Why does Thief recharge stars so expensive?

Discussion in 'Closed' started by AuroraPrince, Apr 29, 2020.

  1. MartineGlass
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    MartineGlass Member

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    The star re-charge price was changed because NLs supposedly need a meso sink due to being the best single-target DPS in the game, but why? Investing in one is already a massive meso sink compared to other classes. Their equipment is already the most expensive, and many choose to invest in HP washing in order to take more hits while bossing. This is supposed to affect the top players who can afford to sink mesos into getting the best gear, but screws over casual players. This is especially bad at lower levels where CPQ1/2 will be the primary training from 30-70. Players don't earn mesos from those PQs, but sins are expected to pay higher recharge costs? This also screws over new players who aren't aware of the hidden star cost compared to nostalgic gameplay or other private servers.

    If you want to nerf sins, you should focus on nerfs only from lv70+ or lv120+. I'd lower the recharge costs to either the old price or at least something more reasonable and consider the following instead:
    • Raise mana cost of major skills (Shadow Partner, Triple Throw, etc.) - This won't affect lower level players but will allow a meso sink with higher pot usage at later levels.
    • Increase Shadow Partner cost - Either increase mana cost or increase the summon rocks used, maybe consume 2x rocks for 1.5x duration? This could allow the skill to last longer while still nerfing it in a way.
    • Decrease drop rates or monster availability of good stars - This is more of a long-term solution as it would take time to get old stars out of circulation, but it would make better stars like ilbis more expensive up-front rather than having to make them needlessly expensive to maintain. This would also make weaker stars like icies worth more to trade (or even grind for) as new players can't afford better.
     
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  2. Goji
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    Goji Well-Known Member

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    I also disagree with these higher recharge rates. I think it takes away the fun of hitting anything you come across and turns you into a 'don't waste stars as recharging them is expensive' mentality when you're a low level. That being said... Recharge costs are a meso sink but everything else you explained isn't lol. Meso sinks refer to mesos leaving the economy, not your hands. The only way to create meso sinks are tax and artificially inflating store prices for good, convenient items - you buy from an NPC and poof, those mesos are gone to never be seen again. If you buy from a player, however, they'll just keep 97% of what you paid them for an item thus still being around in the economy. Why is it an issue on most MMOs? Well, because it is the real-world-equivalent of everyone being able to print money at home. You can see how if everyone gets to print their money, it starts being less valuable as there're more and more bills floating around the market. This is called inflation and its something the staff wants to avoid at all costs cause it could, potentially, ruin the server.

    I agree on moving star drops to uncommon mobs. At least steelies and ilbis - make them farmable (profitable to farm, at least) items!

    I think the pot nerf is enough for meso sink purposes but then again, I don't have any data to work with so its mostly guessing on my part. In any case, its not something I would've decided. I'm more inclined to reduce the amount of mesos you get from NPCing equips than increasing recharge rates.
     
  3. Gus
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    Gus Member

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    This idea is bad for everyone.
    What if Throwing Stars will be consumed when a stack is reaching 0 (instead of being rechargeable) like arrows.
    This way people will use all the stars they can get and will save the good ones for bossing.
     

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