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  1. #1
    Player
    icrot's Avatar
    Join Date
    Jun 2019
    Posts
    92
    Character
    Rovam Lumdaris
    World
    Cerberus
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Johaandr View Post
    I feel the zonez from SB, shb and ew are made for Giants…. I wish they coulf make some stuff bit smaller
    I agree.

    I really love that ARR zones are split into different sectors. The Black Shroud is beautiful and with the maps being smaller they feel more alive. The maps from HW onwards, on the other hand, are so vast but feel empty and lack life.
    (1)

  2. #2
    Player

    Join Date
    Dec 2014
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    1,682
    Quote Originally Posted by icrot View Post
    I agree.

    I really love that ARR zones are split into different sectors. The Black Shroud is beautiful and with the maps being smaller they feel more alive. The maps from HW onwards, on the other hand, are so vast but feel empty and lack life.
    I agree with this, the Shroud especially as that's always what comes to my mind when people mention HW onward zones "lacking life". The point absolutely has merit but I chalk it up to designing world zones around flying vs walking/riding in ARR and try not to let it bug me too much.

    To be completely honest, I would be quite happy if we never got flying and all the zones were small, but dense with assets, like ARR. Having larger areas without loading zones between them is nice, for sure, but I got so used to them in ARR that they don't really bother me and in a strange way feel like home.

    Quote Originally Posted by Lauront View Post
    And the restaurant learns nothing in the process. Ever watched an episode of Kitchen Nightmares? It may be hammed up TV drama, but a recurring theme in failing businesses is restaurant owners who refuse to acknowledge feedback and identify what they're doing wrong or where they could better please their customers. Why do you think businesses fixate so much on gaining customer feedback, to the point of sometimes hounding them for it? Although one does not need to "create a scene" or be dramatic about it, and do the whole "call your manager" schtick, complaints are very much part of the learning process for businesses.
    Restaurants are a perfect example. If I get something that's undercooked or a side that wasn't what I ordered, it's a simple thing to call the waiter over and say "Excuse me, I asked for X but got Y, may I please have X?" or "This is a bit undercooked, on the rare side of medium rare, would you please ask the kitchen to cook it a bit more? Thank you.". Servers and chefs don't always get everything right, all you have to do is bring up the issue politely and quietly and they'll take care of it.

    The same thing applies here. "I'm not a fan of X and would prefer if it were more ABCDEF." That says what you're not fully satisfied with and gives a solution. While it may not be practical to fix, at least the solutions mentioned open up an avenue for discussion and perhaps change in the future.
    (12)
    Last edited by Illmaeran; 01-06-2022 at 03:51 AM.

  3. #3
    Player
    Lauront's Avatar
    Join Date
    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Tristain Archambeau
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Illmaeran View Post
    I agree with this, the Shroud especially as that's always what comes to my mind when people mention HW onward zones "lacking life". The point absolutely has merit but I chalk it up to designing world zones around flying vs walking/riding in ARR and try not to let it bug me too much.

    To be completely honest, I would be quite happy if we never got flying and all the zones were small, but dense with assets, like ARR. Having larger areas without loading zones between them is nice, for sure, but I got so used to them in ARR that they don't really bother me and in a strange way feel like home.



    Restaurants are a perfect example. If I get something that's undercooked or a side that wasn't what I ordered, it's a simple thing to call the waiter over and say "Excuse me, I asked for X but got Y, may I please have X?" or "This is a bit undercooked, on the rare side of medium rare, would you please ask the kitchen to cook it a bit more? Thank you.". Servers and chefs don't always get everything right, all you have to do is bring up the issue politely and quietly and they'll take care of it.

    The same thing applies here. "I'm not a fan of X and would prefer if it were more ABCDEF." That says what you're not fully satisfied with and gives a solution. While it may not be practical to fix, at least the solutions mentioned open up an avenue for discussion and perhaps change in the future.
    I agree with you that that is the most valuable form of feedback, but I'd add a few caveats. Not everyone is capable of conceiving of solutions that are practically feasible, and in some cases, people can struggle even to articulate what it is they dislike about something, which is why companies will often probe feedback further to get the information they need out of it. Knowing a customer (dis)liked something is already feedback in itself. There's other things you could find out - e.g. is it decisive enough to stop them consuming the product? Will it end up being a series of straws, one of which will break the camel's back? Can we even do anything about it? And so on.
    (2)
    When the game's story becomes self-aware:


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