Cause and effect is a hilariously obvious concept that anyone is aware of. The question here is, what kind of effects are you expecting? And how logical would it be to lead to that?
I mean, so far you’ve been assuming the effects of a circle reset would be everyone using it to change their build to a meta build. It’s like you didn’t even consider not everyone would be willing to pay for it which technically makes your scenario fall apart at a moment’s notice. Simple logic can absolutely tell a lot of things already on what leads to what.
How are you even sure this issue isn’t talked about in Korea? Unless you’re an actual kToS player who can read their forums and discussion websites, you can’t really tell. And international players in kToS are obviously more interested in looking at information that they want to look at.
Of course, this also means I can’t say that kToS players want a circle reset, so all in all this is obviously irrelevant to the argument.
Yeah… if every developer followed that kind of system, we’d surely not having bugs that were complained about during CBT, am I right? But I’m pretty sure there have been dozens of complaints regarding unfixed bugs already.
Also, again, you have just said something that further supports the need of a circle reset. If not everything is known, then there should be a way to encourage players to test everything without fear of having wasted time invested on testing them. In which case circle resets would greatly help.
I’ll go through each point:
Pros:
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Yes this is a given. It even enables experimentation and even people testing away from a meta build they’re currently using.
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This is technically one of the more important factors to prevent people from quitting, and also possibly the most important reason as to why circle resets should be implemented.
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With restrictions it wouldn’t be as easy. As a lot of people have proposed, 1 month delay per circle reset doesn’t mean people will switch from one whole build to another in an instant, nor would it be cheap. This pretty much also encourages people to only utilize circle resets for reasons I stated above (#1 and #2). People can simply create a new character if the build they desire is vastly different from their previous one’s.
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How would it be short term, mind you? When more classes get released and more levels are added, the demand will increase. When new combinations are found or theorycrafted, more people would want to buy it to experiment. New players can also take advantage of it in case they make mistakes on their first character, which is particularly common. It will never lose demand at all.
Cons
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Seriously? That’s like saying implementing new classes or new content for a game is a problem for developers. Nothing is a problem for them, but if you complicate things like making it reset class levels and whatnot, then there’s your problem. Also there are multiple common sense solutions to things like Templar if you think about it.
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See #1. Honestly you just chimed this in just to make it look like there are more cons for a reset when it’s literally the same as the 1st point you made. Don’t be getting desperate now.
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How the hell would a company lose profit over a virtual item that only requires manpower to develop? Also as I said above, it will always remain in-demand so long as they make new content and new classes. Even then, it’ll still be a cash item that is accessible for everyone anytime, anywhere, and people will still spend for it if they need it. There’s no harm in keeping it in the cash shop regardless.
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Again you have missed a point I’ve been trying to make ever since the start of the argument. Multiple builds do not work the same as each other. That’s like saying a Wizard C3 -> Elem C3 -> Warlock is just the same as a Wizard C1 -> Cryomancer C3 -> Chronomancer C3. They are entirely different builds from the same class and they don’t function the same, so that’s where your reasoning falls apart.
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Again it’s literally the same argument as #4. Now your argument just looks even sillier…
Honestly this is the hard part. I absolutely cannot think of a repercussion for the existence of a TP circle reset, and no one has given me a decent negative point on it so far.
All these negative points you and others have made haven’t convinced me in the slightest and I have been able to explain the exact reasons as to why they aren’t conclusive proof as to how a TP reset could be bad, nor are they objective in answering the matter. Most of them are just opinions. And before you tell me that advocating circle resets is also an opinion, indeed it is, but of course we won’t stand around and have people like you kick us around just because of that opinion. We’ll state our own arguments too. And if anything, most arguments advocating circle resets are far more objective and reasonable as opposed to yours when it comes to its overall utility.
If anything, the only point I’ve agreed with you so far is that there isn’t much of an objective reason as to why circle resets should be implemented, but this also means a circle reset can be an option to be implemented in the future if the developers want to make them.
How exactly do you think the majority are people who don’t want circle resets?
The reality is that most players don’t really care if there is one and there isn’t. And because most players don’t really care, it doesn’t mean it shouldn’t be an option to be implemented, it just means it gets a pass if the developers ever decide to make it.
They’re both bad, but they both make sense. If people want to reroll and quit, let them. If people quit because of the existence of a circle reset, let them. But which exactly would hurt IMC more, a player who clearly wants to spend for a reset quitting, or a player who refuses to buy something quitting? I mean, it’s pretty common sense that IMC would want the paying player to stay here…
And I commend them for doing so, despite being unaware of what they bring.
But just imagine, how many do you think would want to become a Kabbalist? They’re unpopular compared to the ever popular Plague Doctor, and plenty of people want to avoid going that route, thus they never find out things about the kabbalist, like if the playstyle of the class actually fits their criteria, or its skills are actually better in experience than on paper. Why? Because you can’t reset circles in this game. People will be too afraid to walk the untraveled path and retreat to the safety of the tried and tested Plague Doctor.
But what if there is a circle reset? It opens up the idea of testing the Kabbalist and expands more information. This would lead to more players using or testing the class, more information is disseminated and become accessible regarding it. Some will stay, some will change back or into a Plague Doctor, and overall just promotes class diversity in the game.
And you proved yourself that there would some instances that circle reset is warranted and some cases that a circle reset isn’t necessary. Key word here is necessary i.e. do you use one, or not? If the option is there, then people should have the freedom to use it and decide. The case of just minor new information and major changes are not mutually exclusive.
This is not the community’s fault, it’s more of a flawed design choice by the developers. But in any case, you can’t change the community in an instant, and you can’t change the design of the game that easily. In this case, a reset is warranted simply because it’s the easiest solution.
The game through multiple beta phases for over a year and it’s still way more than 2 months since it’s OBT release. This game is already quite old.
We don’t even have most of the kToS balance changes. In any case, that even furthers the need for a reset option because players might be currently building off current balance and not what kToS has since its release.
There are players who spend a long time playing yet do not pay a dime. Hardcore, long time players tend to not need a cash shop because they can simply buy what they need from other paying players.
There are new players that have paid for a good starting boost (i.e. token) or for cosmetics, even though they haven’t spend a lot of time in the game yet.
There are players who only log-in from time to time but have still spent on stuff like cosmetics because that is what the game appeals to them.
Essentially, this is why time invested can never be directly determined as a source of profit. If anything, there has to be multiple factors to be aware of first.
Again you missed my points that I’ve managed to reiterate multiple times now because you seemed to have missed them over and over. Please don’t let me repeat again:
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Not all builds in the same class function the same. Not all builds contain the same appeal as well (i.e. A sorcerer is very different from an elementalist. Sorcerers let their minions do the dirty work for them, which would appeal to some players who prefer a relaxed playstyle, while Elementalists are for people who prefer to take matters into their own hands). I mean, not to insult you or anything but have you been playing the game if you have no idea about much of the builds that comprise this game, and that not everything is the same?
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As per #1, creating new characters would still be popular because not every build is the same. If something peaks their interest but they still want to keep their old character as their previous character has a playstyle completely different from the new one they want to take, then they will still make them. Also another point is that making a new character and buying slots is considerably cheaper than circle resets if they will be implemented, which means it’s still a win-win situation for IMC whichever a player decides to spend money on.
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EXP tomes are flawed anyways and not many buy them. This can’t even be a legitimate proposal as to how TP resets would ruin profits because EXP tomes are needed for leveling. People who want them will still buy them.
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With that logic, skill reset should be removed from the cash shop either because nobody would buy it, right? Yet it’s still there.
Again the point: not all builds give the same appeal or the same function as other builds. Again, I question your knowledge about character builds because not everything revolves with 1 perfect build for each base class.
Yet when I make assumptions they are more on a logical side compared to yours. As I said, you feel like one cause and one effect is absolute. It’s way more complicated than that. Not everyone wishes to use a circle reset, which absolutely points out a major flaw in all, if not, most of your arguments regarding the cause and effect of a circle reset.
See, here’s one point you’re trying to make:
“With circle resets, everyone will be using the same build”
Which is absolutely flawed because of multiple reasons. One of the obvious reasons is that different people make different decisions. Not everyone would buy circle resets, not everyone would need a circle reset. The correct statement should be:
“With circle resets, some people will be using the same build”
Which is a point that is more acceptable and logically sound as opposed to what you have said before above. And in any case, some people using the same build is not a detrimental factor when circle resets are in place because it is already a common phenomenon currently in the game (i.e. people following the same guide and closely following the same build, or people simply following or creating a well known meta-build).
In any case, this isn’t an opinion anymore when I argued about it but rather a logical statement that is backed up by basic statistics where numbers wouldn’t even need to be involved at all.
If you want an easier example to grasp, imagine that there is currently a widely used road that everyone uses to go from one point to another.
Now, contractors decide to create an alternate road. Reason to make one is irrelevant to the scenario, but let’s just say it’s to curb the traffic from going to and fro both destinations.
In this regard, your logic implies that because this other road was made, everyone would only be using that alternate road and nobody would need or want to use the old road.
This is wrong. As per my arguments, I want you to remember that people are individuals who make their own decisions. Some people would probably gladly take the alternate route, but some will relent and stay at the old route, possibly due to it being more familiar to them, or there’s a stop they like to go through, and etc.
What I’m saying now is that your argument is statistically impossible, while my own argument regarding individual choice is sound and does not require any numbers because it approves a logical effect that not all people will take the same route.

