I was thinking that a good idea would be to remove increase weight limit, disable kafra items in WoE maps*, and disable all god items, mvp cards, and miniboss cards in all WoE situations, and then hold an annual gvg tournament which features no-items-barred battles using each player's own character (as opposed to the fabricated ones used in rwc). The reward to the victors being some rare prize to be decided upon.
This would even out the standard WoE scene while still providing incentive for players and guilds to make god items and accumulate mvp gear.
Additionally, both classic and renewal servers should require a subscription. The method for this subscription should be such that a person is simply required to buy kafra points and in return their account is automatically registered for a certain number of months, weeks, or days. To be clear, KP purchased should not need to be used to activate the playtime, but the playtime is simply activated by the purchase itself. Naturally, this eliminates the need for a VIP system.
This required purchase acts as a gateway for more purchases, because every player will have some KP to spend on some kafra shop items as a result of their requisite purchase. Their expenditure of KP will ideally lead to some sort of addicting experience, whether that be upgrading, increased ExP, the value of life insurance, drop rates, or rental gear. With all players by default having this opportunity, revenues from such sales should increase.
The reason not to fear subscription models is the result of the fact that RO is a MMORPG, not a MOBA. A moba offers everything an MMORPG offers in an hour or less. The essential part of MMOs is revealed when you invert this idea. An MMORPG offers everything a MOBA offers over an extended duration. The duration is key, because it means that the actual playerbase you have will come back again and again, because it is the continuity they desire. This draw is something that mmorpgs can and should monetize. Even if the cost of subscription is insignificant, paying it gives the player a feeling of ownership of their character (regardless of whether or not the EULA says otherwise). If you want facts, here's one. People invest more in the things they own than things they rent or get for free.
As an aside to the mention of the differences between mobas and mmorpgs, the fact that progression in an mmorpg means it takes time to accumulate gear is not an excuse for that gear to be completely overpowered. At it's core, the attractiveness of an mmorpg is the continuity of the game. Gear and level progression as a mechanic are identical to those in any moba (as it would be, since the moba genre ripped those mechanics straight from the mmo playbook) just much slower. Unbalanced items are not excusable regardless of whether it takes 30 minutes or 30 weeks to farm it.
*removing increase weight from kafra shop comes with an across the board gift of KP equivalent to the cost of the scrolls.
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