Sorry for the misinformation, I was going by the patch notes on Gamerescape which does not have anything listed for 3.4.
Sorry for the misinformation, I was going by the patch notes on Gamerescape which does not have anything listed for 3.4.
This is what's amazing. I don't understand how people can't see we're not losing content. 15 dungeons vs 10 dungeons vs 7 dungeons at the end of a game cycle. What amazing content do they think they're going to make to make up for losing more than half the dungeons we got in ARR?
Because dungeons are not the only content. If you want to say "we are losing dungeon content" well then yeah, that is 100% true, but that doesn't necessarily mean less overall content. We will have to wait and see.This is what's amazing. I don't understand how people can't see we're not losing content. 15 dungeons vs 10 dungeons vs 7 dungeons at the end of a game cycle. What amazing content do they think they're going to make to make up for losing more than half the dungeons we got in ARR?![]()
Go back to the post I just made on the last page. I showed you all the major content we got. HW was less than ARR and SB looks to be even less than HW. I don't understand what they could possibly add to make up for all the content they've cut since ARR.
Because you (and many others in here) are falsely equivocating one piece of content as being equal in dev time and resources to another. Sure, it could be easy as pie to reskin two dungeons and produce a third brand new one. It may not be so easy to design something like Palace of the Dead, or Diadem, or Gold Saucer, or Lord of Verminion. At least not in a three month patch cycle.
But no one cares about putting thought or consideration into these things.
Personally, even if the content winds up being unpopular or no one wants to do it, I'd still rather they try and give us more options for content.
Or does farming dungeons every single day sound appealing to you?
that post just keeps saying STUFF when we don't know what STUFF is.
the only thing i felt HW lacked from ARR were trials for Hildebrand quests. and unfortunately Diadem failed, the rest of the stuff we got seemed comparable considering it's an expansion.
Out of your examples, the only two that you stated would take time to design are Gold Saucer and Lord of Verminion. Gold Saucer came out in ARR so it shows they could do all of this if they wanted to. PotD is a pretty easy thing to design. It's a procedural generated dungeon with reused assets that change hue depending on what floor you're on. Can't really figure out how long Diadem took, but I'd rather have more dungeons than a piece of content that no one runs because at least roulettes won't get so mind numbing so quickly. Not to mention, they're the ones who made the design where I have to farm the same thing every day. It's either PotD (one of the worst to farm in terms of excitement) or ARR (for tomestones to do my relic) or something else that gets grinding quickly.
The only part of the post that says Stuff is the 4.0 part. There's no way to know what the content is for 4.x because they haven't given us any roadmap. I did show you what we got in 2.x and 3.x. So read the entire post instead of focusing on one thing.
A dungeon is a dungeon is a dungeon. I don't care what color you paint it, how many pretty flowers you add, it's still a dungeon, the same as the dungeon before it. I really don't consider dungeons to be new content. It's just old content with a new coat of paint.
I don't feel like we're losing content at all. We're still getting dungeons.
Words to live by.Expecting everybody to play the game the way you do is not a way to foster a pleasant experience for anybody.
Diadem was "made" twice, on both attempts it died in few days, Palace of the Dead.. eeh, I guess - wiped few times on 180 floors and left it there. As for Gold Saucer (+ Lord of Verminion), those minigames might not even exist for me, I don't play them.
Dungeons is part of daily schedule, and repeating same dungeon instead of having variety is awful.
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