How you dare to ask for current content to be harder? what about our anxiety issue? you have ultimates for that, leaves us in peace with our avenues and erp events.
How you dare to ask for current content to be harder? what about our anxiety issue? you have ultimates for that, leaves us in peace with our avenues and erp events.
Confused. Do you do anevues and erp events or are you upset normal content is too easy?
Cuz it doesn't look like you do the hard content so...
Why is it that seemingly the loudest people complaining about "game being too easy" don't actually engage in the more difficult content?
Slightly harder difficulty normal content will just become normal content when you've done it five times. *shrug*
To parrot off this, I myself have dangerously bad anxiety(like literally had massive chest pains when doing Savage back in Stormblood), and it didn't stop me from doing harder content. There is therapy or if that isn't your fancy, medication for such issue.
As for why I pushed myself to do Savage even though I knew it would bring me genuine pain? I like to live dangerously. (And also Omega is just a cool set of raids)
I understand and also agree. I'm on record for wanting Eureka/Bozja to have incorporated Treasure Maps, after all :p
As well as the whole "Deck of Sixty for AST pls" thing.
Overall, I don't think what we have is bad. I think what we have is often left unfinished, when it could kinda do well enough with ideas from other stuff we've been having as detached features.
I'm mostly thinking of the game as how FF12 did some of its sidequests. It being a solo-focused game will naturally also have a large focus on the gameplay elements. But to me, they've been incorporated into a major portion of what FF12 was about: exploration. You were rewarded for straying off the dictated path. You were rewarded with extra areas and sidequests if you decided to do more than what the game told you.
It's why I love the concept of Variant Dungeons. They just needed better rewards.
So to me, the problem with "volume" is less so "omg we have too much and it all sucks", but rather "We have a lot, which is good, but they're simplistic. We can do better with what we've got."
Hence why I mentioned how casual content is lacking. If you notice, I say "Eureka is a FATE-only area" = can do with more stuff in it. "BLU has no application past a challenge log and carnivale" = it has potential, expanding upon it would benefit it. As well as giving more features in the same vein as Bard Performance, which don't require combat gameplay mechanics or working toward a reward to be reaped. Simply features that allow players to have fun and experiment with without it becoming necessarily "outdated" after a while. It's not just volume, but how robust the content is.
Otherwise, one thing I enjoy? POTD. Deep Dives were the absolute bomb for me. Gameplay at those levels is just unenjoyable for me at the moment, otherwise I'd definitely keep doing it nowadays. Because I had to work for something, yes, but it had more than just the obvious grindy levels.
Did you even read my post?
I never said anything about wanting to increase the difficulty of content, I just said that your argument that difficult content can't be popular is faulty.
Difficult content could be implemented if the rewards follow, but being part of the roulette system makes it really difficult for Square Enix.
...He only said "If Square increases the difficulty of something, people will try to take the easiest way out". Because it doesn't matter whether people are for or against it, Square knows that it's not so black and white.
He wasn't advocating for nor against anything...
He mentioned the rewards on the first sentence. Which is the reason most point to to explain why that's dead content.
The rest was reiterating why difficulty isn't the only factor, and why messing with difficulty isn't straightforward.