We assume they are.
Even though logically it makes no sense.
It's impossible to spend more time on cosmetic reskins than making actual pve content, which does exist.
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There's no assumption to it, that's a fact bud.
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No, it's physically impossible. They can't spend equal amounts of time making pve content as they do coding some palette swaps and reskins in eververse That's not how game developing works.
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Not physically possible for a 1,000 person team of AAA developers? With as many assets that were reused? You're not helping their case
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Reread what I wrote in response to what you said. It's physically impossible for the items in eververse to take up a comparable amount of dev time in comparison with the rest of the game. That's not how I feel, that's not my opinion, that's not speculation. It's how game developing works. Yes there are lots of reused assets in pve, however they still integrate with gameplay and a infinitely more complex than palette swaps on ships and shaders
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Sorry, I just woke with an insane cold and I'm a little fuzzy, thanks for the recap. Now, please explain why half of the CoO items added were for eververse and all 59 of the dawning items were as well? That tells me that more time was spent on eververse items than on in game items like guns and armor, which were reskinned.
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Well look at the game. That's how it's built, and it's first dlc was just cobbled up using in game resources already present. And locked out vanilla content. Look at how ttk changed the game by comparison.
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Ttk ain't do shit if we're being honest They reskinned the leveling system and nerfed a bunch of stuff. The game fundamentally functioned exactly the same.
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Glad you know how to be honest. It was still lazy, but there were some good new features to its formula.
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Meh it was the same. More fuel to an average fire. At that point no one was left playing but the hardcore fans. And they loved it because it was just more destiny.
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Well ttk took away too much as well. So we just ended up with our first taste of poor planing