Agreed on all points to your post above Vhailor. The forums kinda messed up my other reply, so I'll copy and paste what I had for the edit, but I lost the original response.

Quote Originally Posted by Vhailor View Post
SE needs to bring back more grind, horizontal itemization, and other mechanisms that slow us down. They're throwing us the tools to go 100mph through the content, and they're only capable of developing content at a speed suitable for, say, 25mph. They've got to put up road blocks and speed bumps for us so that mid-core players like myself don't blink and find ourselves at the end of an entire expansion by the time a weekend has gone by.
Speaking strictly personally here - I don't think the solution to the issue is "more grind" or intentional roadblocks/slowdowns. The problem lies in the fact that the core content systems are shallow and binary. Imagine if a piece of content was actually fun for longer than the handful of times it's meaningful? I know fun is subjective, but treat it this way: If you remove the rewards - would you still participate consistently?

Quote Originally Posted by silentwindfr View Post
the code is not crap, it was planned for use console and not for this much player.... the game was means to be played by 600.000 player at best and we are more of 5M.
The actual code is optimized quite well for sure. It's actually one of the common points I praise about the game., but it having a redeeming feature of two isn't enough to offset how:
  • Awful the netcode is
  • Overly reliant on menus
  • Clunky
  • Bloated

In addition - I very strongly suspect you do not have a source to corroborate your statement that the game was designed for only 600K players OR that the game has 5M players.

Please edit your post to remove the misinformation.

Quote Originally Posted by Vhailor View Post
SE routinely makes the bone-headed mistake of designing content that squarely collides with the limitations of their crappy engine.

Eureka is a prime example of this. The idea of an instanced, cross-data-center environment where players can team up in large packs and have a different experience sounds good on the surface.

Until you remember that we can't send /tells from instances, obviously can't join a friend's party if they're in the instance and we're not, can't Black List from within instances, can't form truly durable Linkshells with the people we might meet in instances, couldn't at the time consistently target party members or monsters when enough players came together in one spot... these issues should have sent Eureka back to the drawing board.
Agreed wholeheartedly. This would be the equivalent of designing a race car to enter in the Formula 1 equipped with a Toyota Prius Engine. It's an idea so bad that people should have intervened, but no one did. Yet somehow they're still surprised by the outcome. If that doesn't demonstrate an out of touch perspective I don't know what does. AND to add insult to injury that doesn't even count the fact that they needed to add features to Eureka to make it tolerable in a hot fix. Stuff that any junior level intern with 20 minutes could have identified.

Quote Originally Posted by Felis View Post
the devs should do something unpredictable for 5.0
Something like 5.0 8 man raid, 5.1 24 man raid, 5.2 24 man raid 5.3 8 man raid, 5.4 3 trials instead of any raid
No. This doesn't actually change anything. That is not unpredictable. That would be awful. What they need to do is design actual meaningful content with scale-ability and replay-ability.

Quote Originally Posted by Adelaide3 View Post
I know that they took away alot of the developers on Yoshidas team so they can create KH3, FF7 remake and whatever else the company is working on but that's no excuse for not being able to reuse assets and create harder difficulties for the newly released battle content.
You know? or you feel/think? Do you have a source for this? I'd be interested to read it.

I agree with most other points. I think creating an EX primal level 24 man alongside the normal version would be welcomed by the midcore community. I'd argue to make it 8 man though if I was speaking personally.