I will die on the hill that we need field operations earlier in the expansion cycle, and ideally it needs to be updated through all the major patches. We've had this discussion about no new content ever since Endwalker dropped that particular ball.
I will die on the hill that we need field operations earlier in the expansion cycle, and ideally it needs to be updated through all the major patches. We've had this discussion about no new content ever since Endwalker dropped that particular ball.
"This has to last us until April."
This will not last half of the userbase until January, and I think setting the bench for January is being generous. They need to course correct hard.
I see the ERPers are out in full swing defending the game's content cadence again.
Honestly, I kinda disagree here. We are talking about this patches content here, not things that were added in previous patches.
On 7.1 release, we got:
1 Dungeon -> Playtime somewhere between 15-20 Minutes. Unless you farm it, or get it in roulette, you may never see it again.
1 Alliance Raid -> Playtime about 30 Minutes per week. Sometimes more runs than one if you are really unlucky with loot.
1 Allied Society Quests -> Playtime about 5 Minutes per day. That adds to roughly an hour every month.
1 Extreme Trial Bossfight, which is somewhere between 12-15 (I think?) Minutes long. According to the forums, you only need a couple of hours to learn the fight.
New Loot in already established treasure dungeons. Duration is dependent on party composition and luck.
PVP additions (I'll see those seperately, because while PVP is a good thing for repeatable combat content, it is often seen seperately from PVE stuff)
And aside from that, a couple of cutscene quests that you watch only once and never repeat.
So, the only new repeatable, farmable PVE battle content that we got is the Ex Trial, and a dungeon. And if you are not interested in savage raids, that is pretty much everything you get for 4 months, with the 24 man adding to that once a week. Thats almost nothing considering the time this is supposed to keep people entertained. This is not "plenty", this is meager.
Now, if you do Savage raids, you have it a little better, but still not optimal - 2 Encounters, one very hard one, and one which is a novelty, but still on Savage level.
RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.
We need more systems in place to make content more evergreen. People want reasons to play the game, but the most common carrot that has been in place for over ten years- Tomestones of Poetics- is not a compelling reward and has not been for anyone but new players for years. The only time I have a compelling reason to focus Tomestones of Poetics is when I need them for a relic weapon. Otherwise, I'm constantly returning to the Crystarium or Old Sharlayan to convert Poetics into jewelry to turn into Grand Company Seals to turn into Ventures or Grade 8 Dark Matter. I am bored.
I want to play the game. I enjoy the game. Playing the game without engaging goals is not sustainable. We all want the game to succeed, but for that to happen, changes need to be made and Creative Studio III has not expressed a willingness to evolve. They're afraid to break the mold, but the mold is already broken and they're not acknowledging.
I think that we need more systems that step outside of the "get through the entire game before you can access them" treadmill. The Fall Guys collaboration was a good idea... but with a horrible execution because of the game's netcode.
Honestly, I kinda disagree here. We are talking about this patches content here, not things that were added in previous patches.
On 7.1 release, we got:
1 Dungeon -> Playtime somewhere between 15-20 Minutes. Unless you farm it, or get it in roulette, you may never see it again.
1 Alliance Raid -> Playtime about 30 Minutes per week. Sometimes more runs than one if you are really unlucky with loot.
1 Allied Society Quests -> Playtime about 5 Minutes per day. That adds to roughly an hour every month.
1 Extreme Trial Bossfight, which is somewhere between 12-15 (I think?) Minutes long. According to the forums, you only need a couple of hours to learn the fight.
New Loot in already established treasure dungeons. Duration is dependent on party composition and luck.
PVP additions (I'll see those seperately, because while PVP is a good thing for repeatable combat content, it is often seen seperately from PVE stuff)
And aside from that, a couple of cutscene quests that you watch only once and never repeat.
So, the only new repeatable, farmable PVE battle content that we got is the Ex Trial, and a dungeon. And if you are not interested in savage raids, that is pretty much everything you get for 4 months, with the 24 man adding to that once a week. Thats almost nothing considering the time this is supposed to keep people entertained. This is not "plenty", this is meager.
Now, if you do Savage raids, you have it a little better, but still not optimal - 2 Encounters, one very hard one, and one which is a novelty, but still on Savage level.
Except the trial nor the alliance raid are even worth doing because the gear is trash except for welfare catchup. To anyone who did savage its basically worthless?
That hill is filling up rapidly. Unfortunately, it isn't by the dev team who seems absolutely stuck on this nonsense that they have to drip feed everything to not "overwhelm players!!" Granted, we all know that's at least a partial excuse because they know the patches are hollow enough as it is.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
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