

I also made a pie chart long ago about the ratio of likes to dislike per player on a Pagos thread:
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Maybe because people who liked Eureka were actually doing it instead of spending their time on the forum.
Pagos was frustating at first and quite a lot grindy but once you know some tricks it wasn't that bad at all. Sure I hated Pagos at first but because I didn't quite understand how to make the best of it.
They also nerf it at some point making it way more enjoyable by increasing crystals earned per fates and lowering aetherites level requirement (tho It didn't matter for me since I had them already).
Generally, the people most disappointed with something tend to be the most vocal about it - there's basically no reason to make a bunch of posts/topics saying 'I love <x>' as there's really not much to discuss about it, whereas discussion happens much easier from criticism. Also as someone else said, most people who enjoy the content tend to be actively doing it.
By nature, data gathered from the forums is going to swing in a negative direction due to it; I wouldn't be surprised that if SE were to do a full-game survey the results would look MUCH different from your pie chart, considering the forums is a tiny subset of the playerbase that heavily favors a constructive criticism environment to promote discussion. Almost everyone in my friend group loved Eureka (even Pagos) because it was great content for all eleven of us to hang out in VC and have fun together without being limited to 4/8 party sizes of people of dungeons/trials/maps, but none of them are going to take the time to visit the forums since they just enjoy the game casually. I wouldn't be surprised if there was a vast amount of people who enjoyed Pagos/Eureka and just remained silent.


There's plenty of reason to defend Pagos if you loved it. If you let criticism run unchecked, then that's going to affect the future of the game.Generally, the people most disappointed with something tend to be the most vocal about it - there's basically no reason to make a bunch of posts/topics saying 'I love <x>' as there's really not much to discuss about it, whereas discussion happens much easier from criticism. Also as someone else said, most people who enjoy the content tend to be actively doing it.
By nature, data gathered from the forums is going to swing in a negative direction due to it; I wouldn't be surprised that if SE were to do a full-game survey the results would look MUCH different from your pie chart, considering the forums is a tiny subset of the playerbase that heavily favors a constructive criticism environment to promote discussion. Almost everyone in my friend group loved Eureka (even Pagos) because it was great content for all eleven of us to hang out in VC and have fun together without being limited to 4/8 party sizes of people of dungeons/trials/maps, but none of them are going to take the time to visit the forums since they just enjoy the game casually. I wouldn't be surprised if there was a vast amount of people who enjoyed Pagos/Eureka and just remained silent.
There's also the group which may on the whole like something but be very critical about certain parts of it, largely because they believe what they enjoy, or would otherwise have enjoyed, could be improved upon far more at relatively little development cost.Generally, the people most disappointed with something tend to be the most vocal about it - there's basically no reason to make a bunch of posts/topics saying 'I love <x>' as there's really not much to discuss about it, whereas discussion happens much easier from criticism. Also as someone else said, most people who enjoy the content tend to be actively doing it.
That was largely my reaction to the concepts of both Deep Dungeons and Eureka. I loved the concepts of each, and even what Eureka ultimately provided as a player outlet, but not their execution. In Deep Dungeon's case, my critics amounted to additions I thought necessary to make the content more worthwhile. For Eureka it amounted to small (even if "fundamental") changes, such as a level squish to allow for broader player interaction (small table change), further changes to level-span penalties in parties (small rule change), adjustments to how NMs were spawned (small rule change), and further mid-level units to spawn and triggerable content around which NM spawns might interact (additions, more costly).
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