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maybe whats wrong is feeling theres endgame..its a perpetual world and getting improvement. yes older players are still chopping wood etc cause furniture needs wood, deco eats resources. apply the ADHD in segments a decent run thru bahari can gather a bit of everything before running back for drop off and farm break but it isnt an end game kind of feel and considering it as such makes for tedium when your not feeling your reaching what end youre wanting. the point of the flex as you put it is to have others share and enjoy your vision too. hope you find what youre lookin for in a game not one size fits all to be sure happy gamin
Plenty of games do this, they just managed to put out a good, fleshed-out product and attract a large number of players. If you encourage people to play your game for long periods of time as they work towards goals (like unlockable outfits for maxing each skill, for instance) they're inclined to spend some money along the way on the stuff they can purchase.
Personally I would have vastly preferred a subscription service / VIP service since they chose F2P: you have base rates of earning stuff (meaning you're going to be playing more / grinding longer) but you can buy in to the VIP package and get a higher drop rate for rare items, more EXP, more gold, etc.
Reminder to anyone reading this user's posts that pre-alpha testers are still under our NDAs, so it's very easy to push an agenda when no conversation can actually occur. If we get released from the NDA then I've got some questions, but until then this is just silly.
I was in the same tests and this comes off as wilfully misleading.
That same argument applies in reverse: It's also very easy for a company to control the narrative and sweep things under the rug when they don't allow people to talk about their testing experiences and previous iterations of the game.
It should be telling just how few original testers remain as active players. I wonder what drove them away?
ohh trust me, i see it, it just didnt take me several hundred hours to find out :)
I dont dissagree in any of this, i just played a little yesterday for the first time in a long time, mainly just to check out whats been added,
Very little has been added since it hit early access, and i dont see how people can be engage in this for a long term.
But my statement stand, you can test it out 100% free and find out if this game is something you can enjoy in a few hours, if you enjoy it for 50hours isnt it worth it then?
Maybe you should show them that you're willing to spend money, then they might consider giving things away for free.
Look! Free stuff! That you have to earn! And you're still not happy.
If it's true that the studio isn't doing well financially, then it's not greed for them to want to find ways to keep the lights on. Greed would result in far more predatory design, and "If you give us a couple bucks, we'll give you a cool outfit" is the opposite of that. Just because you aren't getting as much content compared to other games, doesn't necessarily mean they've abandoned the core gameplay in favour of milking the already existing fanbase. And think about it from a devs perspective: If you are, in fact, running out of money what's the most logical course of action?
A: Make a huge update that turns the game on it's head with new characters and a whole new area? and over a dozen new materials and 100 new decorations.
B: Make a pretty dress
Making bigger updates requires more time and money, and this is Singularity 6's FIRST game. And not a small one either.
"How do you keep a f2p game alive when you only cater to paying players?"
That's EXACTLY how you keep a free-to-play game alive. Making a game costs money, and Micro-transactions financially supports the team which allows updates to even happen. That's just how this business model works. The paying players like the new cosmetic options, and the free players have no intention of buying it anyways. The devs choose to make the game the way they want, and adding cosmetics doesn't negatively affect the gameplay experience whatsoever, so being upset over it is just kinda silly.
The game is designed to be very chill and relaxing, it's not that there's nothing to do, just that you've become dissatisfied by the options presented; That's not inherently the game's fault.
Idk, I booted up the game again after almost a year of not playing, and was disappointed that there are still only 2 areas to explore. When I stopped, I had gotten the best gear, explored everything there was, and pretty much achieved anything I found rewarding gameplay-wise. I never felt compelled to spend much time on my plot, cause you needed to do long hours of resource and skill grinding to pay for it all. Most sensible thing to do, was to unlock better tools first, and then invest time in making a nice plot when I actually had access to the things I WANTED to build with. Nothing wrong with that.
But, why would I be interested in continuing to play a game that does not keep on challenging me, or offer me new places to explore, when the core gameplay is exploring and resource gathering.
And, if I am not motivated to keep playing the game, why would I be interested in spending money on stuff that I would ultimately have to play the game to get anything out of? And at that, play it with other people.
The reason why a F2P model like Genshin Impact is appealing to people, is because the stuff you can buy, gives you a different way to play the game, which you might unlock by just staying F2P, but it will take a billion years longer.
Maybe if the game had evolving gameplay and new places to discover, new challenges to overcome, it would give you more reason to invest in cosmetics. But when you can't even convince your friends to play it beyond the opening month or two, then what is the point?
If people really think that about this live service game, I would be very worried as the game developers behind it. If my live service game only had 3+ hours of "core" gameplay content according to my audience, that would be a massive problem.
I would argue that the temples are intended as a "cherry on top" - kinda experience. Something you are supposed to build up towards, and can be experienced as a nice break from the regular gameplay. Pretty common concept in game design.
You seriously have nothing of value to add to any conversation.
Wait, it DOESN'T have achievements? But there are achievements listed on the store page! Granted, I've barely played on Steam, but they're listed. Are you saying they don't pop? What about the in-game achievements? Like, all the ones I've popped while playing on my Switch? Are they a figment of my imagination?