Yes we also saw the development of an entire housing district as a continual process as opposed to just the end produce which added a nice element to it, something we're getting this expansion in addition to Island Sanctuary, Deep Dungeon, and their usual content on top of that, seems quite a fun filled and content heavy expansion, especially since relics are still in the air. Hate to break it to you but Rathalos was also a collaboration. We could apply that same argument for anything introduced within it. You're right, I don't agree with your outlook, simply because you're only making the point that they haven't produced the same number of things in the area from a previous expansion, and like I said this is because it's a disingenuous outlook to the expansion which discredits the areas in which they tried to innovate with their content.
Something like that is always risky but I would rather have that potentially disappointment factor than to advocate for something that will essentially lead to a them no longer being able to innovate for the fear of people crying they never got the same number of dungeons or the same number of PvP sets. It's like.. You can cry about Hildibrand and Rathalos and then in return I can just point you to BLU which saw a significant amount of incentivisation through the use of rewards locked behind raiding on it, in addition to the Faux Hollows and Shared FATEs. Like come on.. - I can do this all day too, and night, and including the following day if you like. You saying something is fact does not indeed make it fact, taking into considering the poor basis for comparisons you've been doing in the case of voice acting, for example. (Did you know Shadowbringers base story has around 10 hours worth of voice acting, comparatively, Stormblood only has around 7 hours, comparatively Heavensward has approx. 5 hours, and ARR only around 3-4 hours) - and I find it absolutely hilarious you're here brining in raid voice acting as an example for cut content, laziness, and poor practices.
It is a narrow point of view not because I disagree with it. It is a narrow point of view because I can apply your logic to any argument both for and against, and make a fairly valid point if you look only exclusively at 1 piece of particular content.
In case my point has yet to hit here, something for the sake of something is not good, it is bitter and stale. Hildibrand for the sake of Hildibrand is boring, and that started to show for me quickly. Deep dungeon for the sake of Deep Dungeon is not interesting. Dungeons for the sake of dungeons is not either.
Like I said on the matter of primal weapons. Given their consistency and lack of structure I would stand to argue that they probably don't even have a standardisation for it. E.g. someone is probably doing it in their spare time. The release of these weapons have been all over the place since their inception - Simply put, they should never have existed in the first place because of this. You see the problem here is that the development time and cost very quickly becomes untenable for primal weapons. For each following expansion they will have increasingly more weapons to support. It's just not a realistic expectation, and yes this comes from someone that wanted a Hades crafted RPR weapon. - Would I love it? definitely. But I'm not going to get vitriolic about something that isn't even tenable. - For as much as you criticise them on this. I'd like to see you or anyone on this forum be tasked with each new expansion heading development for up to 38 weapons across 2 classes for old and dated encounters. Something like that is very low on someone's radar. As it would be for anyone with a sense of responsibility. For Reaper to get weapons from 50/60/70/80 , that would be around 18/19 encounters from memory, aka 36-38 weapons. Not exactly a realistic expectation. Then an additional 32 or so weapons for GNB/DNC. - Now if you call this not ideal I'd stand by you and agree with you. If you call this a development oversight that should never have existed or have a set precedent (because clearly there is none), then I'd agree with you - But anyone coining this as lazy obviously doesn't understand nor appreciate the undertaking, so to call it no effort, or lazy is a bad joke, at best.
It's not that I disagree with the underlying point but your posts seem to be grossly oversimplifying the amount of work and return on investment for developing weapons in older trials/crafted for new jobs, especially in the long run.
On your argument of reusable assets, I find it comedic at best. It's just pragmatic in any development scene to reuse assets than it is to constantly always invent the wheel for every single dungeon or crafted piece. Having looked into Heavensward I can say it's equally as bad if not worse than any other expansion for reusables. If they find a particular set of gears that already exist that appropriately fit the theme of the dungeon then they're going to reuse that asset, very simply really. Given what we know of Radz-at-Han (the mansuya; something like bonewicca is perfectly suited. Similarly, take a look at the theme of Ktisis Hyperboreia and the circumstance surrounding it, you'll find a very limited scope of gear that adequately fits the bill - E.g. something like Woad gear makes no sense here, nor in Tower of Zot). It's just the classic idiom of don't reinvent the wheel when something appropriately fits the bill already - Care to tell me why the expansion was delayed by 7 months?



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