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4/10/2019 10:03:04 PM
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In other words, "We're digging in our heels, even though the community has overwhelmingly told you that it hates the "infusion core" economy. You're sticking to a design philosophy which is both ineffectual and misguided, and adding even more useless grind so that we can make use of the rewards which we've already earned through gameplay. Please pay attention to that last sentence. We've already earned these rewards. We cannot make use of them because of the economy. I personally have 3 characters at 700, and a vault full of 700 level items. Normally this is when I start infusing up my exotics and alternate armor sets so I can vary my playstyle. I'm not doing that. I'm simply not playing. Bungie, you're wrong. The longer it takes you to admit you're wrong and revert this change the more people will realize you're not doing what's good for the players but what's good for yourselves.
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  • I mean it isn't even good for themselves, right? This is taking up dev and testing cycles trying to solve a dilemma that they themselves have created. Dev a d testing cycles that could be put to better use elsewhere. And for what? Some idea of impactfullness? Considering impactful is not equal to fun and the feedback has already been provided that this "impactfull" decision is not fun. Not to mention the shallow game design hypothesis they seem to have come up with is "slap a scarce resource on a game mehanic, boom, impactfull!" It is so shallow I really can't believe it. Like honestly I can't believe hey pay a team of people and that is the best solution theu can come up with to the question "how can we make infusion impactful?" Leaving out the "and fun" aspect of that question.

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  • Edited by P00K: 4/10/2019 10:16:17 PM
    By good for themselves, I mean the addition of more grind in order to drive player engagement metrics. Now, I can only speculate that's why they're doing it. Simply because the idea that they would keep us using gear we hate so that when we finally use gear we love it would be more impactful is so cosmically moronic that I can't believe they said it in last week's TWAB. What they don't seem to understand is this: When infusion is cheap - every reward I get is meaningful. Even when it's something I already have, or something I don't or can't use, I can use it for infusion. Now? If it's not something I directly need, it goes to waste. I cannot use it, therefore the game has wasted my time and the reward is meaningless. Since the game is wasting my time and the rewards are devalued, I play less - or not at all. In other words - high costs for infusion have the exact opposite effect that they say they're trying to generate, and they're too stubborn take a step back and look at it objectively to realize they may have screwed up here.

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  • Funny enough I feel like it isn't being done out of stubborness. It is almost like they are literally just experimenting to see if they CAN make it work. Which is an absolutely horrid thing to do in a live service type game. That kind of R&D should be done internally with people being payed to do so. I shouldn't have my time wasted because they are trying to expriment and play "game designer." I payed for the game to play it, not to be some lab rat for their game design research.

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