I don’t know if you have any kids, but if you give an allowance for a certain amount and then arbitrarily take it away or lower the amount, the unsurprisingly result is a lot of animosity. This is why a parent has to be very careful about how fast they are increasing the allowance as the child gets older and has more expenses to cover.
Here in the game, that of course translates into how they handle permenant power creep.
To a further extent this also includes QoL features. It continues to be confusing how basic code management is fumbled with the QoL improvements that were introduced.
Some examples are:
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Horse spur cool down and spur time being matched to where a play can continually spur across the map if they chose. But this improvement was reverted back to a previous state.
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Chest and whisper ‘vomit’ being sped or batched into higher bundles so reduce the time waiting for the burst to stop. They fixed this previously already, but now it’s back to the long wait.
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Goblin event where the loot was put into stackable bags so the player didn’t need to pause their game play flow to wait for the loot to stop dropping or run out of inventory. They fixed this early into the event last season, and now we are back to the original state again.
etc, etc. These are just examples of how the game keeps regressing their own good progress and annoying the player base.