Except it's among the least, if not the very least, wasteful use of development time?
We want development hours to allow for hours of engaging content.
The more engaging player hours produced by a given hour of development time, the more efficient (less wasteful) those development hours are.
This would massively increase hours of engagement available to players, at next to no cost. That is efficient.
But I suppose we should, what, be spending some 20x time on the next Mahjong instead, because such produces such broadly played and engaging gameplay?
They don't have one, because the real reason; 'selfish spite and hatred of effort' - is one that they cannot brand effectively. That being despite everyone being able to read between the lines. The rapid rush to 'no' any time any difference of opinion is raised, should say more than enough.
Never underestimate the fools propensity for simplicity and ease of reward. If they can bring the world to their braindead level they will. For in any other state, it's not that they can't complete; they also can't brag with minimal investment. Carrot on stick. Shiny gear they must have. Work for it? Hell no. Because they 'pay a sub'. And that gives them the right to stomp on anyone who liked any form of the opposite.
It's quite sickening honestly. Yet honesty, is the one thing that people are afraid of. Thats when we meet our good friend censorship and the real 'waste of time' begins.
That's not at all how it went, though. Gear rewards were never "removed from" easier dungeons or "shifted into" harder ones. Their rewards stayed exactly as they were: just short of the lowest difficulty of the then-current raid tier -- exactly as is done here.Because we've already seen how it plays out in WoW. The playbook goes like this:FFXIV's surge is due in no small part to WoW's elitist stance on dungeon content.
- Difficult dungeon levels are added
- Players don't find them fun, and no one runs them
- Gear rewards are removed from the easier dungeons and shifted into the harder dungeons to force players into the harder dungeons through gear incentives
- Players unsub
Prior to the Vault shenanigans (wherein M+ weekly rewards were too steep or Raid rewards too low, however you wish to approach gear shortage/inflation), they merely allowed small groups additional means of getting gear equivalent to those of lower raid difficulties, albeit at greater difficulty relative to that reward.Personally, I'd be totally fine with challenge dungeons or higher dungeon difficulties sharing a weekly cap pool with raids, those rewards being paced behind them, being limited to minute "sidegrades" or alt-gearing (different secondary stat distributions, with an ilvl that cannot exceed your already highest ilvl piece for the given slot unless such would fall below the normal dungeon ilvl -- in which case you just get the normal dungeon loot), or even for the rewards to be almost entirely vanity (titles, glams, maybe some furniture).
Heck, so long as we finally got to see a bit more mechanical depth from dungeons, I'd do them even if they had literally no rewards. I enjoy light-party content and I like having content at the difficulty levels that work for me (which is neither Ultimate nor faceroll).
It's extra expense/time for something extra and not needed.Except it's among the least, if not the very least, wasteful use of development time?
We want development hours to allow for hours of engaging content.
The more engaging player hours produced by a given hour of development time, the more efficient (less wasteful) those development hours are.
This would massively increase hours of engagement available to players, at next to no cost. That is efficient.
But I suppose we should, what, be spending some 20x time on the next Mahjong instead, because such produces such broadly played and engaging gameplay?
Oh, and a Japanese company making content that is popular with their Asian player base is worth it to them.
Even if it's optional, it takes development time away from other parts of the game. A funny monkey's paw response would be for them to release harder dungeon tiers, but remove savage raids.
It has nothing to do with the -causal- playerbase and everything to do with one.. he already said no. And two, the WoW playerbase doesn't even want M+. It brought them endless RNG, even more toixc mindsets due to the keys, and a lot of other issues that they over there complain about more then we complain about a butt slider. Even Asmon doesn't like M+.They added unreal trials with unique rewards and always have had extremes with mounts and weapons as rewards - did the community feel pressure to do those?
If not, why would it if they added harder dungeons?
If you’re a casual player do you feel pressure to do Savage and Ex currently? No one needs the additional item level armour from savage to do any of the other content, or the weapon from extreme trials. The only reason to get these things is if you care about min maxing your dps and the sense of achievement for clearing these things.
I guess I don’t understand why people who play casually (and there’s nothing wrong with that at all) would be worried about other content that is designed for people who wish to be challenged and a bit more hardcore?
Last edited by Controller; 10-01-2021 at 06:51 AM.
Harder/more challenging content=/=turning FFXIV into WOWThat said, not surprised to see the idiocy of "lol go back to WoW" being spouted here as per usual. You types sure love to speak about this "great and welcoming community" up until people suggest anything that even remotely doesn't fit into your personal definition of it, at which point you aggressively put down and insult people based on a prior MMO they may or may not have even played.
Go outside. Touch some grass.
Most of us are not against Harder/More challenging Content, but we are against turning FFXIV into WOW espeically content like Mythic+
I'd love harder dungeons, Tho I do think we sleep on what we have. Deep dungeons are never mentioned when people speak on harder 4 man content. And while that is riddled with crazy RNG it is the perfect piece of content where harder 4 man stuff can live. Seriously, a do and die mode of a party of 4 where we go and fight savage level bosses each getting harder as we progress higher. Like a boss rush that yes if you die you start ALLLL OVER. I'd live in that content if they made the next deep dungeon a boss rush. THAT is stuff we should be asking for.. not for WoW's hand me downs that they don't even like. But then I look at things like -very easy mode- in story dungeons and I'd be lying if I said I didn't lose hope. When steps of fate got nerf my hope died...
You say that like a company being Japanese or its player base being largely Asian somehow correlates away from difficulty.
Historically, it's quite the opposite.
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