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  1. #1
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    May 2013
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    Quote Originally Posted by Adventurer View Post
    I honestly hope that for once it's more quests, even if it needs help to do them. There's so much "Grind for points" and "Hope you get a drop" systems that we're drowning in them, I get sick of it. I loved how with Artifact Armor you were doing fun quests with fights, coffers, treasure hunting. It made it fun.

    Please make it like this developers? Make it fun? Not tedious and boring and nerve racking.
    In regards to older quests, AF etc...

    It's tedious and boring now because people don't help each other, they've already passed it or lost interest in doing things related to the event in question.

    It's like when everyone as a community was within level 1-30 all area related to the progression of the community had things to do within that area of interest. Now the majority is SoA just there is not enough content to fill the interest of everyone with ilvl 120. And barely anyone interested in going back to older content if everyone is surpassed it.

    Kind of like going to a bar at 3:30 am 30 minutes before closing only to be stuck with left over drunk crowd who wants to stay til they are being asked to leave. You can't expect peak hour to happen at that time of morning again.

    Meaning you can't expect Salvage, Ein, limbus to become popular again. It's days are gone. Same as REM trials and VW. Also all older content. At least for the time being. In order to bring back interest in these older areas, they will have to add on top of it, not adjust it.

    At this point of the game power of the overall community allows everyone to pass areas faster than the DEVs can put out new content. Point system is what's stalling time. Drop rate is what's also stalling time.

    Look at WR for example. There is no limit established for groups. Had the limit been set for 18 people to kill 1 boss drop rate wouldn't be so bad compared to allowing 150+ join 1 event.

    The more people added to the equation, the worse drop would appear to be. It's because so many people can join this event there is no organized view to see who is getting a rare. Out of 150 people if you can't see who won, everyone without knowing this information will assume the drop rate is horrible for everyone.

    Sometimes holding this information from players maybe intended to keep interest lasting longer even at the cost of losing interest at the moment. Eventually people realize "this is it" and will return to the event after things stabilize.

    It's because people are use to the DEVs spoiling everyone with the next thing people assume the current event won't last. Until they fulfill the full vision of SoA and stop implementing events that kill off previous ones.

    Meaning once the cookie train ends, you will realize all you have left to do is what's available.

    When creating an event, developers have to calculate amount of people playing the event, time factor as of how long does this event intend to last, item drop rate based on overall power of the community and how many people can earn items within a set time. Upon adding money rewards must also have placebo and reasons to deflate the economy,

    If it takes 3 months to create a new event, DEVs have to figure out how to stall everyone to give them time to make new things.

    All of this requires analyzing, feedback, taking notes on how the event is working out and making adjustments according to the overall results. Therefore as I have been saying all this time, submit feedback and have faith in the DEV TEAM.

    It's not like this is the first video game they've ever developed and to be sitting at the helm of SE and be the top DEV of any final fantasy game I'm sure Matsui knows what he is doing. It's routine and this is not the first time he has made events.

    Certain events are implemented at certain times of the year on purpose. This is to ensure specific events are successful or certain areas of interest stay popular. It doesn't make sense to implement WR, Delve, skirmish and then kill those areas off for REM, ToAu, Abyssea, Salvage, Assault etc.

    Which is why they probably haven't implemented REM upgrades yet.

    To be even more sophisticated in explanation. Gaps are unavoidable due to the fact of level progression. The higher level they make players become, the further, wider, bigger gaps will happen. It's like playing tug-o-war.

    There is only 2 sides of a rope. Make things good on one side and the other side will be worse. There just is no in between. People still don't get that.

    Evidence is seen through auction house. Speed up level progression to 99 in 1 day and all gear 1-98 becomes irrelevant. They make a good change for the majority, there will always be some sacrifice according to that change regardless.

    Everything implemented now is based on close level range of the majority which is 99- ilvl 120. Imagine 99-190? Impossible because If the majority was level 190 the majority would be passed all content 99-175. Which is a perfect example of how gaps happen.

    That's why when DEVs make an adjustment for the better interest of the majority, I fear the consequences that follow that adjustment.

    Once new AF upgrades come out people will all be doing these quests together so it won't be hard to find groups because everyone will be sharing the same interest. But once everyone passes it, the issue will happen again. Tedious and boring figuring out how to do these on your own.

    Everything the DEV team does is like a Chef serving you food. Once you finish your plate its gone. It's not the Chef's fault if you ate too fast.

    Interest is always evolving every moment of the game and every new piece of content makes the entire game change. This is why yearly road maps didn't work. Upon implementing something, it's bound to become irrelevant as the moment passes.

    That's why DEVs can only inform us at the moment.

    Video game development is about adding, taking things away, shifting the crowd from 1 area to another. In order to adjust something requires sacrificing something in return. They must analyze everything throughout a period of time before making adjustments. As progression reaches at higher level, balance becomes harder and mistakes can have greater effects felt across the entire game.

    So I leave you with this.

    If you can understand all of the things in this one reply then you can understand the entire game.
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    Last edited by Daemon; 09-23-2013 at 04:53 AM.