You saying that reminds me of the Eureka thing way back in SB. When Eureka Anemos was released, some issues with the combat system were already visible there - namely, that the rotations of the jobs, without a boss that sometimes throws wrenches in your way, were not particularily fun to execute (friction creates tension creates excitement, who would have thought). So grinding mobs for hours to end did feel boring to many a players (which is where a lot of the complains came from).
The community mitigated that a bit by using fate trains. Suddenly, Eureka Anemos meta gameplay became this super Zerg that ran through the map at high speeds and obliterated NMs. That gave people a lot of time to at least chat occasionally, taking a break from crunching monsters as the people working on spawning the NMs always rotated a bit.
CS3 disliked that the fate-train method preferred by the players so much that in Pagos, the possibility to Zerg like that was nerfed to the ground. That killed a lot of the enthusiasm players had (at least what I have seen, YMMV), many people on my own server and Discords at that time (myself included) turned their back on Eureka because of that. And that very sentiment you just said, "they hate that we are not playing the game the way they want us to", was something that was said a lot, at least through the people I associated by that time. Now I can't remember if they outright confirmed that this was the case or not, but it certainly felt that way.
Only with Pyros afterwards they managed to come back around somewhat, but you still have to clear Pagos to get to Pyros.



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