Q6. The interface in MapleStory is familiar and convenient to use.
Yes, very much.
Q7. Please write what your most interesting moment was in MapleStory.
When Nova was released over the summer. I had plenty of free time so i decided to start fresh and make new friends. It was a blast, doing PQ and playing with other people. I remember when PvP first came out and everyone rushed to try it out. I still love the original PvP and wish it was brought back.
Q8. Please write what moment in MapleStory left you with dissatisfaction/inconvenience.
Broken promises, like brining back the Visitor event. Generally, when something not game breaking goes wrong, it is removed (take MTS as another example). The ever growing gap between the funded and unfunded, and how new content and bosses are geared towards the funded. The story is also very broken and fragmented. A more continuous, liner or branching story would be nice. The inability to raise potential tier with out spending money or the risk of lowering tier.
Q9. Please write what should be updated in MapleStory?
Bosses should be more balanced, where the amount of money you trough at the games does not matter as much. End game areas would also be great, or events and quests for higher levels to do. Efficient, alternative leveling besides party play areas. Quests should be updated, with reward exp possibly based on level or other incentives to do quests and learn more about the story. Reward long time players as well as new ones, give class gifts not only to newly created characters. Anti-Hacking efforets should be increased also, as many in the community as dissatisfied with the large amount of hackers.
01. Do you think the balance between classes in MapleStory is appropriate?
No it is not, your concept of balance is based solely on damage and flash jump. Even when the disbalance between classes could be considered minimal r acceptable, you just add a whole new class that completely breaks it, restarting, ON PURPOSE, the whole rebalance schedule just as a way to fill up content between patches.
Q2. For which level range should level up content be added?
All areas for training within lvl 120 to 200 should be adjusted better to fill short level ranges. For example: Lionheart castle being a training area for lvls 120 to 140, Future Ereve: 140 to 160, future perion: 160 to 180, adjusting all monster values accordingly. This leaves room for a next area to be added aiming for lvls between 180 to 200. Although making the room isn't needed, this makes the walking through the previously mentioned levels are the more smooth and enjoyable.
03. I am satisfied with the current buying and selling system for items.
If you're refering to the methods of purchasing NX or the interface of cash shop, I see no problem. If you're refering to the stuff available in CS definitely not. There are more cubes in cash shop that there are contact lenses, that should speak for itself. I will refrain from talking about this because there's no way you're willing to change this in a positive way for the players.
Q4. I am satisfied with the current item enchantment system (scrolls, potential, enhancement).
Definitely not. Simple enough, scrolling or enchanting an item doesn't hold any advantage over cubing one. The benefits from cubing an item are so superior and independant of the stats of an item that one could literally take a clean item, get it to the epic tier with stats that benefit the job the item will be used with, and item would still be much better than a perfectly scrolled one. Now, if you consider there are still 2 tiers of potential over the epic tier, that speaks well for how bad the system lacks.
Q5. The story in MapleStory is fun and interesting.
It CAN be, but saddly you choose to start a plot within the big story of the game, and then you leave it unfinished forever after.
Q6. The interface in MapleStory is familiar and convenient to use.
I see no issue with this. Something new would be cool but not necessary.
Q7. Please write what your most interesting moment was in MapleStory.
Partying with 5 people in aqua road, in that map with many goby houses which later you decided to screw over and fill with bonefishes for no apprent or benefical reason.
Q8. Please write what moment in MapleStory left you with dissatisfaction/inconvenience.
The day cubes were added to the game
Q9. Please write what should be updated in MapleStory?
The monsters, make them all party play. Bosses, make their battles revolve around more than raw damage. The story, don't just add new plot branches to it, continuously updte the current ones and finish them.
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KhainiWest Wrote:Well, they could come out with an additional system that doesnt stack with potential but is slightly worse than potential and is available all in game. Kind of an ingame counter where you can get the power of potential without the $$, but where potential offers a 10-15% power difference, vs the 500% we're dealing now.
That'd more or less perpetuate the problem currently faced. A system such as that would be antiquated by comparison to Cash Shop potential, in my opinion at least. Sure, it'd help out some of the lower-tier players who don't have the money or resources to get ridiculous cubed equipment, but they'd still feel the frustration of just not being as good as NX-users.
Instead, building upon your idea, a more alternative system could be implemented. They could use the storyline, much like they did with Glimmerman and his equipment, to introduce a competitive mechanism to potential. Black Market Potential, to throw out a cheesy name. If anyone here played Deus Ex: Invisible War, there were the regular Biomods as well as Black Market ones. Same principle.
Instead of stats, give them significant benefits in terms of bossing or training, such as instant-kill probabilities, serious experience or meso yields (not those faux bonuses you get from Inner Ability), or any number of other options. There are ways to build a system that can mimic potential without directly screwing the people who've invested in it, while reinvigorating disenfranchised players who've fallen off due to the impossible power standards.
Of course, as a means of accommodating their business model, this would need to take time. Lack of flexibility would make the system useless, whereas too much would cause NX-buyers to flip their shit. What this would effectively accomplish is say, "Hey, you can take the harder route for some equivocal or better stats, or you can take the easy way out with cubes." Yes, that's kind of where they think their system is now, but as it currently stands it's entirely one-sided and broken. The odds need to be adjusted significantly, there needs to be a way of "cubing" for the non-NX system that doesn't rely on completely ludicrous chances (better chances of getting beneficial bonuses, for example, depending on class), and, again for the sake of securing their business model, the systems should not be able to be used together. Algorithmic tailoring could allow this way of doing things to be much more beneficial to players, thereby encouraging them to play more and spend more money.
Yes, I see that this would be just as easily extorted as the current system, but the key would be keeping these "Black Market" cubes out of the Cash Shop--complete separation of the two is absolutely necessary. Further, they could impose sharing only within one's account or something like that. Sure, it'd be inconvenient, but if a player is able to substantiate their own equipment by way of gameplay, there would be no need to allow trading. It would allow CS Potential to remain relevant while introducing an alternative.
Jared Wrote:That'd more or less perpetuate the problem currently faced. A system such as that would be antiquated by comparison to Cash Shop potential, in my opinion at least. Sure, it'd help out some of the lower-tier players who don't have the money or resources to get ridiculous cubed equipment, but they'd still feel the frustration of just not being as good as NX-users.
Instead, building upon your idea, a more alternative system could be implemented. They could use the storyline, much like they did with Glimmerman and his equipment, to introduce a competitive mechanism to potential. Black Market Potential, to throw out a cheesy name. If anyone here played Deus Ex: Invisible War, there were the regular Biomods as well as Black Market ones. Same principle.
As a player I agree with this, as a system that maplestory runs, I don't. The NX varient should be somewhat better than the free version. Otherwise there is no motivation to purchase NX for the potential. Although I approve generally fo any form of story involved, but no in this instance. The point of an alternate system is to have a functional, meso available potential that, although inferior, not so much that it would show a signficant curve. If you offer a story then the NX users miss out on it as it's unnecessary for them to do it. Now I don't know the appropriate scaling (9% vs 8% or something), as that would add up to a severe disadvantage, but I don't think there should be anymore than a 20% damage difference. Most MMO's have a simliar system.
Jared Wrote:Instead of stats, give them significant benefits in terms of bossing or training, such as instant-kill probabilities, serious experience or meso yields (not those faux bonuses you get from Inner Ability), or any number of other options. There are ways to build a system that can mimic potential without directly screwing the people who've invested in it, while reinvigorating disenfranchised players who've fallen off due to the impossible power standards.
Of course, as a means of accommodating their business model, this would need to take time. Lack of flexibility would make the system useless, whereas too much would cause NX-buyers to flip their shit. What this would effectively accomplish is say, "Hey, you can take the harder route for some equivocal or better stats, or you can take the easy way out with cubes." Yes, that's kind of where they think their system is now, but as it currently stands it's entirely one-sided and broken. The odds need to be adjusted significantly, there needs to be a way of "cubing" for the non-NX system that doesn't rely on completely ludicrous chances (better chances of getting beneficial bonuses, for example, depending on class), and, again for the sake of securing their business model, the systems should not be able to be used together. Algorithmic tailoring could allow this way of doing things to be much more beneficial to players, thereby encouraging them to play more and spend more money.
Yes, I see that this would be just as easily extorted as the current system, but the key would be keeping these "Black Market" cubes out of the Cash Shop--complete separation of the two is absolutely necessary. Further, they could impose sharing only within one's account or something like that. Sure, it'd be inconvenient, but if a player is able to substantiate their own equipment by way of gameplay, there would be no need to allow trading. It would allow CS Potential to remain relevant while introducing an alternative.
Shame it'd never happen.
I agree with this as well, although at this point, just offering a system that is nearly equal to purchasing NX would be a huge improvement. I'll only disagree that the results should be the same, because at that point we have to consider a new variable of how much difficulty is equilavent to the NX point, that's difficult to balance imo.
It might be possible to reduce how big of an issue the whole potential system is... just make it work based on another system already in game, scrolling. What I mean is, what makes cubing so bad is that it is totally independant from the game, the hardest thing when you wanna cube is getting an acceptable item, for example a lvl 80 top, which is hugely easy to get. After that, there is no challenge, it all depends on how much money you can spend.
But what if the bonus from potential was based off the stats on the item? For example, instead of giving a STR bonus based on the amount of points the players has on said stat, it should be based on the STR the item with the pot bonus has. In my opinion, every item with above average stats would increase their worth, the same as every item thats been scrolled in a good way or higher- This would make of scrolling a much better business than it is now and an alternative to players that can't spend so much nx or at all.
In any case, this would depend on Nexon removing all that scroll enhancing crap in cash shop. It can be a fairly generous trade off for keeping potential in game but, does Nexon even want to reduce de necessity of Nx in this game? I don't think so.
Lozmaster Wrote:There's no way to fix the game without removing potential, and there's no way to remove potential without a mass exodus of the people most likely to spend large amounts of money on the game.
There just isn't a way out anymore.
Does Nexon track every single purchase through the Cash Shop of all Maplers? If so, they COULD refund all NX spent on any cash item related to the potential system.. there's still Gachapon and other NX costing appliances like that, so the NX HAS to come back to Nexon in some way and still won't be wasted by the player. And they could throw in a 2x EXP event like they always fudging do in order to "make it all better" with the players that got refunded.
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Punch Wrote:Does Nexon track every single purchase through the Cash Shop of all Maplers? If so, they COULD refund all NX spent on any cash item related to the potential system.. there's still Gachapon and other NX costing appliances like that, so the NX HAS to come back to Nexon in some way and still won't be wasted by the player. And they could throw in a 2x EXP event like they always fudging do in order to "make it all better" with the players that got refunded.
That wouldn't fix the problem--it's the emotional attachment that players have to their "superior" status attained via their equipment, regardless as to how they obtained it. Refunding NX and offering an event won't alleviate the rage that'll occur if they choose to scrap the system all together.
KhainiWest Wrote:I agree with this as well, although at this point, just offering a system that is nearly equal to purchasing NX would be a huge improvement. I'll only disagree that the results should be the same, because at that point we have to consider a new variable of how much difficulty is equilavent to the NX point, that's difficult to balance imo.
Absolutely, hence the suggestion of making it different in some way. Offering the same or similar boosts would be a slap in the face to people who've invested serious time and/or money into the currently standing potential system, so they'd have to come up with a solution that's achieving similar effects through different means. I agree that balancing power to NX would be a shitstorm, but that's the point--it wouldn't need to be perfectly balanced as there should be advantages and caveats to each way of progression. The Cash Shop option should simply be easier, not as unanimously better as it is right now.
Jared Wrote:That wouldn't fix the problem--it's the emotional attachment that players have to their "superior" status attained via their equipment, regardless as to how they obtained it. Refunding NX and offering an event won't alleviate the rage that'll occur if they choose to scrap the system all together.
I'm not saying scrap the cubing system, I'm saying offer a free alternative system that is inferior to the cubing system, but reasonable. Having the ability to reach 80% of the "potential" damage for free is a huge considerable difference than what we have now.
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Job: Night Lord
Farm: Leningrad
KhainiWest Wrote:I'm not saying scrap the cubing system, I'm saying offer a free alternative system that is inferior to the cubing system, but reasonable. Having the ability to reach 80% of the "potential" damage for free is a huge considerable difference than what we have now.