what do you think a demolition timer on a house, is? especially funny considering that yoship said before that they'd never ever introduce such a system in the first place :rolleyes:
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Remember when they said they got rid of Veteran rewards because they didn’t want players to feel forced to pay a sub….but then the demo timer exists and contradicts that entire sentiment. Even if people bring up the argument of “oh well…you just have to sub every 40 days.” And? That still doesn’t defend the whole thing of Yoshi p telling us to play another game.
I'm impressed how much people cling to this one line and parrot it over and over.
There is a big difference between dropping your sub entirely and leaving for several months, and just keeping it running while you spread your time out over multiple games. No developer wants the first one, that's financial suicide. If the entire playerbase played a patch for 1 month and quit entirely for the other 3, the game would die.
All Yoshida meant is that unlike WoW they don't employ infinite treadmill grinds where you'll fall behind on progression if you don't play constantly. So if you want to do other things in your spare time, you won't sacrifice progress and always be behind. It doesn't mean they don't care about player retention. It's not an excuse to provide less content. It doesn't mean content shouldn't have long term and replay value.
I think the biggest issue with Shinryu was too many people not finishing their level 70 Job quests and trying to fight it without their Ultimate skill and Artifact Gear. It certainly was a rough boss for Story standards, but it also felt very fitting. If some bosses do end up being bottle necks, they might need some tuning, but few tougher fights don't really negate the need of having most of the remaining fights to keep their base difficulty instead of becoming complete walkovers.
Look at the current Crystal Tower raids, there are few mechanics with outdated markers that might pose issues or people but most bosses can't even dish out their abilities before lying in dirt. Some of the early story Trials completely lose the awe effect of not even tickling the players and just dying in record times. Dungeons are easier than ever, you can even pull some of the long ARR hallways all the way to boss and still come out at the top.
Content is fun when its engaging, if its too easy then it loses all its meaning, if it ends up too hard it can brickwall people. Previous Normal was fine as it was, the current watered down experience is sorely dissapointing. Doesn't really help that past all these expansions people still have very few buttons for large part of game. Adding weaker versions of some later skills to lower levels would also make the game more engaging.
I'm not sure I agree with this. Plenty of companies succeed on games that are one-time purchases. SE's essentially selling a new game every 2 years and likely getting even more income than that with subs between, even with people coming in a month here and there. If a single person subs for only four months in an entire expansion cycle, that's two full Once-and-Done games in a two year period. Not quite an insubstantial or game killing amount of money.
I wiped so many times in Vanaspati final boss because the Trust healers won't heal you up if you screw up the yeet mechanic and get blasted by Aetherial Charge. A normal party would have just giving me a shield, a cure, or a rez. Urianger and Alphinaud point at you and go LOL YOU SUCK and you have to start the fight over from the beginning.