[New Users] Please note that all new users need to be approved before posting. This process can take up to 24 hours. Thank you for your patience.
Check out the v.255 - The Dark Ride: Ride or DIe Patch Notes here!
If this is your first visit, be sure to check out the Forums Code of Conduct: https://forums.maplestory.nexon.net/discussion/29556/code-of-conducts

Still a Glaring Issue with the Frenzy Totems:

StaconaStacona
Reactions: 1,950
Posts: 426
Member
edited September 25 in Suggestions, Feedback, and Requests
[INKWELL'S NOTE RESPONSE:]

CURRENT Interactive World players being able to get their own Frenzy Totem through in-game means is great and all, but the main issue is still not resolved and in fact is actually made worse.


This does not improve the new player experience for Interactive World at all and actually just creates a greater divide between current Interactive World players and potential new players, to the point that there is still no reason for a new player to join Interactive Worlds to stop the world from bleeding out and actually start growing - which has not happened in well over 10 years.

Improving the new player experience massively to where it currently is, is very important for the long term health of the game (and doing a main quest to level 200 makes the new player experience worse, since the player wants to naturally explore and have control over their character, just give a little bit of guidance and structure and not hold their hand for them the entire time).


The other glaring issue to Frenzy Totem being more abundant is the mesos inflation it will cause. More other items is fine as it will help supply the world with progression items and equipment that it needs, but more mesos will make everything cost more - people have more mesos on hand, they are willing to spend more mesos in the market, this in turn will make the items in the market cost more mesos.

More items in supply should reduce the cost of items in the market, but then the increase in mesos would then sky rocket the cost of the item in the market.

Need to figure out how to give Interactive players more EXP, more items, but control the handout of mesos for a healthy Maple economy. Heroic Worlds have no trade so this is something that will never be a problem.

For Interactive to be less reliant on a ton of mesos for upgrades, maybe allow them to consume Spell Traces (or something) to discount the mesos cost of things like Star Force Enhancement and the like. This would come with something like while Frenzy Totem is active (in Interactive Worlds only) will reduce mesos obtain final multiplier, for example, by 70% - which means you would obtain only 30% of your default mesos in exchange for a lot more monsters which equates to more EXP and items.

UPDATE (September 25, 2024):
To be clear, the decreased mesos penalty should be made to be roughly mesos neutral based on the non-enhanced spawn and spawn rate of mesos you would have made without Frenzy Totem after factoring in the increased kill count which increases how many mesos bags you are obtaining as well.

This way you are getting more exp, more items, faster monster kill count, but not increasing the supply of mesos and keeping that neutral.

For equipment enhancing, can come up with a way to discount the mesos cost so that Interactive Worlds progresses their items through a variety of means and a lot less reliant on mesos directly while Heroic Worlds enhances everything through leveling up and mesos. This creates a more distinct reason to play one world type over another.

Comments

  • DaxterbeerDaxterbeer
    Reactions: 7,455
    Posts: 1,060
    Member
    edited September 24
    Totem reintroduction was meant to address the legacy issue of totems and how players who have one have. This update grants players access to the effects of FZ without resorting to buying one which is impossible and makes service less appealing due to the totem abundance. Having universal access to spawn enhancers is more important than having more mesos in the game for starforcing, depleting event shops. Some goods might not increase due to powercreep making them worth less and some higher end items might more affordable due to us benefiting from rapid growth.
    For Interactive to be less reliant on a ton of mesos for upgrades, maybe allow them to consume Spell Traces (or something) to discount the mesos cost of things like Star Force Enhancement and the like. This would come with something like while Frenzy Totem is active (in Interactive Worlds only) will reduce mesos obtain final multiplier, for example, by 70% - which means you would obtain only 30% of your default mesos in exchange for a lot more monsters which equates to more EXP and items.

    People buy service/use FZ so they can get more EXP, items and quests that involve killing faster aside from just meso. Why does Interactive have to suffer a lower meso penalty when they are on Frenzy? We both have the same meso prices for starforce, symbol enhancement and event shops. Heroic Severs have cheaper cubing costs so this makes zero sense. Even with our boosted spawn, we don't come close to Heroic income due to lower cube costs and the meso multiplier still being higher. Just accept the fact players who are stronger and/or invested in meso/drop gear will have far greater income than someone who started. If players with totems knew if they were were robbed 70% of their mesos for being on spawn boosters, this would boost Frenzy Service so that the totem renters boost others so that the other player gets FULL meso and spawn boosts. This would just promote service trading until they outrange each other or someone gets scammed.

    Also, why can't you focus on one thing or two such as your Blaze Wizard/Support revamp or your vision of a better Heroic Server instead of claiming you know the solution to all the servers?
    Fuhreak
  • StaconaStacona
    Reactions: 1,950
    Posts: 426
    Member
    edited September 25
    Daxterbeer wrote: »

    Helps if you actually read the post.

    1. Exact value would be figured out and this was just one example case, but it would be 30% base mesos for this example of each mesos bag plus the increase in spawn is dropping more mesos bags. It is not an actual reduction, but you are not getting more mesos than base spawn / spawn rate, only more exp and items are being boosted.

    2. I also said to introduce a way to discount mesos costs with the change, such as using things like spell traces or some other item, so you are paying less mesos for stuff like star force enhancement. This makes interactive less dependent on mesos and does not screw over new and casual players, there is still a long way to go to actually get new players into interactive worlds however.

    3. This applies to all spawn enhancing totems in interactive. Mesos inflation is a massive problem when you need to deal with an economy system, heroic has no economy / trading so needs increased mesos to properly progress in the game.