This. ^
People are saying the game is dead over ONE patch. People are unsubbing over this... I feel bad for SE mostly. They try to give people something to do since its been boring since 3.1 launch and people are taking their hard work and poopin' on it.
I replied to you in part above, but I'll say more here.
I don't think it's all over one patch. There's been simmering discontent since 3.0 brought...flying, and not much else. Then they added a story version of an endgame raid whose story is underwhelming, and gated crafting/gathering progress behind a ridiculous grind. I can't say much about the discontent over Savage, but A3S seems to be a wall a lot of groups aren't clearing. Now they add a new relic quest chain and it's a moderately better rehash of some of the worst parts of the ARR relic. It's kinda been a chain of "what the eff" since about 3.0.

I've definitely already removed my cc and am only paying in Crysta for when I intend to pay now. I was fine having weeks barely having anything to want to do and days not logging in, and I'm not going to let some badly designed content force it's hand to do that either now. I'll play when it's good.
Also, check the Reddit. The salt mines are going equally strong there, it's not an isolated incident, nor should it be.


I think the argument is that the new relic quest is anything but hard work.
Hard work? Please do explain that one to me. Let us look at this in a logical manner; what exactly was new that was introduced?The only thing that pops to mind is the weapon designs, and the item graphics/info of the items used to obtain said relics. Having done quite a bit of graphical design myself, I can tell you that making those weapons took very, very little time; the time consuming aspect of game design in general is not the looks, but the underlying coding itself. The foundation for the weapons' stats has long been coded; no work there. The quests for the relic weapon takes so little coding it's laughable. For example; for the ATMA-like portion, here's a (very rough) code line that would work; IF <player> <getcompletion: FATE "xxx"> THEN give <player> <item> IF /random x% TRUE. My coding is horribad, I know, but all you'd need to do is clarify the new items in the code; the rest is already made. The 'hard work' you speak of is nonexistent for this patch. Putting new items into the game is simple; using old methods already in the code to obtain said items is even moreso. If they actually introduced new fights, new mechanics to obtain said items ect....THAT would have been hard work. But this? No....this is just a subscription grab.
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