inb4 "oh this thread again"
inb4 "zomg use the search function"
inb4 "what a special snowflake. needed your own thread for this"
The developers have stated in live letters that that would be the formula for the majority of the content patches.
Now to actually comment.
Telling developers to stop being lazy and to push out content fast is equal to saying "Please release a lot of terrible stuff. I don't care if it's good. Just release a lot of it."
EDIT: To wit, asking to release more content fast would mean each individual thing they release has to be simple enough to have developed and deployed in a a week or two to a month.
There is very little way to have content made and tested to be sure it even works, in such a short amount of time, unless you don't care about what the content is and just want it for the sake of having more stuff stuffed into the game.
Last edited by TheUltimate3; 03-08-2014 at 05:25 AM.
I believe that they work really hard to put out the amount of content that they do. There would simply be a lot less if they didn't reuse old dungeons as hard modes, it's a good way to get more mileage out content.
The hardmode dungeons are barely the same. It's a different path, different bosses, different story reason for being there. Only the core location hasn't changed. The only thing that sucks is getting the same gear we've been seeing the whole time.
New players shouldn't have access? Please get over yourself. It's low enough level that it doesn't matter. This part of your request screams of elitism and it is not a good thing.
If there's anything 'lazy' in this game (aside from graphics but I'm not discussing that here) is the reuse of assets.
Of the bosses in CT, Atamos and Acheron are the only unique mobs
Coil is really the only source of unique monsters and bosses (even if cad isn't)
Please SE, take time and care to designing bosses, don't just grab a lvl 20 mob, make it bigger, and slap a boss sticker on it.
Last edited by Moheeheeko; 03-08-2014 at 06:10 AM.
I think the HM and EX primals work because they're explained adequately through the story. The bosses use a few of the same attacks, but they are hardly the same fight. The lazy way of rehashing content as HM would be to just increase enemy HP and attack. Neither of the HM dungeons we've seen reuse much except atmosphere. There are a few set pieces and things to make it so that the artists don't have to craft 3 entirely new dungeons form nothing every 3 months, not to mention the fact that these dungeons have to go somewhere on the overworld map.
You've also got to consider that in the single content update we've seen we also got housing, treasure maps, beast tribe quests and pvp. They're certainly not perfect and complete, but they represent a lot of manpower for systems that don't need to be created again. This patch we're getting that vanity system finally and probably a few other odds and ends. The 2 HM dungeons, 1 new dungeon, beast tribe quests, primals, and Coil/CT offerings that are expected for every content patch through to the first expansion are just the baseline of what they're adding. That's certainly not to say they won't add other things as well.
I don't think you really get how long it takes to get new content implemented.Every content patch looks to be exactly the same. "some story, 2 hm dungeons, a new dungeon, some primals, and CT or Coil" First off, this "formula" is lazy, and i'm having trouble figuring out why it's taking the dev team 3-4 months to release rehashed versions of crap we already have in the game. They're not even wildly different mechanics. It's the exact same stuff with a couple more bells and whistles and an atmosphere change at it's core.
For just one dungeon, you have to figure out the visual presentation of the dungeon, what the layout looks like, what monsters populate it, which new monsters you have to create because they don't appear anywhere else (which includes creating all of their textures, model animations, particle effects, and sounds), the fights need to be properly scripted and balance tested, and you also need to figure out the rewards for this dungeon (which means designing the gear, making sure it's modeled and sized properly for all races, and the stats on it are fair and balanced for it's item level).
And when all is said and done, you test the shit out of it to try and find any bugs (and there are bound to be a LOT of them, and more that you miss anyway). Three to four months is about right for a Hard Mode of an existing dungeon, where you do have the luxury of some base assets (such as general layout design and set pieces) being reasonable to reuse.
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