Itâs not so simple to abuse the mechanics if we start from the point that, to change factions, you need to have them at the maximum level. If a player who has reached the maximum level in CoF wants to change factions just to try to more easily obtain an item from the market and then return to CoF, they would need to level up the market faction to the maximum level before switching back, in addition to farming favor. So in the first rotation, they would need to spend at least 1 million favor plus a few days just leveling up the second faction. How much more efficiency can this bring compared to simply spending favor on the faction you want, whether buying items or getting prophecies?
Generally, those who tend to seek maximum efficiency are more hardcore players, like our friend here who plays 10 hours a day, and who usually play CoF because, by following a strategy, they get insane drops like 3T7, etc. I donât see why someone like that would try to gain a little more efficiency (if it would even be more efficient) by switching factions to obtain market items, which are generally more common, while having to level up the entire faction they donât like before returning to CoF. These people might be able to extract some extra efficiency from what they already do, but is the difference really that significant for them?
I think we should also consider the people who would like to switch just to experience something different and extend the fun. People who crave 1% more efficiency will continue to do much more than average regardless of the method.
Letâs start with a hypothetical scenario where a player plays for fun for a few hours a day:
Thereâs the type of player who likes trading, either because they enjoy selling items and accumulating gold, or because they prefer a more deterministic route to obtain equipment for their build, even if itâs not top tier. So they play for 1 or 2 weeks and complete the build, which was their main objective. Often, they stop there. But if they had the opportunity to return to the game later and play CoF without such a big penalty, they might stay engaged with the game for a while longer to try to maximize their build.
On the other hand, a player who plays CoF and follows all the strategies to maximize a build might simply reach a point of exhaustion and decide to test the market instead, either to try out different builds by buying items or simply to use the super-strong character they created to farm items and make gold.
Furthermore, I donât think most players prioritize efficiency that much. If that were the case, most people would try to learn mechanics like skipping the campaign with dungeons. Most players simply go with the flow, opening monolith maps without much strategy. Even streamers who spend hours playing the game, even if itâs only for 1 or 2 weeks, donât calculate everything to be more efficient. Of course, everyone seeks some efficiency, but if the process to achieve that efficiency isnât enjoyable, most people simply wonât do it.
I believe this is a major dilemma for ARPGs on the market today: creating barriers to contain the 5% of players obsessed with efficiency and maximization versus making the game less fun for more casual players. I might be wrong about the percentages, but I highly doubt itâs very different from that.