Toxicity is Toxicity
Both can be Good and Bad.
I appreciate that you keep the same consistent attitude in every post you make. I really enjoy your toxic positivity man. Keep it up!
lol
I mean they can just put it in the shop, duplicate the item and call it "Augmented Ascendant X of X" and make it have three materia slots and use the same model, it's quite literally just adding entries to their database. Takes literal minutes to make such an item.Unless there's precedent I can't think of for something like that already functioning in game, that'd be a significantly taller order than you might think it is. It's one thing to have an item step up from one amount of slots to another with no respect for its previous state, but just adding a third slot to an existing item without blowing up the item and creating a new one in its place would be a pretty significant systems-level change.. and with that comes a whole lot of QA.
Then again they managed to screw up even basic database management with the Diadochos bug earlier this patch so lmao, can't expect much from them.
I like the forums lately because it seems like the majority of people have caught up to the way I've been feeling for a while. We don't really want to quit. We become harsh critics because we want S-E to do better and give us reasons to stay.
It's a flagship product carrying a brand that has delivered some of the greatest games of all time. They never should churn out the same gameplay loop for so many years as if it was perfect from the start. After 10 years of iterating the same patch cycle, they can do better.
Right, that would be the 'with no respect for its previous state' option, which is easier but more limited since it means you have to duplicate items every single time you want to do it.
Screwing up databases is so damn easy, though. The real question to me is how it slipped through QA's fingers - are they just skipping production client validation or is SE slipping last-second changes into the tables?
why do they put the live letters at 4am my time without subtitles
Now you see why I mentioned earlier that this post contained a similar talking point to Mr Happy's video.You know, I watched a Mr. Happy video today about Criterion dungeons and he put out a point that makes a lot of sense:
Mount Rokkon's poor reward structure is the same as the previous V&C because it already 'sailed' (production wise) when the first one was out. He mentioned that the developers explained about a similar situation in Eureka, that only saw major positive changes in Pyros, because Pagos was already ahead at a development stage and they couldn't improve by then.
Although this is a good point in some cases, it is not a good reason for the rewards to be unmodified. The arguments being made are to make it useful for gear, which is as simple as making it drop a right side or (maybe) left side augment once a week. These items already exist and require no extra development such as model or icon design or concept art.
If something involves concept art it makes sense why it won't change fast but this isn't the case when it's just adding augments.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
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