
Originally Posted by
Arcon
No, that's not what you were saying. You told him that he probably didn't even realize half the content existed, so essentially made the argument that he has to play everything to complain about content.
I see, so you disregarded the context of the statement and the entire argument to harp on semantics.
I'm not talking about bugs here. Bugs are oversights during programming you find and erase once someone points them out. I'm talking about cures doing record damage after an update entirely unrelated to cures. I'm talking about people losing daily trigs for two weeks after an update because SE can't find what's wrong with their code. I'm talking about SE admitting openly to not being able to fix things that third party programmers have fixed almost a decade ago. Unless you want me to assume that they're totally incompetent, that's due to their internal code being a mess.
How many do I have to name? Because I can go on for hours. When does it stop being an opinion?
Yes, it is. It is cumbersome for everyone. You have no idea what an opinion is. An opinion is how you interpret the facts in your personal context, but it doesn't change the facts themselves.
Not being able to skip CSs is cumbersome. Whether you mind that or not is your opinion. Not being able to escape out of conversations is cumbersome. Whether you're fine with it or not is your opinion. Having to wait one second between every single piece of gear you wanna move between inventories every time you change a job is cumbersome. Whether or not you enjoy that is your own thing.
It's the same in your reply to my BioShock comment. There are objective ways to judge a game. It will not determine whether or not you'll like it, but they are facts, not opinions. And they are an indication of how the masses will perceive a game. Sure, there may be individuals that will enjoy even the most objectively bad games, but going by these people is not a good way to run a business.
I can't, and why should I? MMOGs live on repetitive content. Not having it would be entirely stupid by the developers, because it's cheap and saves time. But there are various degrees to it. Doing one simple event for a year with two other people who both only contribute to you (otherwise looking at three years) only to fulfill one requirement of several with varying degrees of absurdity for a weapon that isn't worth it in most of the possible cases? That is not the good kind of repetitive. That is the kind that will not keep people playing but rather alienate them (which is demonstrated by how many people have a mythic, and that number is still far off because most of the people who have it are just rich and bought most of it from people getting the materials from unrelated Salvage/Nyzul runs).
Name one. And by one I mean one that wasn't "we can't/won't do this" or an announcement, that's not customer interaction. Interaction goes both ways, but SE go one way. They only tell us what they'll do and what they won't. The few times they do ask for our input, they don't seem to care about it in the end (see the BST pet poll or the Lv99 vs. Lv100 poll). The countless times people ask for improvement of game features (see macros, blinking, gear swaps, etc.), they cite shoddy game design as the main reason for why they can't add that feature at this point. When people submit bugs they make them jump through horrible hoops just to get to submit an error report.
The standard of the game industry. The standard set by competing companies. The standard set by players' expectations, which is why people complain about it all the time (yes, not just me, just look around these forums to get a small impression of what the general mood on that subject is).
Again, semantics. It's still not just an opinion. You cannot have opinions on factual matters, only on their interpretation. If it's statistical, it can't be an opinion. Just because it doesn't make it a fact (and only because there isn't enough evidence to classify it as such), it's still an objective interpretation of such, not my subjective take on it. And that applies to pretty much everything I said. And as I mentioned, that is what makes or breaks a game.
FFXI had the benefit of being released relatively early on, with little competition in the MMORPG spectrum. Those days are over, competition is overflowing the market, so much so that players are changing how they play and not only what. Back then starting a MMORPG was a big project. These days most people only play shallowly for a bit, a year is already a long commitment to one game, and they expect to be treated to one year's worth of content in that time. And that goes not only to newer players, but also older players who have experienced the competition's market. While newer players may still have lots to explore in FFXI, older players who were in the endgame scene at 75 already and kept up with content releases are likely to have gone through similar phases such as Rezeak described. That is to check back every now and again for new content and be done with it again quickly.