Hm. I just read what that guy said about the items in the cash shop needing to be overupgraded, and frankly, I have to agree. PArtially.
The cash shop items should have some sort of prestige value to them, but needing to +9 them when there is nothing to prevent you from flushing 6 dollars down the drain is kind of like injecting someone with a poison and then selling them an antidote that only has a chance to cure it - That poison being the complete and undissolving need to be/do better, in this game.
I don't think, however, that making the non-break ores available would cure this ail without consequences. That would truly make it a PayToWin cycle. No, I think there are two ways to hit a problem like that.
1. Make these headgears farmable. Have them drop from the more elusive and difficult mobs in the game. This would leave a window open for those who just HAVE to have that +9 Rideword Hat for the recovery property, but would also make them work for it.
2. Add the ores to prevent breaking, but make them a trial to get. Make it arduous and limited, perhaps requiring a small party to complete, like Misty Forest- 24 to 62 hour intervals. Make it so that failing a refine does not destroy the item, but has a chance to reduce the current refine rate even more steeply than what is official. This way, people don't just blow their money and watch it explode trying to +9 it(-2 to -4 for example), and know they can try again in a few more days when they have enough of the hard-earned refinement material again. This way, you could add custom trials to the game, be they treasure hunts, dungeon delves, targeted hunts, puzzles/quizzes, gathering, or competition. There is a lot of room for improvisation, and a lot of room for *~*~refinement~*~* with this idea. See what I did there?
Edited by Shale, 23 March 2015 - 02:17 AM.