Shiroe wrote:The problem with all "make fusion faster!" proposals: say that would enable you to get your desired legendary/mythical gear twice as fast, what would you do after you finish that quicker?
The problem is that the game still has no post-"fuse your super duper gear" content in place other than "collect/master all blueprints", so until such content is in place Cloudcade doesn't exactly have much incentive to make fusing much quicker, since quicker fusion would probably effectively make players quit the game quicker ("finished" it) than slow fusion (ragequit)... ;-(
Overall it's very reasonable to assume the devs would not have much incentive to provide to players to "finish" content faster. But IT IS NOT THE CASE, after some calculations, especially with "+10 mythics endless feature". Lets take a look at an example, to fuse +10 item mythic, you will roughly need 30million-60million (Due to incomplete data collected atm, but it's mostly within that range) copies of mythic 0. Even fushing lvl 8 item would roughly take single player 40 years to complete.
Now you can make an argument that "You aren't meant to go for +10" or "You could pull community resource together for lower enchantments", these are all valid points. HOWEVER, no one in their right mind would go for anything above +1 on any of the level 50+ gears. It simply takes you multiple life time to complete, even with TWO cauldrons.
Back to original point, "why does dev want to provide incentive for players to fuse faster?" Two reasons:
1.By providing unrealistic fushion time, the game provide disincentives to continue anything beyond level 50+ items. With 50+ items, 6-9 days each fuse are common, most players would've quit fusing anything above after mulitiple fuses. Ironically, the game's most desired skills are all locked behind 50+ items and chests, those are contents "wasted". The very end-game contents are there for more grinding, but most people choose to ignore them since they are so un-obtainable.
Without contents, player will quit, ironically, those players who made it to this point most likely would be paying players. Now that Cloudcade has branched out to other regions and cultures, their next step to improve the game's revenue would be making additional meaningful content.
2.There aren't enough gold sinks in the game, this would be a perfect opportunity to do it on. With none-stop production of gold generated by players, essentially, gold will continue to de-value. This phenomenon will lead to polarization of currencies, gems will be worth way too much gold. This causes F2P player getting the gold they need fairly quickly after unlocking key BP (invicibility potions) due to in-game gem rewards, they then will exchange very few gems for MASSIVE gold, then they themselves would soon stop needing gold joining ranks of gold generators, causing more inflation of gold. On the flip side, the paying players without perfect information would find this game being VERY expensive, as all gem-spending options are created static (500 gems = 10million LUL?, 500 gems market value right now is around 5G, 500 times over).
IT IS in dev's interest to create a gold sink to speed up fushion times for anything pass level 50 (This is where I subjectively think it's unacceptable, some people may argue level 45 would be the unreasonable point)