They might level lock it to 50 when 3.0 meaning your Lv60 will be sync back to 50 for it, but I hope not. I really want to complete the entire Coil storyline.I'm waiting until I get my main up to 60, then I will go into coil, overgeared, and walk through it. I just want the story, dont really care about farming gear or whatnot from it. Trying to do this content while its fresh is a breeding ground for negative experiences, I would rather avoid that.



Either way, I will do that stuff once I am maxed out for it.
Thats something interesting too. the HC crowd sometimes threaten "If there isnt enough for us to do, we will quit then the game will die!" but what is better for keeping the game alive? The player who powers through all content cause "its too easy" then demands more content to satiate them (Evident by the OP that this is a marginal amount of players) or the one, like me, who takes their time and slowly plods through the content, never actually running out of things to do. Which one playes for a longer time?
Thing is you really do need both kinds of players to keep an MMO alive, which is why I was excited whenever I heard Yoshi P recognized that. Wildstar's launch was incredibly rocky because it only catered to the raiding crowd. I've seen several other "casual" MMOs develop at such a slow pace that THAT drove people away because there's no carrot to chase.
The people who clear content quickly drives developers to develop faster, because they see people are interested in the content and are actually doing it. Which brings benefits to the rest of the playerbase with a steady helping of updates. However an MMO can't survive on a raiding crowd alone because, as these numbers prove, they are not the majority of paying players. It's the casual players that do take their time that tend to stick around longer. And since they're the majority, more money comes from them. That's why more casual stuff should also get made and not be ignored.
Since both crowds are essential: a healthy MMO environment has that tough raiding content for the go-getters to sink their teeth into, no matter how few in the population they are. Simply because they discover the strategies for all the content leading up to the raid content and share it with the more casual crowd. On that same token, the vast majority of people who don't raid also need meaningful and/or challenging content, just not at the same level of raids.
The true crux as a developer is how do you balance that? I think less people would be mad at the raid crowd getting attention if this game would add more meaningful medium difficulty content or more QoL content. Housing, dungeons like Qarn and DD, more inventive Fates, etc. And the raiding crowd would be happier if there was more than one giant raid at any one time that was relevant. But that's a lot of content to develop on either end, so developers are forced to pick and choose :/
Last edited by DreadRabbit; 04-23-2015 at 01:41 PM.



Dammit I accidentally copied over what I had to cut and paste from my notepad. Now I'm too lazy to rewrite it. Nevermind.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.




