Page 4 of 4 FirstFirst ... 2 3 4
Results 31 to 34 of 34
  1. #31
    Player
    Lunavi's Avatar
    Join Date
    Sep 2013
    Location
    Sweden
    Posts
    834
    Character
    Luna Nattvind
    World
    Omega
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Jonnycbad View Post
    Dungeons are meant to be casual content. That's why it award players with currency to eventually purchase comparable end-game gear to players who can do savage raids and get the drops in much shorter time. Not "gud" enough for savage? Do dungeons and you too can get high-end gear, but you'll be restricted to 0-1 pieces per week. It's a trade off. That said, why make savage dungeons? Savage raids and ultimate raids were implemented to appeal to the 5% of the community that clears them, the normal raids, extreme trials, and dungeons are meant for the rest of the player base.
    Yes, because only people who have a life with a static schedule and therefore are able to form a static are good players, or who can pug for 10h per day to maybe get a group capable of beating the content while its still relevant. Just because you consider finding 7 other good people to play with at a given time fun and challenging content and a bar which gudness is locked behind doesn't make it so.
    (1)
    Learn, explore, and think for yourself. Make your choices, take actions, and let yourself be free.

  2. #32
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Bourne_Endeavor View Post
    That "thinly stretched" dev team is larger than WoW's. Yoshida outright said they have over 400 people working on the game, but lack battle designers. Considering Mythic+ is essentially re-purposing existing assets, you don't need many to make it work. So this excuse they don't have enough people needs to die. They do. They're just afraid to actually do anything difficult.
    I evaluate a company's work load capacity based on number of employees, equipment, departments, etc. for a living. Capacity and availability are not the same thing. 400 means squat when you need 410, or lack resources because you have only a certain number of employees and or equipment that can perform a certain task. Such factors can skew your overall capacity if you look at it from purely a number of employees perspective. So when you say "they do", you actually don't really know unless you're in those offices along with Yoshida looking at the numbers.

    Resources also involve more than just the number of employees you have working for a company, so when I say "thinly stretched" not only do I think of the dev team, but also the amount of resources available to them, and resources cost tons of money.

    This is all beyond my original point though, which really wasn't meant to be taken all that seriously in the first place because I was pretty much just brushing off the idea of savage dungeons.
    (0)

  3. #33
    Player
    AxlStream's Avatar
    Join Date
    May 2017
    Posts
    902
    Character
    Axl Stream
    World
    Faerie
    Main Class
    Warrior Lv 90
    I'd love OPs idea but unfortunately, as long as fellow players make excuses for themselves, others and SE, we'll never get anything like it or anything to make the game better. This is how you end up with liveletters with 20 minutes of new content and 1h30 of NPC design talk folks...
    (2)

  4. #34
    Player
    TaiyoShikasu's Avatar
    Join Date
    Dec 2017
    Posts
    454
    Character
    Taiyo Shikasu
    World
    Behemoth
    Main Class
    Bard Lv 80
    Dungeons already get gradually harder as you go through them while still being manageable, it's just once you get to the end game ones, they just plummet and you're basically back to square one.
    (0)

Page 4 of 4 FirstFirst ... 2 3 4