I would hope here since the link to this post has been in every private message, tweet, and reply to dahanese. If it is somewhere else, I will place a link to it however. I have also been placing developer info in the first post of this thread.
Btw, Thanks Zabuza for posting that in the other thread. I just happened to come across it in the developer topics.
The questions this thread seems to have raised include but are not limited to these things (what I remember):
1. Why is this being done? Specifically it certainly seems like a step backwards in terms of functionality and play in the game and not something a resounding number of players have requested?
2. What does it mean when they say foes will often drop grenades that will replenish your supply but when they're gone they're gone? Does this mean a grenade is permanently lost or can it be replenished?
3. What things in game will replenish grenades (besides ammo/grenade drops from some foes) and will there be some sort of fee (scrip or bits) attached to consumables? Example: will stims replenish them and will those have to be purchased or will we have to purchase grenade refills as in some other games?
4. What steps are being taken to reduce lag so that trying to change our loadouts to get a new grenade type won't cause the almost a guarantee lag/timeout hidden feature of the game?
5. Since it's a given that any new thing added to the game adds to complexity and thereby may also add to lag, why are they considering a new game mechanic that no one seems to want, showing it as a feature added to DLC, which may merely add to more lag issues with no discernible benefit to players?
6. What does this mean for arenas?
7. How many "grenades" are in this limited use pool?
8. What instances will have this feature and what will not?
9. If this is part of a new system of getting players to pay (scrip or bits) for consumables, please reference that specifically. I am not saying that it is but I for one do need clarity on this issue. I don't like the pay for consumables model in other games and believe it would be a huge mistake here.
10. Some questions do require clarity on the subject of stims as well-how they will be obtained and if they are consumables.
Yeah, and pretty much just want to know if our orange grenades are toast after DLC2.
And as stated in the beginning:
- What happens to our existing orange grenades? Do we lose them? Are they meaningless and worthless after DLC 2? For example, let's say they are converted to lets say x number of grenades. After I use them all up, are they gone completely, and next time I use that type it may be a green grenade with lower stats or will I retain the rarity and stats of that grenade type and I just need to replenish them like ammo?
- Also what happens to the perks, synergies, weapon and shield abilities, and weapon rolls which are all based upon grenade bonuses like refresh rate?
- Off topic, Is the currency to bring down arkfalls (1 for minor, 4 for Major) going to be another revenue stream for Trion. (ie. bits to purchase) Same question for stims.
My question number 2 (added numbers). And this is not only about orange grenades but any of them. I like infector grenades and I have a zero det time purple pyro, as well as a pyro with better tick damage. I don't believe they will be lost for good, but would like to know what will happen.
After reading about these changes I guess it is finally time to say good bye to defiance and hello to diablo 3. I really enjoyed this game but they ruined the scopes on all my guns and didn't give me an option to remove just one mod and ruined my 4 saws now this is just enough I have finally got my frag and now I read this.