What we feel most in the daytime is the same

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Listed in Biotech Conference Johor 2014

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What we feel most in the daytime is the same as what you had said at the beginning, which is that it is evident that players are excited about this. Every day we hear about it and in the discussions happening and what players are discussing. The most notable is when Brawler’s guild is open, and players are discussing micro-holidays coming very soon, or discussing Nighthold. It’s very evident by the feedback that we hear and respond to that it’s probably creating an impact.

In terms of making the game accessible to a variety of players, particularly those who are new to the game, the method by which Legendaries have changed throughout time is fascinating. Personally I’m not enough to commit large chunks of time to playing I love the feeling of fulfillment that comes from collecting legendaries, even if it’s not that difficult.

But that can be unsettling for the community. It might be a minority opinion, yet some people feel Legendaries should be more difficult to get, if not impossible to acquire. How do you find finding a balance between creating something that’s affordable and affordable while making it seem special for those most hardcore players who are looking to do things nobody else can do?

To me, it seems that the purpose of legendaries is to spice things up and motivate players to engage in the game to the fullest extent they can. When you do play a lot, you have moments of “Oh I just discovered my cache” or “I just talked to Blingtron and he surprised me with an amazing legendary.” It’s an amazing thing to record and having the possibility of varying those moments only enhances your game’s complexities. I think that, at any given time, players will think that one is the best or one is the worst. There always will be something like that, however, most importantly, it’s about how players share at least a portion of that content whether they are playing a little or they play a lot.
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