Q:
So no new legendaries but...
A:
Gem Store Skins / Outfits only require a single art team, maybe even a single artist, and one dude to make the in-game models. We’re talking 2-3 people, dinking around drawing and meshing things.
With legendary weapons and their journies we have;
- Story Writing
- Precursor Skin
- Legendary Skin
- Player Aura
- Footfall Effect
- The SFX and lighting for the above
- Creating the collection tiers themselves
- Creating the items and achievements that go into those collection tiers
- Creating the events and interactive elements that go into those items and achievements
- Picking open-world areas and events to tie to the collection theme
- Fixing any of those events that need it
- Testing all of the above
The two processes arent really comparable.
Gem store skins do not have the same level of coding. Legendaries need to be connected up to collections, events, crafting. In some cases that means new events, new recipes, new items, new icons for each item and then tieing it all together and bug testing it to try and hope it doesnt break ( which we know can easily happen). Plus there is the story within the journey itself which needs plotting out.
The two products are not comparable as has been said many times in other threads, including the official one on the general subforum
Simple way to see it imo, gem store items create revenue. While releasing more legendary weapons has potential to do the same by keeping more players around, I doubt it is close to the scale of gem store items; mostly due to the account bound lock on new legendary weapons.
And like the previous post states, the amount of time severely outweighs the benefit at this point in time.
My guess is that designing the process of making the Legendaries was not cost effective. It was taking too long, and the resources used on them would be more effective working on processes that are more cost effective.
This opinion is based on:
- The comment that read something like, “The Legendary team could literally work for years to produce the rest…”
- The fact that they had to allocate dev time to unraveling the issues created with the L. Journeys for the V 1.0 L. Weapons, like tying collection items to events that require a previous event to fail.
- The fact that it took them until now to produce one weapon.
- The fact that they do continue to push out weapon skins on the TP suggests that producing weapon art is less of an issue, so something else must be the reason for the postponement.
If I’m right, and if we see them return to the production of v. 2.0 weapons, there will be a different process to make them that will be easier to program.
Meanwhile, gem store weapons and outfits pay the bills. Even on the design side, it’s going to be easier to create the skins for a weapon set with a single theme than it would be to create a set of skins that are all different.
Even if they were the same, Anet still needs to make money. The people working there need their paychecks – food and rent isn’t free.
Aside from that fact they lied about getting new legendaries and that hits them hard in the ‘trust’ issues, they really couldn’t touch their gem store income stream.