OP posts "I'm better than you," the thread, gets the expected levels of disdain.
It's simple dude, Savage level raiders already have plenty of content tailored to them that no one else can achieve. Relics level the playing field.
If you want a game that is built entirely around servicing the high end raiders, WOW is about to release a new expansion.
A lot of the raiding playerbase can't even beat all 4 of those fights in those 6 months. Most can't beat the optional ultrahard fight that is supposed to be for when you do beat all of them. Not sure what they could do for you, it seems like there are some seriously hard limits on what they can do with 8 man fights.
So? Just because people don't get around to completing it doesn't mean it's enough content for that kind of playerbase. Not only that but there's zero variance for that difficulty of content.
Let's just take a look and see what "casual players" get in those 6 months:
- 3 dungeons, which have become easier and easier with every patch
- 2 trials, which outside of a couple of edge cases (Thordan/Sephirot/Shinryu), I consider casual content
- 24 man raid, which speaks for itself
- Deep dungeon, fits kinda both, but most players never touch the more difficult floors
- 4 normal mode raid fights
- relic/Eureka
Should I go on? God forbid people want something even remotely difficult that doesn't have to have the savage/ultimate tag attached to it.



"casual players" are the large majority of the playerbase, so of course that's the case.
You're somehow implying that SE should spend the same amount of resources when making content for 90% of the playerbase and 10% of the playerbase.
Have you read that on which you comment? Nothing there points out a quality of player, only improvements possible through optional variance in order to increase the breadth of attraction towards a content area.
Let's say three chefs for an event or franchise have time to design 3 meals by which to meet the wants of their customers, which can be divided into 3 groups, A, B, and C.
What's most efficient, that they
(A) make three meals that are each liked by only one group, A, B, or C;
(B) make a meal liked by all three, a meal liked by two, and a meal liked only by the last;
or (C) make three meals liked by all three groups?
Option (C) may not be possible, but design should always center on doing the most to please the most to the best extent possible, not to attempting to placate community deviated by bickering feedback cycles by giving them each their portion of development time where they could have had far more if not for their tastes being defined only by juxtoposition...
WoW is not a game "built entirely around servicing high end players". Less than a eighth of its population participate in upper end contents (equivalent to the more difficult and upward of our Extreme primals). It merely realized that you can build systems and content types which are lost on essentially no one (so long as they reach level cap), from the boggers of Mythic+ Invitationals, to casuals running for basic weekly rewards. Perhaps you would prefer that what is generally held as the most cost-effective adjustment ever given to an MMO in terms of reiterable content created and community stratums allowed to mix should never have occurred, for fear for casual-hardcore interaction? (Good god, what if they were to interbreed?!)
You're making a game of divisive "equality" when the content involved isn't actually zero-sum. You may as well say that you claim the color blue for your dungeon color palette, so hardcore players can gt*o, while be satisfied with losing red and green to midcore and hardcore, respectively. When development can intercept, being applicable to multiple groups with the same underlying art assets, etc., it should. It saves time, and therefore allows for more content for everyone.
Last edited by Shurrikhan; 05-01-2018 at 03:50 PM.



There's no need to be rude guys. Come on.
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