This was very reasonable because they said it was very difficult to add races. It not only involves a lot of work but it means extra work on a permanent basis, because they have to adjust all new gear to work with the new races as well and also add new hair styles and things like that, all of which can increase the time it takes to develop a patch.
They only wanted to add Hrothgar, because of the lack of beastly and non-human looking races, but they couldn't ignore that a lot of people had been wanting viera.
I think it was a perfect situation for it too, because Hrothgar being beastly was more aimed at males since, well, males are usually the most beastly, so making female Hrothgar didn't fully align with their goals. Meanwhile, the only reference material that existed for viera was female, so that made sense as well. This created a perfect situation where they could make 2 races for the price of 1.
Having them is surely better than not having them. With all the criticism it might have been easier for them to just not have added them at all though.
At this point though, they should just use AI to do everything, since it seems like it can trivialize game development now.
That part is odd because of how players achieved it, but it's always been a similar problem with other areas of the game, where a player can make it work but somehow it's too difficult or too taxing on machines for the developers to do it.armor pieces not working with said races
Because you were saying that process started in Shadowbringers, but it was really just an extension of something that had begun to reduce in Stormblood, so saying that we started getting less in Shadowbringers is ignoring that we started getting less in Stormblood.Yes, and then they removed even more and lowered it down to 1 per patch instead of 2 every other. My statement stands and I'm not sure why you're claiming what I said wasn't correct.
That's hard to really say. In Stormblood, we got 4 Eureka areas which was an awful lot, with the NMs and environments potentially being some of the reinvested resources.We objectively got less dungeons in ShB and I can't point to a single place they moved the resources to, tbh. It's not like we gained something else.
In Shadowbringers, we had some other projects such as the ARR rework, Ocean Fishing areas, Ishgard Restoration and its new housing area and a more extensive area for the the pixie beast tribe area.
Meanwhile, in Endwalker we have had a lot of work on new Crystalline Conflict maps, complete redesigns of the bosses in all the old MSQ dungeons each patch along with NPC support being added, some trials and duties were completely redone (such as Castrum Meridianum and Praetorium) or made into duties (such as Steps of Faith and Cape Westwind) all of which involve battle design resources. Of course we have also had more Ocean Fishing, Island Sanctuary and 3 variant and 3 criterion dungeons.
While much of these may be resources taken from a Eureka or Bozja/Zadnor area, since they all involve environment or battle design, some of them could be what would normally be used for the extra dungeon.
Overall, a lot of people don't notice the reinvested resources because it's stuff that isn't relevant to them ie. MSQ rework, Ocean Fishing, The Firmament, Island Sanctuary, PvP maps, Criterion.
All this is stuff that someone who's main content is dungeons, alliance raids, extremes or 8-person savage probably wouldn't care about much but realistically the things I listed do involve development resources that could be used to create a dungeon so that is probably where those resources ended up.



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