Quote Originally Posted by Volgia View Post

Well what you are describing is the carrot (rewards) to the stick (content). I don't disagree we should have more incentive to do it, but this game doesn't lack for "casual content".

Cuz TBH, we had Criterion Dungeons and the same issue happened. Great content, no reason to do it.
The issue is the dev team has no idea how to do the carrot in any form of content.

Overworld fate farming -> how many fates do you need to farm for the end rewards? Over 2 k per. Nah, the rewards don't justify the effort. Here's an idea -> make a map equivalent as a 10% drop rate that drops the fate currency instead of gil. Now you get a fun gambling minigame dungeon for doing fates. How about a super fate in every zone, that players can actively spawn instead of waiting around on a long timer for them?

Variant dungeons -> clear all routes for a mount sounds good in concept, until you realize its each boss 4 times, and nothing to do after ( unless you want the glam ... which requires like 3 times the clears?) Why should any casual player go back? Why not make the routes vary in difficulty building up to criterion (harder routes give more currency). And allow the currency to buy other fun things, like bs powers within, or maps, or convert them into the criterion coins at an inflated rate?

And its also bad in harder content.

Criterion -> how many clears for the mount? thats it? No gear bonus for the tier, no special glam, no reason to go back unless you want to gil farm ( why? gil is beyond useless after week 1, and you get it back passively already anyways).

Even when they give "good" rewards, the timing is absolute garbage.

COD -> here, lets drop a raid on Christmas, with raid gear that is usable for 2 months?????