Since some are complaining about the new resistance (vs immunity) system let me point out some notes about it.
You all know that we carefully listen to all feedbacks by you wherever we can: on the forum, by mail, we read almost every review on the AppStore and so on. The current system was deeply flawed because it basically allowed everyone to play just in godmode. This is not the game we want to have.
If you want to be immune to everything and just ignore the survival aspect of the game there is the creative mode for that. Given this, the current system is greatly more balanced: it allows you to focus on the resistances you want and obtain full immunity to some of them but not by just encrusting any set with the same gems.
Blockville pointed out the fact that our work is to make players happy, that's true but this is always related to the correct trade-off between challenge, fun, and a rewarding experience. If, to be happy, a player needs a giant red button that gives unlimited powerful items for free when pressed, that doesn't mean that we should add it to the game.
Making players happy means having a fun game, not implementing (or allowing) cheats.
This is just to clarify our point of view on the matter, but we won't revert to old system because we feel much more satisfied by the new one.
You all know that we carefully listen to all feedbacks by you wherever we can: on the forum, by mail, we read almost every review on the AppStore and so on. The current system was deeply flawed because it basically allowed everyone to play just in godmode. This is not the game we want to have.
If you want to be immune to everything and just ignore the survival aspect of the game there is the creative mode for that. Given this, the current system is greatly more balanced: it allows you to focus on the resistances you want and obtain full immunity to some of them but not by just encrusting any set with the same gems.
Blockville pointed out the fact that our work is to make players happy, that's true but this is always related to the correct trade-off between challenge, fun, and a rewarding experience. If, to be happy, a player needs a giant red button that gives unlimited powerful items for free when pressed, that doesn't mean that we should add it to the game.
Making players happy means having a fun game, not implementing (or allowing) cheats.
This is just to clarify our point of view on the matter, but we won't revert to old system because we feel much more satisfied by the new one.