For non-Reboot worlds, this stuff is fine, but probably hurts Frenzy Totem users for TMS/GMS.
[This section was hard to read so it got changed.]
There is a way to deflate mesos even on a world type that has no economy or trading done right, but it involves doing the substitute system at the same time as a mesos deflation change so the game is still playable.
For example:
Let's say instead of having an increased rate to gain mesos, it would be the same as non-Reboot rates, but you have a secondary source of unique mesos alongside regular mesos with the unique mesos being locked to that character and regular mesos can still be transferred through storage. This way it instills the notion that Reboot is all about character progression and needing to play on that character to progress that character, but still in a very simple manner.
Unique mesos will be used in the same way as regular mesos, be expended first before regular mesos are drawn from, and both can be used for a purchase or upgrade within the same purchase.
To acquire regular mesos is a lot of the same ways non-Reboot will acquire regular mesos.
To acquire unique mesos, the player just needs to acquire EXP, does not matter how the EXP was acquired, just all EXP that character acquires will also grant unique mesos.
Example: Every 500 points of EXP that character earned will grant 1 unique mesos; whether this is from level up potions, monster park, daily quests, quests, guild castle's cache's monsters, the bonus levels from tera/hyper burning, events that grant exp, etc. if it grants exp, then it will also grant unique mesos.
The exp to unique mesos rate should be very roughly the equivalent of having a 15x/18x mesos multiplier (less from hunting monsters with max mesos buffs compared to the current 5x/6x rate since dailies, monster park, guild castle, etc. would also give mesos, so things would roughly average out to this rate) so players can progress at a good rate without feeling too grindy and without the player progressing their equipment too fast so that development has the time to release new content.
This system will be a lot more freeing to allow the player to play the game how they want to play the game and not feel forced to either grind for hours to makes mesos or make a bunch of bossing characters. If the player wants to grind for hours to progress, they can do that with this system, or if the player just wants to take it easy with dailies and weeklies to progress then they can do that too.
The most important aspect to this system would be for new and returning player benefits.
A new or returning player can now come and play MapleStory with a single character and progress in a lot smoother and more natural way rather than be told you have to play and fight bosses on 5 different characters every week, for example.
Benefits:
~Players can progress a lot faster playing on that character than with a current 5x/6x mesos multiplier. (Fast character progression is needed for Reboot with no trading or equipment transferring.)
~New and returning players can catch up easier with a mostly single character progression system.
~Creates a more intuitive way to progress a character by simply playing on it to get what is needed to upgrade your equipment's starforce and cubing, etc.
~Playing/Maining multiple characters becomes an optional choice by each player rather than feeling like a mandatory one.
~A much easier time for new players to work on their links and legion characters.
Drawbacks:
~Players can no longer massively accelerate character growth by playing on several characters to do something like get a lot more weekly boss crystals for their character progression.
~Slower account progression if the goal was to make secondary mains almost instantly to be really strong.
Basically, this would be make the two world types more distinct where non-Reboot worlds have trading and equipment transfers while Reboot worlds will have a focus on progress that character while playing on that character.
And Reboot does need a significant way to progress characters way faster because of no trading and equipment transferring since non-Reboot can just make super good equipment and all of their characters can use the same equipment and be really strong instantly, but takes longer to do that since they only need one set for their account (max 5 for the same item for warrior/mage/pirate/thief/archer).
tl;dr : Just removing increased mesos for Reboot would make everyone extremely mad and a lot of people will quit and hurt the game and Nexon as a business, those that stay will just be bitter, angry, and upset and creates an anti-fun play experience for everyone as a result which will stunt and reduce growth for the game.
And make it impossible for new and returning players to progress at any reasonable pace.
Comments
What you even talkin about?
The mesos cap is like 6-8 hours of daily grind, not including frenzy totem time, and less mesos in a system means prices for things will go down as well. This is how inflation and deflation works.
Heroic worlds have no economy, so reducing mesos gain just makes the game grindier for no reason with no substitute system being added in to compensate.
Its actually push pull economics. You take money out of the economy and everything goes up. Even the stuff that doesn't cost money. Because even time becomes more expensive. Thats the concept of free market eversion or free market intervention. You put more money into the economy without giving people money to actually make the economy build itself and self sustain. Basic free exchange theory or law also states that if you make money before its removed you become rich then go broke. Because everyone goes broke. Which makes people invest in outside resources or outside economies. (Outside economy economics)
studied this whole situation in high school ap econ for my term paper, and its literally not a pump and dump or a pump out, but a pro pump. More players (producers), more resources (entertainment/everything is considered entertainment except food and data(its a need, food is a want) ), more value (expenses including stuff that makes you take out loans which they kinda consider the only value)
PRV Values and Monetary gain was the section im referring to.
Other section was lossless income, which is to give the worker more opportunities and less time. Then it becomes a profit scale or response requirement chart. (how much time is required vs how much time I require vs how much money is left).
Expenses are automatically taken out of money earned which is always first before you even make the money (even taxes).
(40 hour a week job and you get paid 20 an hour, the amount of taxes is always taken out, it can either go up or down based on your legal country. You can make less or more based on working (loss of money for supplies, transportation, loss of transportation, direct taxation or fines). But taxes stay the same. Thats normal profit reduction or KO theory) (Keep Out theory)
In hindsight making cost of in game taxes or fees lower and increasing the amount of money gained draws in more consumers (consumer response or consumer review remorse/review). Basically Meso coins kills an economy in 10 years or less and making people buy money causes global redunence or closing) (redunential degree or redunential unmaking or loss) (by making one kill the other even if not connected) Kms switching to meso coins kills the other versions.)
If everyone had $100 and you divided it in half and now everyone has $50, prices need to get cut in half or people cannot afford your product.
If a product cost $1 and now it costs $2, everyone needs to have double the pay to afford that product or they cannot buy it.
This is deflation and inflation, but thanks for playing.