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Raccoon Cub Enchant limitations
Hi id like to introduce the idea of allowing combat power reducing enchants onto more gear. As a mabinogi player I strongly feel that the only way to get raccoon cub on things like swords or pendants shouldnt be solely through the NX shop. I should be able to achieve that myself through the game system. It is already a really tough reward to achieve on the basic magical clothing. Furthermore perhaps an Enchant skill rework is due. Instead of an item dissapearing from inventory on failed enchants maybe lock the player out of being able to enchant that item for a weeks time forcing them to hunt for the scroll again. This is open to discussion. Also might be cool to see an ingame tab system where you can lookup enchants (regardless of capitalization in the spelling) to see hints of where to get them from. Ive found myself updating many enchants because what once dropped years ago or how often is not nearly the same as it is now. Some enchants dont drop at all. (this is coming from a guy whos run shadow missions 500+ times for a specific enchant and none dropped the entire time! Really REALLY frustrating and feels like its working more against the player than being reasonable.
Comments
Not likely to happen because they make money from selling Enchant Protection Potions.
Would be all for this. Though, it'd be funny to see the description for things like Haunted or Creepy saying something like "gacha only."
Neat idea but full of holes. I had a long post written pointing out everything wrong with it but I knew someone would come along to argue against it (because thats what people on the internet do) and it's too much of a pain so I deleted it. TL:DR is it would destabilize the economy and would be too much work for devs for little gain/large risk.
Oh I don't care about the economy. It always stabilizes to the new norm. So I guess there's no real downside now.
1. For the skills dependent on monster level (strong, awful, boss), allow defeating higher level monsters to count toward the lower level requirements. Example, if you need to defeat 20 strong enemies then defeating 20 boss enemies should count toward that. All it takes is rewording the skill requirements to "defeat a monster that is strong or higher" or something like that.
2. ???
One step towards fixing this for many of those professions is to stimulate the economy, generate more demand for these goods. The most feasible way of doing that is server merging. Many people are against this for various reasons (mostly fear of losing names and the possible effect it will have on the games community) but I believe a good deal more actually want this change. Bigger economy means greater opportunity for profit, more demand for products and less forced undercuts just to make some money back.
The next thing I would do potentially is very controversial and many would likely disagree with it. But I would apply some form of restriction upon most if not all equipment that forms a progression system. This would mean people would not be just grabbing the end game equipment for all their characters, and forces more reliance on the player economy to obtain appropriate gear for that character's progression. This would also open up a variety of options for new cash shop items such as equipment restriction removers, and more demand for weapon appearance scrolls. Of course this would be a huge overhaul of a core system and a risky move (for nexon) so I don't believe this would ever happen.
As for alternatives to the above for improving upon life skills nothing comes to mind immediately though I'm sure if I thought on it long enough something would come up. Mainly though I believe the gap between the gold earned farming SMs and the gold from crafting and/or gathering needs to be decreased.