How are Eternals "Costing RP to Justify the Dev Time spent on them" but TFT is 100% fine?

Secretly a Phos·8/18/2019, 12:19:38 AM·4 votes·730 views

Honestly, I find it odd that we have to pay for what's literally an achievements system because developer hours, and Treeline gets put down like a rabid dog because developer hours, but then TFT which is basically an entire separate game and Clash which is literally tournaments are somehow fine in terms of dev hours and are free? Beyond dev hours, by all rights an entire gamemode that a ton of people play(to the point of making the PBE unplayable for about 2 weeks) and a tournament system should take more server space than an achievements system which should take next to no space. How exactly making achievements, something that just about every other game does with relative ease, cost more time and resources than what's basically a self-contained game and a tournament system?

There's no reason that eternals "need to cost money to justify the resources put in to make them work" but then Clash and TFT despite the fact that they should take more resources are absolutely fine.

Especially when no one wants to pay money for what's basically just an update to the mastery system. Tell people that they need to put down money to unlock achievements for their main(because for some reason eternals are 850 RP, which is more than some skins, 2 emotes, a little legend of choice, etc) and everyone's going to be understandably pissed, especially when mastery(which is supposed to just be a way to show off your experience with your main) already costs more BE than a pretty decent number of champions plus the actual work involved for what's literally an emote that you can only use on one champion and a loading screen flair. Eternals are literally just as much work put in if not more for an addition to your champion specific emote and a death recap flair.

As someone who's wanted an achievements system for a while, this is complete and utter bs. Bugfixing and updating gamemodes is "too much better spent dev time", but making two brand new gamemodes isn't. Achievements, something basically every other similar game has for free is "a ton of dev time now pay us for our efforts", but bugfixing the client goes unnoticed for ages. It took ages to fix ONE Shen bug, but Riot apparently has the dev time to "make an entirely new system with assets that are entirely new".

The degree of double standards going on here is ridiculous, especially when League has one of the most dedicated playerbases of the genre, yet games with less dedicated playerbases having less money thrown at them for doing basically nothing somehow have more time and resources to invest into their game. Riot is basically just being lazy at this point because they know even if they don't do anything the playerbase will still throw money at them, and that's not sustainable in the slightest. Look at the number of people who quit League. Look at the number of people who complain when you waste hours of what you claim is "valuable dev time".

2 Comments

preternatural8/18/2019, 1:19:18 AM2 votes

because TFT has little legends and little legends SELL

2000shadows8/18/2019, 1:11:31 AM1 votes

It’s sad really.