I know there is a lot of criticism about sentences like "something we talk about in the office" or "it's something were working on", and the solution everyone wants are faster updates. I think we'd all love for the patching process to be quicker (that’s kind of like saying “who doesn’t want free stuff?”), but the fact is: patches aren’t created in a vacuum, and it’s really not as simple as you might think.
Seemingly simple changes usually have a lot of work associated with them, and it’s easy to underestimate the complicated nature of the work involved. New content has to be coded, implemented, assigned art assets (sometimes), have a test environment built for it, tested until its right, and then we rinse and repeat that process each time we iterate. After that, we need to coordinate a release on a global level, make sure everything is localized, and then deploy to the live game (which is not just a flick of a switch). That isn’t to say we can’t do better, and we’re always working on ways to improve, but my point is this shouldn’t be trivialized. It’s a disservice to your feedback and this discussion to do that.
We also tend to use flexible language when talking about changes that aren’t ironed out yet or have a timeline for when they’ll be implemented. That way, we can talk about what we’re working on and acknowledge ideas/issues even if we don’t have a lot of details to discuss (i.e. we may not always know when a particular change is going to make it into the game or how it will manifest, but that doesn’t mean we can’t talk about it). While that may not be your ideal scenario, we prefer it over staying quiet since it keeps the community more involved. Just some food for thought.
- reducing the quantitiy of drops and improving the quality ist a very simple change, all you have to do is adjusting some numbers and then test ist for 2 weeks
- adding bonuses to all sorts of items is a simple change, you already had it in the beta:
all you have to do is look at your old sources and copypast some code and then test it for 4 weeks
- adding charms is simple, you already had it in the beta:
all you have to do is look at your old sources and copypast some code and then test it for 3 weeks
I understand that you want cool ideas for the expansion
but the game needs a change now not next year