The game's daily 300 mob kill thing is slightly flawed. The current way we have it that we kill 300 mobs and click CLAIM GIFT (if can be claimed on any character on the same world.) The problem is that you have to claim the reward at the same time as completing the day's daily. If you got a full inventory, you would not be unable to complete the day until you successfully receive the item. Another issue is you cannot save items for upcoming events. If there is an upcoming DMT and you want to use your cubes, you have to pray DMT arrives before the item expires.
Maple's Daily Gift System should allow the player to be able to complete the day without being forced to accept the item that comes with that day's completion. This will allow the player the flexibility to finish their dailies and pick when they want to receive their rewards. This comes in handy when a player finished their mob quota but isn't able to accept the reward or is timing trying to get their rewards at a certain time. This is handy for players finishing dailies at the last moment as they don't have to figure out what to toss out or spend extra time seeing who can accept the Inventory Expansion Coupon.
Another feature that could be added is automatic check in once you hit 300 mobs. Once you hit the required 300 mobs, the game would check the player's completion so they don't need to open the Maple Gift Menu to check in. They only would need to open it to count their days or to claim the rewards when they are ready. This feature would make it so players don't have to worry about worrying about clicking in as the system would do it for them once they hit 300 mobs. This is similar to attendance where the teacher spots you and marks you present instead of calling out your name and waiting for a response.
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?
I figure GMS can just port over the Potential and Bonus Potential Reset system in KMS so we can cube our items directly without worrying about losing good lines. This would make it easier to get potentials and bonus potential to 3L. This wouldn't have much impact on Heroic Servers since they have access to Glowing and Bright Cubes all the time. Interactive Worlds well Bright and Glowing Cubes for potential, but only sell Bonus Glowing Cubes for Bpots which makes them riskier to roll especially when people are rolling for 2L or 3L since there is a huge risk of getting nothing. By using mesos to reset bpots and pots like KMS, players wouldn't have to worry about buying cubes and worrying about space or expiration. They also don't need to worry about buying services and potentially getting scammed. An alternative would be to sell Bonus Bright Cubes in the Cash Shop at all times so we can truly cube bpots without fear of losing lines since that is what makes bpots harder to deal with that regular potentials.
This change should come without the meso cap or eliminating other cubes sources in case players need to cube using boss and crafted cubes for mules who don't need super high end gear. The option to buy cubes in the cash shop would still remain for those who prefer using NX to get their cubes. IDK if the meso costs to re-roll should match KMS so that we can finally base a Bright Cube to the cost of a roll in mesos or it would be adjusted to match GMS's higher meso rates.
The familiar thing is to improve the system and make it more interesting with extra line options, which is also shared across all worlds so it doesn't change anything for heroic. As long as you add in Glowing Cards and Bright Cards into the game then you make familiars function the same as cubing, improving the system while also simplifying the dumbest system from their current form.
The whole point of Reboot/Heroic was to eliminate trade and access to cash shop items and focus on self progress. It has nothing to do with eliminating scrolls and bpots to simplify the experience. Because cubes are obtained with meso and not NX and meso there is more abundant, it makes the server more appealing than buying cubes in regular servers.
Using familiars to increase someone's range is a poor decision. People only really use it to increase boss damage, bypass healing restrictions or increase drop rates of bosses and farming. No one wants to walk around with since they are a visual distraction (unless you want a parade following you) and the stats provided are temporary as you need to constantly refill them. And in some cases, familiars break classes such as Dual Blade's Mirror Target effect by making the boss target YOU and your familiars instead of the dummy meant to draw aggro. Not to mention, familiars offer only 6 lines of potentials which are actually weaker than main potential and bonus potential where as bonus potential pretty much doubles the amount of lines you can have. Even if familiars made up the loss damage, it would ruin a lot of farming setups since now you don't have access to Drop% for farming.
I doubt the team for GMS wants to overhaul the familiar system just to avoid implementing a system from regular servers into Reboot. Why would the developers pour more time reinventing the familiar system when the KMS bonus potential system already matches your idea of introducing glowing and bright cards for familiars?
If we deviated from bpots and went with familiars being an overseas feature, when KMS does any changes that relates to potentials, familiars would most likely not be included and would be updated late or just be forgotten. If Reboot were to receive Bonus Potentials, and changes made to potentials in KMS would be updated in a timely manner and would cost less man hours as they don't need to rewrite familiar code and just copy bonus potential changes.
The FD buff from Reboot would never be good as bonus potentials since it doesn't provide other stats such as stat, or CDR for classes that greatly benefit from CDR. Sacrificing the FD buff would be a better solution as it gives access to other options that increases your overall damage instead of only impacting only your damage. The main reason no one likes Bpot in regular is because rolling for anything more than 1 line is difficult because there is no way to pick before and after results nor or there Violet, Equality or Uni equivalent versions of bpots. So every roll is pretty much the same as throwing a Glowing Cube. If you rolled 1L att bpot and want to go to 2L att, you would have to lose the ATT line and keep rolling until you find 2L ATT. The risk increases as some whales only settle for perfect 3L bpots, or 6L items overall.
The reason potentials are "easier" to perfect is because Reboot constantly has a supply to Bright Cubes (as long they boss and grind) which allow them to decide which result they want so they never degrade an item unless they choose something wrong. This allows someone to go to 2L to 3L or for the min maxes, go from 33% stat/att to 36% on all their items without fear of worsening items. In our version of Dreamer or GO WEST, we opted to keep cash and in game cubes., but we missed out on a small benefit provided by KMS's meso potential system. All rolls (both Mpot and Bpot) allowed us to compare and keep which results we wanted allowing 6L items to be obtainable without fear or worsening your item. My guess we opted to keep our version of cubes and potentials because we didn't want to receive the meso farming cap that came with it or lose our cash and ingame cubes. I think Reboot or whatever it might turn into should have bpots in exchange for FD assuming they could be re rolled with mesos and have the choice of keeping their results without any further changes to other cubes or meso cap.