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  1. #10
    Player
    zosia's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    581
    Character
    Zosia Twinrova
    World
    Cactuar
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Kallera View Post
    Assuming they are up to date, they have the same amount of content raiders have minus whatever they cannot unlock, and they get burned out with wipe after wipe too.

    That AS3 that broke a tank's patience was soneone else's experience with T4 sans echo, or another person's experience with t13.
    Casual players also have the same amount of content to do as raiders, they just choose to not raid, the same way I choose not to do chocobo races. Your argument can be made about any person in the game regardless of what content they choose to do.

    Quote Originally Posted by Colorful View Post
    I'm starting to think you don't even pay attention to what Yoshida says and make it all up. He stated that he considers Normal very successful and that he was glad many people got to clear it, while Savage has unexpectedly low clear rates (don't know why he was surprised). From what, how did you manage to get "Normal is going and Savage is going to remain."? It seems to me that Savage is going to tuned lower, likely somewhere in between Second Coil and Savage, while Normal either remains, or is tuned to a higher level similar to that of EX primals (the originally advertised difficulty). Either way, you're misinformed.

    In the end it just boils down to how much players they want to appeal to, and that's the majority. Assuming 300,000 have cleared normal, 80,000 have cleared A1S (which would be similar difficulty to a lower tuned savage I'd assume), and 5,000 have cleared A4S, removing Savage and opting in for Normal + Extreme mode would result in 375,000 appeased players. Now, if you remove Normal and Keep Extreme + Savage you get 80,000 happy players, resulting in just under 300,000 unhappy players. Seems like common sense to me as for what they'll do.
    There is more to these equations than just "how many people will see it." Player retention, replayability, and longevity are also valid questions that devs ask themsevles when making this content. Alex normal retains very few players because it has a low replayability and most players spent about six weeks (crap longivity) in there to get a set of gear. Why make two modes when one will suffice? ARR raids probably now have similar clear rates to alex normal. Why bother spending development resources on two modes when they can just put a 40% echo in later and boost the clear rates into the hundreds of thousands?
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    Last edited by zosia; 12-09-2015 at 07:03 AM.