



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


i would have to say it's hard to say in that aspect because it will most likely be beneficial to have friends help and join and it would make it a bit quicker like a day cut off of farming or an extra item drop if a friend feeds or pets your animals ect and if that is seen as a punishment and not a cool extra feature to a solo IS player it will be hard to find a good medium.
what are you wanting the social part to be compared to solo?
My thoughts of it are fairly positive.
The biggest issues with Island Sanctuary is that you:
- Cannot help other people with their island, you can visit an island but that is about it. In terms of actually incentivizing people to visit islands there's nothing there.
- It was a solo activity that you engaged with on a weekly basis. All of it was effectively centered around workshops.
Provided they can address these in the iteration of lifestyle content, then there is no reason why it cannot be good. No reason at all.





I want us to be able to progress at whatever pace we find comfortable and not end up with dead content when others lose interest. So it probably shouldn't have bonuses for more people if that means that someone trying to do this with less people will be badly hindered. If something scaled with number of participants then that would probably work. People can still have the social experience they want but it won't have a massive extra benefit.i would have to say it's hard to say in that aspect because it will most likely be beneficial to have friends help and join and it would make it a bit quicker like a day cut off of farming or an extra item drop if a friend feeds or pets your animals ect and if that is seen as a punishment and not a cool extra feature to a solo IS player it will be hard to find a good medium.
what are you wanting the social part to be compared to solo?


well i will say from my view as long as it roughly stays the same with just a aesthetic difference and maybe instead of mammets it's people this time, a village/farm this time something on those lines i don't see it being awful to progress without people at most i do see us having something that is exp/lvling up the system with friends added that is maybe mildly required i wanna use the word mildly loosely cause its degree is very variable.I want us to be able to progress at whatever pace we find comfortable and not end up with dead content when others lose interest. So it probably shouldn't have bonuses for more people if that means that someone trying to do this with less people will be badly hindered. If something scaled with number of participants then that would probably work. People can still have the social experience they want but it won't have a massive extra benefit.
cause i will say i dont see them adding the actual game crafting to this content it will most likely stay a mat grind and just press a button and you made the thing.
I don't have a clue what to expect, but thinking about it... I've always loved just touring the housing wards and seeing how players have decorated their lawns, but always thought it was a bummer that nobody really hangs out outside their houses. Playersafkhang out in the big three cities, but there's just nothing to do there. A place where players can both relax and take part in some variety of activities would be nice, I think. Something akin to great big Animal Crossing towns. I think Ishgardian Restoration got the closest to this with it's big group events that people would wait for.
Just spitballing here, I still don't really know what I'd want out of it.
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