The HW relic grind however is one of the best imo. You basically progressed your relic by just playing the game, almost anything you'd normally do anyway helped with progress.
If they can juggle the length with the diversity of what ARR had you engaging in, content-wise, then it will be a good relic I think
I'll take the older style relic questlines over the messes that happened with 47 other people. I'm sure the variant dungeon(s) will be part of the mix and maybe the harder versions will grant more of the reward.
As a little titbit, and something that has actually largely been on my mind. I can't say I'm overly excited about the developers feeling the need to be over-glorified in flashy effects, I think, or have from experience found that they have struggled with maintaining the balance between visually appealing/flashy, and something that would outright be an accessibility concern. I just wonder if they consider that too flashy can result in the same issues they are trying to avoid with the visuals and visibility.
re;
Based on feedback from the first tier that some fights [ie Phonix] were hard to see, they've paid more attention to the visuals and visibility this time. He also implies the new tier will be flashier since some felt the last one was a bit plain compared to Eden
dw, you don't have to worry about orange on orange on orange (maybe). instead have fun trying to see mechanics when rdm lb is going off in your face all the timeAs a little titbit, and something that has actually largely been on my mind. I can't say I'm overly excited about the developers feeling the need to be over-glorified in flashy effects, I think, or have from experience found that they have struggled with maintaining the balance between visually appealing/flashy, and something that would outright be an accessibility concern. I just wonder if they consider that too flashy can result in the same issues they are trying to avoid with the visuals and visibility.
re;


A lot of people seem to be missing Exploratory zones, but the reality is they all just ended up being FATE trains, and the things you're missing the most are the dungeons that those zones led to, such as BA or DR. I would guess for most of you the new variant dungeons will fulfill your want, although I am a little disappointed we are getting yet another set of "whatever actions" to go along with it. Either design content our jobs can do or design the jobs to do all the content, quit giving us all these extra actions to farm to fill in the gap where game design has failed.
I'd argue that SE tried it out first with Eureka (after Diadem had exactly 2 people playing itA lot of people seem to be missing Exploratory zones, but the reality is they all just ended up being FATE trains, and the things you're missing the most are the dungeons that those zones led to, such as BA or DR. I would guess for most of you the new variant dungeons will fulfill your want, although I am a little disappointed we are getting yet another set of "whatever actions" to go along with it. Either design content our jobs can do or design the jobs to do all the content, quit giving us all these extra actions to farm to fill in the gap where game design has failed.), landed on a solid example and then perfected the fate system in Eureka. But on both, it's clear there's room for so much more.
It's called Exploratory Zone for a reason, we could have more exploration games in there. The core mechanic just needed to be nailed; and now that they have, no need to discard it just because "it's just gonna be more of the same". Add originality and variety to it. Bunny fates were a good start. We could add actual maps as well. Stuff like sidegames and whatnot.
I'm disappointed they're removing them because they were typically just far enough removed enough from the existing content to be fun when I wanted to do something different.
Yes, there are issues with the design post expansion, but that doesn't mean I wanted them completely abandoned. The problems seem entirely solvable. Like a lot of the issues in this game, SE doesn't seem to care to focus on solving problems for existing content or systems. Just keep making new stuff, I guess.




I loved Eureka and Bozja and would like more of it, but maybe we'll just have to wait for the next expansion because they want to do the Island Sanctuary and other ideas.
Eureka is not dead. I went into Pyros the other day and there were 40 people there spawning NMs and running around. I went into Hydatos and there were 60 people doing NMs. Obviously BA is still done regularly and I saw over 100 people in the time before that.
Yoshi-P addressed whether content delivery has increased.
Because we made this content, we were able to refine it further and implement another play content called Another Dungeon at the same time. This is because the scale of our development team is growing, and I think it is also proof that we are growing together with the players.
...
with regards to uninhabited island development ... adding such a large amount of content in one patch is a sense of scale not found in other MMOs. Besides that, of course, there are raids, and normal IDs and subjugation battles will be added. In addition, we have prepared new useful UI functions that we haven't been able to introduce yet
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
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), landed on a solid example and then perfected the fate system in Eureka. But on both, it's clear there's room for so much more.


