that post just keeps saying STUFF when we don't know what STUFF is.
the only thing i felt HW lacked from ARR were trials for Hildebrand quests. and unfortunately Diadem failed, the rest of the stuff we got seemed comparable considering it's an expansion.
Out of your examples, the only two that you stated would take time to design are Gold Saucer and Lord of Verminion. Gold Saucer came out in ARR so it shows they could do all of this if they wanted to. PotD is a pretty easy thing to design. It's a procedural generated dungeon with reused assets that change hue depending on what floor you're on. Can't really figure out how long Diadem took, but I'd rather have more dungeons than a piece of content that no one runs because at least roulettes won't get so mind numbing so quickly. Not to mention, they're the ones who made the design where I have to farm the same thing every day. It's either PotD (one of the worst to farm in terms of excitement) or ARR (for tomestones to do my relic) or something else that gets grinding quickly.
The only part of the post that says Stuff is the 4.0 part. There's no way to know what the content is for 4.x because they haven't given us any roadmap. I did show you what we got in 2.x and 3.x. So read the entire post instead of focusing on one thing.
Words to live by.Expecting everybody to play the game the way you do is not a way to foster a pleasant experience for anybody.
Figures you'd say that. Sorry, I'm not a triple AAA dev, but it's pretty obvious to anyone that something that reuses assets would be easier and quicker to make than something completely new.
It adds completely new game mechanics, things that weren't in the game at all. Dungeons just use existing game mechanics.
What exactly was the new game mechanics? Pomanders? So basically using an item and getting a status effect is a new game mechanic? Dungeons at least added in new assets, new monsters, new flair, and some new game mechanics. PotD borrows everything.
I'd still rather run potd with one competent friend while barely paying attention than run the vault over and over again with 3 random, often incompetent morons in outdated gear with a 30minute queue time to get in.
But I find dungeons boring, repetitive, and time-consuming if you go on your own, even if you queue as tank (since there's no guarentee that you'll get a healer/dps that are geared enough for the run not to take 30 minutes). I don't even care if all they release is a new gold saucer minigame honestly, dungeons can go die in a fire. They're boring, pointless outside of tome grinds, don't use anything that harder content hasn't already done, and after you've run them once for the story (which is usually pretty good, admittedly) may as well sit there and rot.
Obviously, this is my own subjective opinion. Some people love dungeons. Some people prefer potd. But you can't go "SE IS RUINING ALL CONTENT EVER" because you, personally, only love dungeons and don't bother with the rest.
Pomanders which all give effects that we've never had before, accursed hoard, weapon and armor aether, Cairn of Passage/Cairn of Return, monster patrol pathing through the whole dungeon, procedural generation, the save system. Need I go on?
i did read your whole post, did you read mine. i focused on the one thing that matter.
"HW was less than ARR and SB looks to be even less than HW. I don't understand"
Yes, it's very obvious you don't understand.
please start listing the new monsters, new flair and new mechanics from Sohm Al (Hard) and Baelsar's Wall.
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