Well switching character without logging off doesn't impact gameplay. Royals already has a lot of features that the original Maple server do not offer, so I don't see why not other than may be difficult due to how the game code was written or potential item/mesos doping using this feature.
I th I think the main problems would be coding issues. But at the same time I'm sure there are ways to do it that staff could implement.
Hm. I like this idea. Exists in current version of MapleStory though. On a high level, I think simply "Quit Game" will bring a player back to Channel Selection, instead of the login page. Hm hm hm.... good idea. I'll bring this up to Kevin when he starts updating the channel/login server to fix the channel population and enable character deletion.
Title of the idea: 1% clean slate scroll available for mesos Purpose of the idea: mesos sink Details: sinking mesos through an NPC that sells 1% clean slate scroll
Title of the idea: Any time NPC shop Purpose of the idea: mesos sink Details: a shop that you can purchase with mesos for (24 hours or 1 time use) allows the player to NPC items at 90% value, and can buy all available potions in royals at x2 mesos rate compared to buying or selling at regular npc store.
Shoutbox talkings. Idk about CSS at NPC, but I'd love to see them all (not only the 1%, but 5% and 10% as well) on some not-highly-used Gachapons, like Ellinia and Nautilus for example.
Title of the idea: Item re-roll NPC Purpose of the idea: mesos sink Details: Since there were talks about NPC item mesos income being too high, here is an idea of a NPC that may reduce the overall net NPC mesos generation while sinking mesos without changing the overall server item drop rate. My idea is a NPC that allows you to use mesos (I'm thinking 1m) to re roll stats on any clean item without using any etc like dragon scale/spirit. Implementation shouldn't be too bad. Something similar to a "recharge" throwing star button, but instead of recharge just change it to re-roll. I also recommend adding a limit on how many times the item can be re-rolled (I'm thinking 5 times @ 1m per roll. Sinking 5m per item can be significant in the long run). The godly system should apply to this to encourage people doing it, but with a reduced chance getting it through re-rolling than finding it through monster drop since you can re-roll multiple times on a single item. I Invision this system will reduce the mesos being generated from NPC because, red craven below att 54 from ulu1/2 for an example, people may keep all of them for re-roll instead of npcing.
I like this, as long as there is a cap to keep some guy from gaching a shitty sleeve and spending 3b re-rolling for a godly attack.
Yea that's why I proposed 5 times re-roll limit per item at a reduced chance to get an godly item stat. Maybe add another stat on item to indicate how many times this item has been re-rolled similar to the # of the upgrade slots available item stat.
Ah that's something I didn't think of. It would need to be shown, and obviously we wouldn't want the re-rolls to reset if it's traded. Perhaps as a line at the bottom that just says "Re-rolls 0/5", etc.
Title of the idea: Map Buffing Purpose of the idea: Encourage map exploring Details: Buffing a number of different maps after each server check to increase foot traffic and create different experience each time a player makes a new character. Return the temporary buffed maps to normal, and buff the new sets of maps each time there is a server check. This hit me when I was making storage mule last night, and I decided to go for a walk instead of using the taxi. Back in GMS beta (2004 ~ 2005) I used to walk between with lith harbor and hensys and between hensys and kerning city to save taxi fee when 1k mesos takes 15 minutes of grinding to recover. Then I realized I have not visit a number of maps between the two cities at all, not even once, since I joined Maple royals. It was surprisingly refreshing. Right now there are only fixed a hand full of maps people use to grind due to efficiency on exp gain for the most part. If we buff different set of maps between each server check, it will encourage players to explore different maps and I believe it will spike a healthy play style variations to keep the game interesting.
Title of the idea: items in cash shop purchasable through mesos Purpose of the idea: mesos sink Details: making items in cash shop purchasable with mesos at 1:5 nx to mesos ratio. This includes gach ticket and ap resets. This will be a good mesos sink, and can potentially destroy the RWT market. Less incentive for them to do vote abuse. Also this should balance the supply/demand ratio for ws and cs to drive the cost down.
What would NX be used for then? Because as far as I can see with this proposal, NX would become worthless and unnecessary :/
People can still sell AP reset at 1:3.5 rate to other people for mesos. Voting will still be relevant because it's free money. Mesos sink will be people with too much mesos on hand, and 8k per day isn't enough to satisfy their wants and needs.
I think at 1:5 nx to mesos ratio rate, even at shine you're right about break even if you purchase it with mesos instead of using free voting nx. That's one of the reason I picked the 1:5 ratio. The main purpose it serve will be mesos sink. If a player buy a lot of gachapon ticket with mesos (1b for an example), and use gach to gain 1.2b worth of stuff then sell it to other players. Strictly look at cash flow it will be from player to player and then to the system with nx mesos sink and tax. Right now the cash flow is free nx, gach, and player to player trading. The only cash flow to the system is the tax.
You could always just make gach not purchasable, and to give variety, cycle clothing items through once a month. Kind of like how they offer cheaper champs on LoL every so often