Oh, and I'd also gradually phase out manuals from the game. How to keep sales up in the Kafra shop then? Well, I'd rather people just be able to buy a lower headgear piece that increases exp by say, 50% when worn.
Some details on my headgear idea.
Okay, so how this hypothetical lower headgear will work, is that you buy it for 200KP from the Kafra shop. It comes in a box which can be traded, vended, or stored. Once the box is opened, the headgear released is bound to the character that opened it, and expires 30 days after opening (much like the 30-day Halter Lead).
I didn't spend a lot of time thinking about it, but here are a couple ideas for the exp lower headgear, complete with cheesy, half-baked descriptions:
False Vampire FangsStick these on your canine teeth to impersonate your favorite pop-culture blood-sucker. "I vannnt to suck your blo- I mean, yoour experience points."
+50% Experience from all in-game monsters, including bosses and MVPs.
Character-bound. Cannot be traded, vended, sold or stored.
Rainbow Crazy StrawEquip this loopy multicolored straw to literally suck the extra experience out of monsters. It's Crrrrazy Fun!
+50% Experience from all in-game monsters, including bosses and MVPs.
Character-bound. Cannot be traded, vended, sold or stored.
I'm sure other people could come up with even better ideas.
And once again, just so it's clear, the
Box in which the headgear comes
can be traded, vended, and stored. It only becomes character-bound once opened.
To the GMs:
Look at it this way: $2 x 9 characters + VIP for 30 days = roughly $25 per month + whatever is spent on consummables and other headgears.
You're looking at a nice haul from players who use it. That's why the headgear would need to be no higher than 200 KP, or approximately 2 bucks, depending on KP purchase discount. If you make it any higher than 200 KP, you'll most likely discourage its use, rather than encourage it.
To players:
1)Some may say "well doesn't this defeat the purpose of VIP, since that also gives a +50% experience boost?"
No, because VIP covers whole accounts, while the exp-headgear only works on one character. And the lower headgear only gives bonus exp, while VIP has other benefits aside from an experience boost, such as access to VIP areas and warps, reduced Kafra fees, and doubled Eden Merit Badges, lower death, penalty, higher drops, just to name a few. And again, VIP covers all characters on an iRO account.
Just so it's clear, the headgear would stack with VIP multiplicatively. So intead of 150% exp from just using the headgear alone, or just having only VIP, one would get 225% from having both.
2)"Won't this make exp more broken than it already is when it stacks with manuals?"
No, because this headgear would only be placed into the game once all manuals have been phased-out.
3)"How will manuals be phased out?"
For one thing, the GMs would need to first stop selling them in the shop (duh), and then a date set in the future after which they'll no longer work, say one month after the announcement. This gives enough time for people to use up most of them.
4)How to compensate manual-holders once manuals stop working?
If people still possess manuals once they stop working (as undoubtedly, some will), then let them trade in their manuals for the new exp-boosting headgear box. Say 4 BMx3's for one Exp-LHG box. Or 8 HE manuals for an Exp-LHG box. [Note: These are just some proposed numbers. There may be trade-in ratios that are more palatable to some. That said, the interests of both the GMs and the players need to be balanced in this case.]
Edited by Dreimdal, 08 December 2011 - 05:03 PM.