![]() ![]() ![]() Logic would dictate you tune it for the people that are paying your paychecks (and more granularly, you tune to maximize profit in the short to medium term because that's how current capitalism kinda works), which in the f2p space is the whales.īack when D3 released, it was pretty obvious to the player base that the drop rates were tuned around having a real money auction house (RMAH) where you could go to both sell the drops you got and buy drops other people got. Do they tune them for the people paying $$$ who have higher power levels and higher magic find, or do they tune them for f2p players? Or split, with drops tuned to MF and difficulty tuned to f2p and trying to push conversion over time? So where does that leave us? Diablo Immortal devs have to decide who they tune both difficulty and drop rates for. "Grindable" content that gives drops has hidden caps (legendary drops fall off after 5 per day, mats stop dropping / chests stop dropping after 5 activities per day, single hidden lair rewards per day, sprinkled throughout the design).Legendary gems increase stats via resonance, again gated behind significant time on calendar or $$$. ![]() Legendary gems increase magic find and are gated behind significant time on calendar or $$$.Diablo Immortal faces the same challenges Diablo 3 faced when it had the RMAH: who do you balance drops and difficulty to?Ĭurrently we have the following dynamics: ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |