I don't like quoting myself but since you've missed the entire point for the third time now and have only managed to acknowledge one part out of the whole sentence to alter the context here it is:
"You don't create massive landscapes for over 100 players per instance, advertise open world exploration and story, put relics behind it which is mostly for glamour purposes anyway then throw other aesthetics trinkets along with that" (For something that is made for a "small fraction of the playerbase")
The entire point was being forced or cajoled into doing something you don't like = bad. Can intuition and logic not comprehend something so simple that it requires stats to back it up?
I've already dumbed this down once by creating a more relatable scenario, your response was yet another tangent and deflection that does not refute anything I've said as you've made it clear that both titan and atma got complaints, but where is your 'data' for the disparity of complaints anyway (not that it actually matters in this context)?
Actually you only did because you had no real argument as mentioned above and had to resort to childish tactics, which is typically the case in most discussions when ad homs and tangents start appearing.
It does noticeably depopulate until a new area is about to be introduced. Less instances used + more players concentrated in the few of them does not negate the fact. Again neither new nor surprising, just part of the content cycle since ARR Relics. My point was that people who are late will still be disadvantaged as a result and a more flexible design (instead of just nerfs) should be in place to avert some of the issues the current/previous design presents.
Not even a response to what I've said but if that were the case, and the only case then it would've been acceptable that it's for a "small audience". Except, as I've mentioned before, a lot of resource and focus was placed onto the actual product along with its marketing tactics that says otherwise.
Because relic was outside of Eureka before Eureka? Yet again, another deflection with nothing to do with what I said.
I (along with countless others) have already explained why that happened the way it did.
Once again, if you can grasp the method in which Eureka was marketed to the players then the backlash should be no mystery or surprise.
Most players did look forward to experiencing the open world, it was only poorly executed in the end as the playstyle itself was not designed for them.
That still does not negate the fact that at least 50% of the work put into Eureka could have been better spent.


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