I personally find locking threads that no one posts on to be pointless. I can see someone adding a post with no real purpose to their own thread just to make it visible is a problem and I think that is only reason that locking would make sense. If a thread starts becoming toxic, VFMs should lock it.
If someone else commented on an old thread, I feel this isn't always a bump unless it is just a short post with no opinions or reasons. Some threads do get shared and people read it late and comment on it late.
Sometimes, a VFM's last comment before locking an old thread is to create another thread because the current one is old. At the same time, when we all talk about the issue such as the boss drop nerfs, they get merged. We don't need 15 EMS Reboot threads roaming around. Why not find the old one containing the most people commenting than creating a new one?
I can see this NOT working for General because things repeat such as periods of DC, questions, etc. that occur over and over again. Each suggestion in the suggestion thread should be unique or somewhat (if a VFM consciously remembers a suggestion thread asking the same thing as the new thread, they should direct that user to that pre-existing thread.)
Do you really feel old threads bumped by users other than the original poster should be locked?
DISCLAIMER: This is all fake and it is meant to be for fun and silliness.
Whenever we suggest something to Nexon, our wishes doesn't come true. This is proven when we spoke about drop rate nerfs and Kanna nerfs. We wanted better drop rate, but we ended up with low drop rates for nodes, Symbols and droplets. Do you see a pattern? We get the opposite of what we want.
In order to increase drop rate, complain that so much **** drops on the floor and you want to see less Nodes and stuff. Nexon won't listen and will jack the drop rate until we drown.
You- Nexon, there are too many nodestones and droplets on the floor and it is lagging me, please lower it
Nexon- We will lower it (They increase the drop rates because they do the opposite of what you ask)
If you want something to happen, wish for the opposite.
I asked you guys to explain the difference between crimson flames and rainbow flames and you haven't. Funny how you then suggest that free players will have decent access to crimson flames and say its fine. Do you expect weak players to have a strong legion or make good runs in the dojo? I don't. Rainbow flames are guaranteed to give at least rank 2 lines with a chance of rank 5 lines. Crimson flames only provide tiers 1 to 4. That there is proof that the damage gap will increase. The rich will be able to buy and make a lot more rainbow flames than the poor, and will have better AO because of it. This is another fact you guys have refused to acknowledge. Who were the players buying all the no-boom AEEs? Who are the players buying prime scrolls? Who were the players buying chaos cubic blades from me for 50m almost every day? It wasn't the poor players.
He seems he already covered the difference already, but I understand the difference as well.
Since he using tiers 1-4, Zephyrus is talking about MSEA's scaled down version of flames. Powerful Flames and Eternal Flames can reconfigure that stats of any flammable item. The difference is Red Flames' results vary from from 1-4 and Eternal Flames have a pool of results ranging from 2-5. Eternal Flames result pool min and max results are basically shifted up 1 level. KMS's flame system similar except everything is shifted and their minimum results begin at 3 and end at 7 while all Eternal and Powerful Flame ranges are bumped up 2 levels as well.
This thread was designed to convince Nexon, not an individual who fines a flaw in every idea we come with to implement a system that would benefit a majority of players. I do understand that everything that benefits becomes magnified for strong players, it certainly is a lot better compared to the currently in place.
Free players, not casuals will benefit from this system. I cannot make a make a suggestion that benefits the players who appear once or week or whenever there is a full room. Players who do the same task daily such as grind aren't going to benefit much either. Players that take advantage of everything such as dailies and visiting the Dojo, spending time in their profession will get rewarded nicely. There are so many opportunities for getting Crimson Flames, but they all take time.
Well, as those are who complaining are mostly those with high drop rate gear, I'll make my opinion heard as someone with no drop rate gear (and will never be able to get one) despite the hate I may get.
Higher base drop rate for nodestones and other highly desired items? Hurray for that!!!
The way it's worded makes it sounds like hurray for unfounded right? See kms already got this patch and kms players already tested this even the lowest funded players will feel the effects.
If you want the bigger picture see most funded players already finished their node work and are well over 540 AF, most are working on perfecting their umbra weapons, so who does this really hurt?
i feel like these funded players who already acquired maxed out their nodes and have a respectable amount of Arcane Force, already climbed a mountain and now Nexon is causing an avalanche to kill the rest of us.
If the mountaineers represent people players who have drop rate gear, the people affected will be those who have invested a lot into drop rate equipment (similar to how people climbing the mountain will be affected by the avalanche.) The players unaffected are people without any form of drop rate enhancements or had already completed their grinds for nodes, symbols and droplets. I really cannot see any bright side to this change coming to GMS.