There will never be proof that 100% of your sub went into the game because it doesn't. Anybody who expects that is going to be let down. That's not how companies work and it never will be.Proof that the Mogstation/Sub has not been a cash funnel into other SE resources is on the people who defend. Not on the people who argue against it. You say it is ok Because it goes into the game or doesn't cover current development. Is their any proof 100% of my sub goes into the game? Any proof that 100% of my cash shop purchase (ie 1) went back into the game. Infrastructure improvements are not a sign. They literally (yes literally) might not have had any choice but to upgrade or face catastrophic sub loss.



Well that is up for debate on how you consider overhead. Is the person who works at Eorzean cafe overhead of the game? The question of what can be considered overhead and what is negligence is where the line is. But we simply don't have enough info. The inf we have is that they keep putting all this extra stuff into the cash shop, we have a supposedly successful population, and we also have one of the few rent inventory games. Yet we have less content then we did before.
Huh? Compared to what? They introduce new items all the time. Some are free during events and go to the cash shop awhile after the events. Some stay in the game. It's how they have been doing it since ARR. They didn't stop making in game quest and achievement minions, or mounts. The tomestone gear isn't from basic gear models. New crafting gear isn't identical to old. I'm digging my new sky rat gear. I just need the boots which I will probably keep around for Mad Max glam. I really don't see how any of this is affecting game play or availability/frequency of new items. You guys just don't want to pay for it. I under stand. It sucks to want, but it's not unfair.



I ment content in general not gear since I don't have a gear count. They designed 3 dungeons per patch and removed a whole dungeon in 3.0. Going forward we are going down to one every other patch. Not to mention 74 weeks from 2.0 to 2.5. 83 weeks from 3.0 to 3.5. That is 9 weeks difference and giving them the benefit of the doubt that the huge gap between 2.5 and 3.0 was a sign of future content loss.Huh? Compared to what? They introduce new items all the time. Some are free during events and go to the cash shop awhile after the events. Some stay in the game. It's how they have been doing it since ARR. They didn't stop making in game quest and achievement minions, or mounts. The tomestone gear isn't from basic gear models. New crafting gear isn't identical to old. I'm digging my new sky rat gear. I just need the boots which I will probably keep around for Mad Max glam. I really don't see how any of this is affecting game play or availability/frequency of new items. You guys just don't want to pay for it. I under stand. It sucks to want, but it's not unfair.


Sorry, your going to have to explain what this has to do with the cash shop again.I ment content in general not gear since I don't have a gear count. They designed 3 dungeons per patch and removed a whole dungeon in 3.0. Going forward we are going down to one every other patch. Not to mention 74 weeks from 2.0 to 2.5. 83 weeks from 3.0 to 3.5. That is 9 weeks difference and giving them the benefit of the doubt that the huge gap between 2.5 and 3.0 was a sign of future content loss.



The question is extra money goes into the game through a secondary revenue stream not sub based. Yet amount content seems to have lowered. More money should mean more staff should mean more content. Maybe not content I like, but more. Some of the new content extra PoTS and aquaoplis use some assets from already in the game.


The staff has gone up and it doesn't automatically mean more battle related content. Staff are specialised. Some are programmers working on code, some are 3d artists, some are UI designers. They are bottlenecked currently due to having trouble filling battle designer spots with experienced personnel. They have been hiring new staff for over a year. Without more battle designers they cant make more combat related content.The question is extra money goes into the game through a secondary revenue stream not sub based. Yet amount content seems to have lowered. More money should mean more staff should mean more content. Maybe not content I like, but more. Some of the new content extra PoTS and aquaoplis use some assets from already in the game.
One issue is we have had some very resource intensive new content that has been a dud. Diadem being the biggest culprit.





Battle content creators have doubled, but it takes a lot of time to train them. Programming takes a lot longer to bring into the team in terms of style and cohesion. Its not like a retail job where 2 days and a person can do as good a job as someone else.The question is extra money goes into the game through a secondary revenue stream not sub based. Yet amount content seems to have lowered. More money should mean more staff should mean more content. Maybe not content I like, but more. Some of the new content extra PoTS and aquaoplis use some assets from already in the game.
Hope you don't play WoW. But seriously, FFXIV is still one of the most consistent games in existence. Whether you get 1 or 3 dungeons and whatever additional content...new games, Hildy stories, etc. You still get new content on a regular basis. This is nit picking. And I'm sorry, extended time between a patch and a new expansion? Seriously? You don't understand that? It's a little more involved.I ment content in general not gear since I don't have a gear count. They designed 3 dungeons per patch and removed a whole dungeon in 3.0. Going forward we are going down to one every other patch. Not to mention 74 weeks from 2.0 to 2.5. 83 weeks from 3.0 to 3.5. That is 9 weeks difference and giving them the benefit of the doubt that the huge gap between 2.5 and 3.0 was a sign of future content loss.


SE has been actively hiring staff for over a year for FF14. The main issue is they are short on battle content designers and are having a hard time filling vacancies with experienced personal. That is just due to the market for that staff. FF14 has a pretty sizable staff now. We are getting a lot of UI and QoL changes but the shortage of battle content designers creates a bottleneck.Well that is up for debate on how you consider overhead. Is the person who works at Eorzean cafe overhead of the game? The question of what can be considered overhead and what is negligence is where the line is. But we simply don't have enough info. The inf we have is that they keep putting all this extra stuff into the cash shop, we have a supposedly successful population, and we also have one of the few rent inventory games. Yet we have less content then we did before.
Also I wouldn't say we are really getting less. Part of the issue is a number of major experiments really didn't pay out. I would say the time they put into the Diadem really wasn't worth it. That would have taken a lot of development time with rather paltry rewards. Lords of Verminion was a dud to. Deep Dungeon on the other hand has been a huge success.
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