Wraith wrote:People need to stop bringing up "balance issues" with skills at legendary. There's no competition in this game, except the arena but skills have no effect there. What old and F2P players mean by "it will break balance" is the fact that newer players will be able to do the same things as them. That's all, old players just want to hold newer players back for no reason except their ego.
None of this matters anyway. The fact is, with skills at mythical packages are worthless. Nobody wants to pay $15 for a skill that will take them one month to access in the game.
People need to stop bringing up "balance issues" with skills at legendary. There's no competition in this game, except the arena but skills have no effect there. What old and F2P players mean by "it will break balance" is the fact that newer players will be able to do the same things as them. That's all, old players just want to hold newer players back for no reason except their ego.
This change is long overdue and I'm happy we're getting it soon rather than another solution at Christmas.
Kim! wrote:Darkis hasn't actually said anything about mythic vs legendary, just that there may be some sort of changes to packs. I assume his comment about "That was on the sheet I posted, you have to really look hard thou!" was aimed at my question about roadmap vs "next moth's patch", since that's what's written on the sheet in the first post. They've also seemed pretty cautious about rebalancing so far (look at the tiny shifts to roulette and chest odds) so I wouldn't expect anything overly drastic right now.
Yep, the vast majority of seasonal packages are probably 90+% cosmetic, 10-% gameplay advantage. A League of Legends skin is 100% cosmetic, yet those get bought a lot...
wigi wrote:Steam shows that this game has 1000 players per day. Now lets say this game has 100k players in all platforms. That would mean than there are 2000 paying players. Cloudcade seems to have at least 9 workers (based from their website) That would mean that yearly income needs to be something like 400k to just to pay all the bills. So 2000 people need to pay at least 400k for every year to keep this game going. That would mean 200$ for each paying customer per year.
5. Add packages that speed progress, but are not necessary for progress. Like legendary resource bins that gives every resources, making it faster to craft. Second fusion cauldron with 2 slots. 4th mana/jewler bin, better tables, Worker with high mastery, Resource bin that gives random key every day. Something that is highly desirable, but not necessary needed for progress. Most of these would help both new and old players, so they are valuable in all levels! Most of the current packages are only valuable if you are near endgame and can craft mythicks.
Well, with stateful games like this an addition that might seem small could turn into the next "mass key flipping" in half a year. If that one thing was only in 1 or more seasonal packages, you'd likely get more complaints than on the original "no-precraft" Ocarina beta image or when the first 2015 seasonal packages started getting re-released... So we end up with things like 5% craft/quest on non-seasonal or 1% craft/quest on seasonal, since those aren't too likely to mess things up big time into things like "oops, you've outpaced our content creation, so the lvl 40 to 50 upgrade gets recolored items, since we didn't have time to draw new items".
I'm not going to quote everyone but what you've all said is that non-paying players would feel that the game is easier for paying players. Despite the lack of competition between players, F2P players would be demotivated because paying players can do things faster/easier.
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