To be fair Path of Exile showcases an alternative method which overall seems to be accepted more.
Which is that you basically never ‘brick’ an item but instead the chance for your outcome is miniscule. But since you can front-load your crafting material collection and then spend it all in a single crafting session it feels a lot better overall.
So I would say fair to argue a item shouldn’t brick, and fair to say that instead the difficulty to acquire it should come from systems which don’t remove the chance - as miniscule as it might be - to get a better outcome.
Nah, that’s gamers overall.
Just think about it, one mechanic which is in some games and makes exactly ‘0’ sense.
Pay to progress in single player games with a end-point.
And people use it!
They first buy a product to then pay more to see the credits earlier!
If that’s not the pure description of ‘insanity’ then I don’t know what is
As long as the timeframe to get an item is actually ‘reasonable’.
Which the flip-side of the coin is what D4 presented people with their ‘chase’ items. 50k play-time per drop? Fantastic! I’ll just need 20 years to play heavily to drop a single one, no other way for acquisition existing… great goal, right?
The good space is when ‘improving the current status’ is viable, even if needing a bit of investment time-wise… but if your upgrade is basically a special item which drops ‘as is’ and not something you build towards piece by piece then it becomes a different perception, it suddenly is not viable to even attempt.
It isn’t.
Games are a hobby like anything else is.
If you don’t have time for a hobby you don’t have time for a hobby, simple as that. Can’t keep a garden when you’re away a full week at once regularly. Can’t make a model-train if you got 10 minutes a day of free time.
Same here. If you think you can’t invest enough time to do your hobby then search for another hobby, that hobby simply isn’t for you.