Discussion Suggestions on Group Currency Drop Bonus, Div, and e Functionalities
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I've never encountered a game design as hypocritical as yours. You claim to target studio scripts while ignoring countless studios and their scripts, yet still provide a loophole in teaming-up item drop bonuses under the guise of social mechanics to indirectly incentivize studios. What kind of game are you truly aiming for? The Div item in-game is reduced to mere tradeable currency, but have you surveyed how many players never used Div to reset item rolls throughout a season? Can a currency with no real consumption function genuinely justify its status as high-value currency? The lack of player engagement has already caused the game's economy to collapse within a week of launch. Either swap Div and E's drop rates, or double all gear's affix roll ranges to make usage essential. Otherwise, what's the point of Div's existence?
Also, why are there so many crafting currencies in the game? Although this season removed homogenized prophecies, the game still lacks meaningful discovery—surprise value has been slashed compared to Season 0.1. Is this the game you truly want? One that makes item identification obsolete, devoid of surprise, fun, and necessity? You claim to prevent players from progressing too quickly, yet provide excessive crafting currencies to accelerate gear progression. Can't you change your habit of left-brain vs right-brain contradictions in design decisions? Last bumped6 янв. 2026 г., 01:38:20
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what studios, what scripts, what studio scripts? Can you elaborate on that portion of what you're saying?
IGN : Reamus
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