The Taming, or Can I Still Chance This Amazing Ring

I have to agree, taking cool items out of the game just makes me want to play less. I hate time-limits in these kinds of games. ;/
I liked the idea of them being league specific items, as in they will only drop in temporary leagues, like ladder only rune words in d2.
currently, the way i feel is that i got my toys taken away from me, i play the new leagues, i dont want to play standard to be ABLE to keep playing with them,

It feels bad this way, what else is there to it?

Why cant we have them back?

I cant play builds i had immense fun with before, im limited in what i can play and the way i feel it its shrinking day by day.

How does it feel when you have played a game and you cant do it again for some nostalgia?

As for one, i dearly miss those old memories and the fact the i cannot relive them as they were due to the missing uniques makes me sad. End of story
ign:Aka/WindREEP/Equoris/DevilsmilE/TheLastHour/BigFuckinMaulMan and a lot more.
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wicca369 wrote:
I liked the idea of them being league specific items, as in they will only drop in temporary leagues, like ladder only rune words in d2.


This is actually a great comparison. It provides incentive to play the temporary leagues, but someone who prefers Standard and HC can still get the items four months later without having to buy them with cash or for absurd amounts of in-game currency.

This issue, just like legacy items (these are items that were so broken that they had to be toned down, so why are they left in the game at all?), make the game unappealing for new players. All MMOs have learned over time that it is a bad idea, so I don't fully understand why GGG must repeat these growing-up mistakes that others already made and learning from?

But feedback about legacy items is ignored. In fact, instead we saw an increase in new legacy items flooding Standard and HC.
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Mivo wrote:
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wicca369 wrote:
I liked the idea of them being league specific items, as in they will only drop in temporary leagues, like ladder only rune words in d2.


This is actually a great comparison. It provides incentive to play the temporary leagues, but someone who prefers Standard and HC can still get the items four months later without having to buy them with cash or for absurd amounts of in-game currency.

This issue, just like legacy items (these are items that were so broken that they had to be toned down, so why are they left in the game at all?), make the game unappealing for new players. All MMOs have learned over time that it is a bad idea, so I don't fully understand why GGG must repeat these growing-up mistakes that others already made and learning from?

But feedback about legacy items is ignored. In fact, instead we saw an increase in new legacy items flooding Standard and HC.


Nerfing items is ok, as long as they dont go overboard and ruin the item making it undesirable after too big a nerf. Removing items that are not too powerful and not letting them drop however is just dumb.

Would be all for "ladder only" uniques like D2, letting them drop in temp leagues allows enough to come in to keep certain rings from being 50 exalts today and keep those same rings from stupily shooting up to 100+ exalts because supply is gone.

And like I said earlier, people brought up them being "exclusive", well they are only exclusive to dumpster leagues at this point, such a waste.
people whine that a legacy is too expensive, yet they wouldnt whine at all if their legacy, they spent hours grinding for was 'taken away' or nerfed. Sure.

What's the point of having league specific rewards if afterwards, you just say 'screw it - EVERYONES a winner!' and let people who played easier leagues have them.
Last edited by SuperDeathLord#7699 on Mar 22, 2014, 5:58:18 PM
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SuperDeathLord wrote:
people whine that a legacy is too expensive, yet they wouldnt whine at all if their legacy, they spent hours grinding for was 'taken away' or nerfed. Sure.


People whine no matter what, but game designers should look at the larger picture. New players (who haven't yet bought 50 stash tabs or the popular MTX) are economically more relevant than established players who already spent a lot of money. It's also more "fair" to allow everyone the same opportunities, even if they only start playing now or next month or in two years.

If an item is so broken that it needs to be nerfed, partly severely, then it should not be left in the game. This is also about balance, especially with PvP tournaments on the horizon. (I have legacy items, and now even legacy gems, but that doesn't mean that I can't look past my own benefit.)

Last, but certainly not least, there is the whole issue of RMT. Legacy and discontinued items directly and substantially encourage it. Combined with GGG's reluctant (for whatever reason, it's not important) handling of RMT issues in general, this is pretty much spelling out disaster.

I refuse to believe that they are ignorant of these issues.
I doubt they are, and they can see their company's books. You can't. So I'm guessing you're 100% wrong.

As far as PVP goes, I'm a big fan of PVP, but I've never seen a game successfully introduce PVP as an afterthought. I wouldn't bet the farm on PVP.

But if anyone could do it, it's these guys - I'm sure legacies won't be allowed in the pvp leagues.
Last edited by SuperDeathLord#7699 on Mar 22, 2014, 6:43:11 PM
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SuperDeathLord wrote:
I doubt they are, and they can see their company's books. You can't. So I'm guessing you're 100% wrong.


You're not making sense.

Accounting books show actual income. They don't show potential income, or untapped income, from players who didn't stay or didn't pay for a reason, or who read about the game but decide not to play it because they feel they are "too late". Which is what we are talking about.

The economical importance of new players vs. established players in F2P games is actually nothing new or speculative. Even if it hadn't been researched, you can arrive at the same conclusion simply by thinking about it: An established player has already been milked, and the only way to get reliably more money from them is by making new MTX (which costs resources). A new player who hasn't bought anything yet, and to whom the entire selection of MTX is fresh and new, is economically more interesting.

Basic stuff.
You want to talk 'basic' stuff? I'll take 500 customers who have spent 100$ on my game - what you would call 'milked customers'. Who have already put credit card info and shown a willingness to spend $$, and send them a promotion for a new weapon effect

And you can take 1000 random new customers, who have no CC info on file, who may not even have CC's for that matter.

We'll see who has the better ROI. It doesnt get more 'basic' than repeat sales.

As far as new customers go - if you think a new Level 1 guy cares that some level 95 guy has a 'legacy kaom' or even knows what a 'legacy kaom' is, you're sadly mistaken.

And the big spenders in this game probably feel alot safer putting $$ into a game that wont capriciously change their items.
Last edited by SuperDeathLord#7699 on Mar 22, 2014, 6:58:07 PM
500 players who have at least once spent money in an F2P are not the same as 1000 random players. The percentage of freeloaders and leeches is higher than 50% in any F2P.

I don't know how much more simplistically I can explain this. Take me, for example. I bought the two packs, the cat pet, a few effects, and about 50 premium stash tabs (in retrospect, 20 would have been sufficient, but I was a newer player then and still very impressed with GGG and the game).

Now, how much more money can GGG realistically make from me? None of the current stuff appeals, or I would have it already. I don't need more tabs. So for the time being, I've been financially fully "exploited". I may well be more likely to buy another support pack than someone who hasn't bought one before, but compare this to a brand-new player who is willing to spend money (possibly as much as I have), but to whom everything is new and interesting.

Economically, it is much more profitable to piss me off than to turn away that potential new customer. Legacy items and such do turn away new players because they are likely to feel that they are too late and can't ever catch up, and it's true, they can't reasonably catch up (this is a major issue for MMOs, which is why they "reset" with every expansion).

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