2015-08-03, 07:54 AM
cronnoponno Wrote:The amount of grinding and luck required compared to the amount of cash required to get the same result is completely unbalanced. Maplestory has a ranking system and other features that are in opposition with other players so it can be said to be a competitive game, but if you realistically think you stand a competitive chance against a guy with 30$ NX charged a month for weapon upgrades then you are just....wrong.
I understand that using cash would give someone a competitive edge when playing a game, but when I'm faced with an option of grinding for two months for a CHANce to have decent enough damage to beat a high-end boss before the timer runs out or paying 30$ for a near-gaurantee at giving it a go in about an hour of clicking through the UI the utilize the items there is a massive problem.
This, I agree with.
The advantage money gives now is immense.
This could be considered incredibly unfair. Or it could be considered a valid way for grownups with more spare cash than spare time to enjoy the game.
Back then, you had to put a full-time-job's time into Maple whether you paid or not. Even with the best gear (purchased off MTS, because who has time to gach and scroll over and over?) and maxed skills (Genesis 30 from MTS again) and 2x cards from Cash Shop, you still had to grind for hours and hours every day if you wanted to get to 200.
Now it still takes that kind of effort to get to 250, but since the goal has changed from levels to damage, that's irrelevant. Max damage can be reached with money, orders of magnitude faster than it can with time. And unfortunately for Nexon, there are a lot more people who have the time but not the money (or not the desire to part with the money), and they are not happy.
I'm not sure how it can be fixed.
As I said before, making damage easy to get even without money would just mean everybody "finishes the game" in a month. There is no way they can churn out new content faster than people will get through it and ask for more. There has to be some kind of grind going. Restoring the motivation to grind to cap level might do it, but how do we shift the focus of most of the game's population?
Make damage difficult to reach even with money? How? Remove cubes from Cash Shop? Put a purchase limit on them there, like in the Rewards Shop?
It's hard to undo years of incorrect management of the game.
Not sure it can be done.
But repeatedly complaining about the same old mistakes is definitely not helping. "Should never have introduced potential," "should never have raised the damage cap," "shouldn't have made so many classes," and so on and so forth.
Yeah. We know. They know.
I do have faith that they're trying, this time.
We'll have to wait and see if they manage to get it right.

