Inventory limits used to be unlimited. I remember I used to have over 300 health potions and over 80 revives at one point. Kabam removed the limit and sold increases to the inventory back to us via the sigil. So that was definitely monetized.
If you ask DNA3000 it allowed Kabam to give us options on whether or not we should use units or farm revives, making it a more interesting game and money is an after thought lol.
If you ask literally any game developer that's been on the job for more than a week, they will give you the reason why inventory limits generally exist in most games. Of course, you'd have to find one willing to tolerate you long enough to explain things to you first, so maybe Google searching would be a better avenue for you at this point.
I'll let that go. I am much more tolerable face to face though lol. Also, I understand the purpose of shorter inventory. I was mad at Kabam for like a few weeks but I get it.
Money is still the main factor that drives the company no matter what way you spin it. It is a business after all.
Inventory limits used to be unlimited. I remember I used to have over 300 health potions and over 80 revives at one point. Kabam removed the limit and sold increases to the inventory back to us via the sigil. So that was definitely monetized.
If you ask DNA3000 it allowed Kabam to give us options on whether or not we should use units or farm revives, making it a more interesting game and money is an after thought lol.
If you ask literally any game developer that's been on the job for more than a week, they will give you the reason why inventory limits generally exist in most games. Of course, you'd have to find one willing to tolerate you long enough to explain things to you first, so maybe Google searching would be a better avenue for you at this point.
I'll let that go. I am much more tolerable face to face though lol. Also, I understand the purpose of shorter inventory. I was mad at Kabam for like a few weeks but I get it.
Money is still the main factor that drives the company no matter what way you spin it. It is a business after all.
If it makes you feel better, just assume that game developers often pretend money is not their overriding concern and behave as if money is not their overriding concern, because they want to convince people money is not their overriding concern, because this allows them to make more money. So if you want to predict how money will influence their decisions, you often have to assume they will behave the way you think they would if money wasn't influencing their decisions, because that's how money influences their decisions.
To add nothing substantial to this conversation, but I really did enjoy having Doom and Diablo on the same team and switching between suicides and MD for a week for every fight depending on who would be more beneficial for it. Though I don’t know how much those two enjoyed it.
My statement still stands free masteries would do nothing but improve the game but at a bare minimum if we had a system that we can swap masteries with a click of a button it will go a long way.
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Money is still the main factor that drives the company no matter what way you spin it. It is a business after all.