by JohnCarver » Tue Aug 26, 2014 4:52 am
There are just too many items that are used to make inspirationals, or that we wish to have inspiration gain to them, that do not have a purity grind attached to them. We do not want a system where you do not use, want, or seek out an inspiration simply because there is no purity grind associated with that object. We also have no intention of adding purity and a purity system to every object in the game.
When considering these facts above its becomes quite clear there is no compromise to the situation that doesn't leave it in a broken state. Surely we wish we could come up with fun unique purity grinds for the thousands of items in the game. We also wish we had the time and resources to come up with fun and unique purity grinds for the thousands of more items we wish to add to the game. IN the end though, the burden of being handcuffed to adding things simply because 'we don't have a way to add purity on item XYZ yet' is not something we accept. We also don't accept adding items that have no purity and 'dealing with a system for them later'. The beetle is a perfect example. A last minute thing we decided to throw in the game which we really like. If purity on inspirationals was a thing instead of adding that in on the final days of development the process would have been:
*How do you get purity on the Grub?
*Should the purity of the grub transfer to the Beetle?
*Should you feed the beetle to give him purity like a worm?
*How fast does that beetle need to eat?
*Would anybody actually go through the work to raise the purity on this beetle?
*How can you retain the purity on future beetles once you study the most pure beetle? Should they spawn to keep the purity of the beetle going?
Again, its not that there wouldn't be a way. There just isn't a way with our current resources that I can justify the next 6 months finding creative ways to keep purity on ever little inspirational that in the end will most likely still be unbalanced anyway as players find the 'purity system' that is most easily exploited and just push those inspirationals anyway.
In conclusion, we feel the game has, and will have, more than enough clever ways for you to advance and maximize items. Having the ability to add a new inspirational every week without the headaches described above is just too important to us to burden this system with what we feel is an unnecessary complication.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.
Nsuidara wrote:it is a strange and difficult game in no positive way