This just in: Different people like/feel engaged in different content. Going back and forth with "your content sucks" "no YOUR content sucks" doesn't really accomplish anything.![]()
This just in: Different people like/feel engaged in different content. Going back and forth with "your content sucks" "no YOUR content sucks" doesn't really accomplish anything.![]()
But we have actual data on who accomplishes what kind of content. The problem is in this question, "Is it wise to remove some content than nearly everyone participates in for content that maybe 1% of the population will complete?" I know dungeons aren't exactly the most riveting content, but they're something everyone does almost daily to keep them busy and invested. Exchanging that every other patch for something akin to a savage extreme trial that only the very best will complete might cause some backlash from the community who feel they're being left out.
Sure, but my reply had nothing to do with that.But we have actual data on who accomplishes what kind of content. The problem is in this question, "Is it wise to remove some content than nearly everyone participates in for content that maybe 1% of the population will complete?" I know dungeons aren't exactly the most riveting content, but they're something everyone does almost daily to keep them busy and invested. Exchanging that every other patch for something akin to a savage extreme trial that only the very best will complete might cause some backlash from the community who feel they're being left out.I was solely talking about the last few pages of back and forth about whether dungeons were great and PotD sucked or PotD was great and dungeons sucked.
I'm pretty sure all the new stuff we got in HW was casual friendly. I expect the same to happen in SB.But we have actual data on who accomplishes what kind of content. The problem is in this question, "Is it wise to remove some content than nearly everyone participates in for content that maybe 1% of the population will complete?" I know dungeons aren't exactly the most riveting content, but they're something everyone does almost daily to keep them busy and invested. Exchanging that every other patch for something akin to a savage extreme trial that only the very best will complete might cause some backlash from the community who feel they're being left out.
In an interview Yoshi specifically mentioned adding in something akin to a difficulty harder than savage, but only for single encounters in these in-between patches. When you look at the clear rates for existing savage raid encounters, do you really think a large amount of the population will get relevant clears on a mode above that? I say relevant because maybe they could clear it in a later patch with higher ilvl, but that would be disappointing.
You're making a connection that is not there. There is absolutely no element indicating that they're doing less dungeons to dedicate resources to that.In an interview Yoshi specifically mentioned adding in something akin to a difficulty harder than savage, but only for single encounters in these in-between patches. When you look at the clear rates for existing savage raid encounters, do you really think a large amount of the population will get relevant clears on a mode above that? I say relevant because maybe they could clear it in a later patch with higher ilvl, but that would be disappointing.
It seems like a logical inference.
"We're going to reduce the number of dungeons we release per patch, so can divert our resources to adding new types of content."
"Here is a new type of content you can expect."
It's not. Adding an additional level of difficulty to a fraction of the upcoming content isn't even close to be comparable to the resources required to design a dungeon.
What if both sides agree that both suck? Does useful conversation stem from this realization, or only when neither is willing to critique?
Auto-generative content COULD be a lot better. Specifically-designed dungeons similarly COULD be a lot less stale.
As a dungeon runner more so than a PotD-runner, I'd actually prefer to see more resources spent, for now, on making Palace of the Dead not look like a mere series of cubes with highly limited mechanics.
But that's partly because I feel like so much could be accomplished with dungeons, without even having to make something "new" yet, just by changing the way roulettes work so that we're not running the same one every time, at least until we've finished all daily dungeon bonuses and really need to cap the latest weekly currency in a single day or so.
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