They read most of our posts, but don’t respond to many. At least, that’s what they tell us.
The business of AAA games are very different than mobile games. AAA games are usually much more costly to make and they have to give a part of the profit to more entities. IE, the profit of Battlefront 3 went to EA (production), Dinsey (licensing), Microsoft (console) and Sony (console). Other AAA games have even more people to pay, such as a publisher), game engine licencing, and any external marketing/promotion partners. They can’t afford to sell their games for free. Mobile games on the other hand are built, published and promoted in-house with little outsourcing. MMOs in particular are designed to draw you in and get you emotionally and financially invested, so you’ll keep spending. People (called “whales”) spend thousands, even tens of thousands, of real dollars on these games, those are the players they target with $100 special currency packs.
Incidentally, that’s why they don’t add features like co-op. They can’t easily monitize it, and since people don’t pay to have the game outright, they can’t easily make the money spent developing it back. Remember, flare is a company and therefore their goal isn’t to make fun games, their goal is to make a profit.
Personally, I disagree with the model of targeting whales. I think making a game extremely fun while not specifically targeting whales can emotionally capture more players and keep them in the game. The more players you have in your game, the more money you can make off ads. Offer chances to become stronger by watching ads (more than there are in RR2 now) and most players will. And you’ll still have the whales spend as long as you create lofty goals for them to strive for.
Whew, that was ranty. If you’re still with me, good job
It depends on how they coded the game in the first place, specifically netcode. The game was not designed for two players to be on the same track at the same time. Every frame would have to be as well synced as possible to be fair and for the feature to work. Since constantly communicating with the server is such an issue (high data usage, easily desynced, etc), raids are done client-side, meaning the information of the opponent’s defenses is sent to your phone, and the battle is conducted entirely on your phone with little to no communication with the server. When the battle ends, the phone only has to send the result of the battle, your final gem count after scrolling, etc to the server. Which is also probably why they don’t record battles, because that recording would have to be sent to and stored on the server. With 2 players, you’ll need to constantly speak to the server so it can keep your co-op partner’s client updated. Flare’s servers and the code for the game were probably not designed to handle that, so to implement a co-op game mode they would have to re-write massive portions of the game. Then comes testing/debugging/scope changes… It would be a mess. Like totally redesigning a building that’s already been built with people living inside.
I assume you mean the damage perks on weapons. Don’t worry, your weapons get a lot more powerful as you level up. Forging is important too.
I agree, 50 (pearls, not gems) per forge is ridiculous considering you might not even get the perk you want. Some of my items costed 500+ pearls for a single forge! It becomes easier to get pearls as you level up though. Here’s a hint: only try forging in sets of 2 tries because the second attempt will always be a hit no matter what the success rate is. So if you forge once, fail, then immediately forge again, you’ll definitely get a success. But if you try once, then fail, then wait a bit, then try again, you may not get the automatic succeed. So before you forge something make sure you always have twice the amount shown!