Guys… they are not going to remove the orbs.
- The dev team isn’t stupid. They know it’s an extremely impopular timegate that is making people leave. They have the numbers.
- The dev team is listening: that is why we have orbs in the faction vendor now. And they are cheaper to craft.
- The dev team isn’t going to remove the orbs because most likely, the existence of orbs in the game isn’t a choice by the dev team.
This is a business decision. It comes from above the devs.
Look, games with an in-game store such as this need to have an assortment of non-essential items they can sell that are very valuable for the player. At the same time, the items should be either cosmetic, or if they gate gameplay, they should be also obtainable thru normal gameplay, but easier to get from the store as a convenience.
At the beginning, it is hard to know what will the playerbase value to the point of wanting to spend real money on it, and what will not. Also, it’s scary to get into a game with a lot of gameplay-gating stuff in the store from the very beginning. It scares players away thinking that the game will be a money sink.
So most of the “convenience” stuff in the game is, at the beginning, not in the store.
AGS needs to first gain the trust of the players, before “moving to the second base” and start introducing real stuff in the store…
Also, AGS needs to first create a demand of items. Once there is a great demand for them, they can start selling extra of them in the store, “for convenience, only”.
You can see there are already many things in the game which are there just to artificially limit your gameplay, which you can get by grinding a bit, but that many people would gladly pay for getting it more conveniently: azoth, repair parts, cooldown resets to recipes, tuning orbs, umbral shards, faction tokens, rare drops, ammo, buffs (food, tinctures, honing stones, coatings…), and yes, gold.
Now, the devs have created one sort of item, turning orbs, which is really really demanded, to the point of people paying over 50k for a spot in a mutated expedition.
The “higher-ups” must be really thrilled about it!
I can imagine a meeting like this:
Devs:
“We got feedback. The players are hating this. They want them gone”,
Management:
“No, no! Hmm, give them a couple more, but we need to sell that in the store. This game needs to start making money. Now we have something they want. So our priority number one is to gain the players’ trust first, so that we can start selling this stuff to them. Yeah… Go say that in those videos you make: ‘We want to gain the player’s trust back’. That’s good.”
Devs:
“There is no point of doing this if the players leave.”
Management:
“Those who leave without paying gold for these things your made, wouldn’t probably pay real money for them either. They were never going to give us a dime anyway. So we don’t count them as losses.”
I would like to be wrong. But I think tuning orbs are staying, and more gating-removal items are coming in the future.
First create a need, then supply the demand.