Ahahaha! You can't control what I find entertaining and what I don't! Neither can I, unfortunately.Easy there, bucko. I'm not your personal entertainment and this reduces my motivation to take you seriously in any way.
I don't take it personally at all, but keep the hope alive that I may someday do so.
The "personal look" was aimed at the devs avoiding responsibility. But, I don't solely blame the devs, either. They're not gods; they can't foresee every possible exploit. They can take measures of prevention. They can mitigate incentive to break ToS. I'm aiming at the option in italics, since the option before it hasn't worked in the last 10 years.
That's why they lowered the gold reward of Conflict, years ago.
I already made the comparison: you're still conflating [who receives the gold] with [how much gold is being made]. You're also somehow still concluding that [x] amount of gold made with [1 player with 7 characters (alts)] is somehow different than [x] amount of gold made with [1 player and 7 characters (players)]. It's still generated gold and it's still the same generated gold. It doesn't matter who holds the gold. In both cases, it's still [x] gold times [# of people in the mission].
A bot can only rotate a limited amount of alts. That number is far below the total active players doing other content. 2m per hour on bots is nothing compared to Purification Spamming, Raiding, various other Shadow Missions, Generation Quests, Squire Quests, and all sorts of other content being done on a daily basis. No, it's not all in the hands of one player, but it doesn't matter. In this case, it would accumulate through different, smaller transactions in the market, rather than large, chunky transactions.
It's still the same amount of gold moving around. The [when], [where], [how], and [who] are completely irrelevant.
That is solved by "market correction." There is a distinct reason why I keep bringing up "Supply versus Demand."
If you've been a part of the recent stock trends in any way, you'd realize that the only thing a (option) seller can do is ask for the price while the only thing a buyer can do is pay it or offer another. Back to Mabinogi: When a price is paid, the item creeps towards that value. But, human greed can only be staved off for so long; if people stop buying the item at that price, the price falls. If the supply of that item increases, that also drops the price. If the sellers raise the price, that reduces the number of people who can afford it and extends the waiting time before a sale is made. Sellers that don't have that patience drop the price (that's why you keep seeing people undercut everyone for attempts at quick profit). But, that also doesn't cement price. If the price is too low, someone can have an easier time at making higher offers to gain leverage and that will raise it.
People for some reason like to look at markets through a lens of absolutism. No price is set in stone until it's universally -- or at least 99% of time -- deemed worthless.
Alright. So, you'd also be suggesting that they backhand newer/weaker players -- again -- to yet again attempt to reduce bot activity in a particular area? And then what will you do when they adapt and start to farm another piece of content?
Do we just keep repeating history until either all the bots or new player traffic is near zero because of restrictions similar to the item drop/trade restriction? Take a guess as to which one is more likely to occur?
That quote is from neither of our posts and resemble nothing similarly stated.
The rules regarding alt usage, incentive to promote playing through content, and the RNG of the content. There need not be adaptation of leniency on all three; just one will do.
You just said earlier in the same post that "the crazy RNG added to the game as of the last few years, was a reaction to the inflation of gold, and the methods people used to achieve this. The devs knew people would use alts to get this stuff if they really wanted it, and they knew that people would focus on these things as a new store of value..."
If the Devs had the means to control the creation of gold and what people spend gold upon, then why didn't they just use that instead of creating this roundabout route of making difficult content with mythical RNG drop rates? It's because they don't and you and I both know this. The big picture is that they can't control what we value. They can present us, say, Kraken Hearts and Perseus weaponry and people still opt to go with Divine/Demonic Lances, Staves, Chain Blades, and all sorts of (cheaper, less hectic, and closely performing) alternatives. The new Dev even acknowledged this through hard data when he listed the most popular talents in his address: they know what people commonly chose to use, but could not predict what they would choose and how often because they cannot read minds and cannot control human interest.
Well, I'm sorry to tell you that not everyone has 100 stacks of free perfect repair kits lying around from the 300 gachas they bought that gave them out for free with each opening. Not everyone uses VIP. Some people have to actually deal with repair fees (made worse after shoving x10 repair costs enchants on their lance/chain blade for 7 total extra max, because their friends told them it was "meta").
Sure, I'll agree that systematically nuking the entire repair system built to counterbalance gold generation is a bad idea. I'll also agree that it could use some reform. But, it's still a rain drop in an ocean compared to supply and demand. All of this is a distraction from addressing the actual problem; we're circling around the obvious (yet, difficult) solution of supply-demand economics. Prices of nearly every previously high-value non-gacha item (including echostones, much to my own dismay) have been significantly nuked due to some action or event introduced by our GM overlords, except Tech Duinn items, because of temporarily raised access and supply. When things went back to normal, prices rebalanced or rose even higher than the median due to resultant, freshly created demand. There's no getting around it; we have to address supply-demand.
This is in the past, not present. I have been aware for years that past actions affect the future. That was why I didn't want the merge to happen.
But, let's stop kidding ourselves. This aspect of the argument is clearly arbitrarily constructed to scapegoat bots as the main cause for concern, instead of taking a personal look at what caused inflation (other than disproportionate supply-demand created from artificially inflating populations and not incentivizing players to play through content):
What difference is there between one person farming Shadow Wizard with 7 other alts and a full-on 8 party team of individual players? The difference is that the runs are exponentially faster with the team of individuals. More gold is and was being generated from the individual parties, by comparison to the bots. You're conflating [who receives the gold] with [how much gold is being made]; those are two totally different arguments. One person with 2m per hour will always be and always was less significant than mass parties farming the same mission at faster speeds. You just simply cannot pretend other people haven't been (legally) doing the same gold farming to add convenience to the argument that "it's all the botters' fault!"
The activities have always been obvious. There's only so much you can do about cheaters before you start punishing rule-followers. The crusades against bots and hackers has stretched so far into the average players game experience that it's starting to backfire. People have pointed out the futility in adding more restrictions to players, that inevitably get circumvented. The bots still aren't gone. They'll never be gone. That's why they're such a convenient target for this kind of argument: it's "the evil that won't ever fade." So, it's easier to just blame bots instead of taking a hard look at how the economy is structured and reviewing past actions.
Are you suggesting that those who disagree do not? I'd not start making off-handed, baseless implications. That's a red flag that your argument is actually terrible, if you have to start invoking tribal, emotionally baiting fallacies.
No, the crazy RNG is a result of many factors, not excluding reaction to the lenience of alts usage in KR's servers. We simply get the RNG they get and it's scaled off of their playerbase. KR has been aware of alts being used to farm gold and items for a long time. KR did what NA did not: they adapted to these circumstances.
There isn't a way to keep people flushing gold out, because you can't control people. People can make decisions for themselves. If they don't want to lose gold, then they won't lose gold. They'll navigate around repair fees (Helsa is actually a great example of this, because they stated that they use throwaway weapons for lesser content, much like I used to do), they'll avoid taxes (easier now, since VIP negates it entirely), and use Auction-House discount coupons.
This means that you can't "just delete the gold," because we control the gold and we'll just create more. That means that you also can't "just ban the bots" to solve inflation. The gold represents a value that we -- as of now -- define. And if we lose that value, we'll transfer that value to other things (and that's how you got RMT).
This was... a reasoned calm dialectic between folks
Archery has usability issues in North America but don't expect that to be fixed any time soon or at all since it works as intended and is very powerful in Korea.
If there's one thing that's often overlooked about the Elves is that they have the highest movement speed. There's a reason why people pay hundreds of millions for Grade S Wave Sweepers; the positioning advantage it gives you is huge. With spellwalk for instance they become nigh untouchable magic spammers. Fully decked out Elves are arguably the best magic users in the game. This also applies to Alchemy with the new guard cylinders that reduce load time giving you more opportunities to reposition.
I should also mention that giants 'downside' is no archery. But then there's throwing attack...
Throwing attack loads instantly, fires instantly and cant miss (it TECHNICALLY can... Its happened to me twice in nine years or so...). It has a damage multiplier of 900% and scales with str. All that on a 5 second cooldown (zero on ego). Id hardly call throwing attack a 'downside'.
i left out chains deliberately, even giants can benefit from chains if they do dex centered talents. and your right about the lack of str of course. but i dont use shurikens for damage, shadow binds title is great for dungeons and missions.
also, i'd like to add random info about the metallic arrows you can get from the jousting shop for only 2 points.
they are missing an important fact about you get 10% aim bonus.
(if the enemy running at you, if you have enough distance, you'll get 100% max aim if you wait. but you got to watch for the smoke animation under your feet to make sure you wont miss)
i paired metallic arrows with my spirit bow with ultimate unlocked for it. and i dont need vision as much anymore.