They most likely see player numbers and engagement with Pale Heart dropping like a rock. Overthrow just isn't that exciting or enjoyable after you've completed the exotic quests and other things. Pale Heart was fun for maybe a week, and then it turned into Neomuna. They obviously want to force more playtime/engagement with Overthrow and the zone in general.
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Edited by Shinespark: 7/25/2024 8:13:03 PMUltimately I think Bungie wants exploration spaces to feel exciting. Each chest is an accelerated heartbeat, this could be [i]the one[/i]! But the systems are poorly implemented. They want to fix the macro problem, but buffing Overthrows does not address the core issue. It just creates a hands-on alternative no one is going to use because we’re exhausted. If they addressed the core issue, most solutions break the fantasy of the loot they wish to maintain. So they work around it like this. Or they genuinely don’t understand why macros are used, but I doubt that. They’re not thinking about how players will need to spend over 400 hours to get what they want. They just think this is a cool system for exhilarating loot in a tried-and-true method of play: patrols. Macros and guaranteed drops don’t fit that fantasy, but Overthrows do. So they buff Overthrow drop rates.
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How could they think overthrow is fun after how much anyone who has completed FS and its quests ran it? It is completely played out after every way they channeled players into it throughout FS
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And therein lies the dilemma. Bungie is slow to recognize exhaustion from repetition. Repetition is a good thing for a live service game. But where is too far? It can be hard to define.