I hope we can agree that one thing into the light did was by allowing all players access to the same loot no matter the difficulty selected, did very well at keeping players active in the game and increased player count.
Granted doing higher difficulty had a higher chance of dropping shiny god rolls but with a little bit more playtime on a lower difficulty you could still get that God roll shiny that could be enhanced .
I know this will annoy or trigger some players but say if bungie tied this method to all activity's in the game like they have with trials or for example adept nightfall weapons have a rare chance to drop on hero and legend difficulty or raids on normal had a small chance of adept raid weapons dropping would it increase player count and reduce toxcity within endgame content ?
Since lfg for example would have less players jumping into content above there skill level .
It's just a theory no need for silly replys like you just want an hand out etc lol I'm just wondering if it would increase player count
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3 RepliesI think something to remember is that rarity plays a roll in desire. Raid weapons are rare, but a lot of them aren't even good or the best, dispite that a lot of ppl want them, adept trials weapons value is almost exclusively in their rarity, as most players don't have the skill to feel those extra stats. Into the light wasn't just about loot, it relied heavily on fomo, and the idea that the shiny weapons would be rare in the future. You don't want to be the schmuck using a regular mountain top right? I don't think doing that across the game would long term be a beneficial thing, it would likely remove incentive for players to push into those higher difficulty activities.
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1 ReplyThey would never because population would skyrocket and the snowflakes wouldn't feel special because everyone would have what they have, nevermind it makes them money. I'll say it again, bungie is OK losing 100k players just to make 1-3 players feel special