Par for the course, sad to say. This is how they handle just about every expansion feature in the game. Instead of keeping them active by adding more rewards, or improving what's already there, they just abandon it.
They've already said it'll get small updates at most come 7.0. So yes, they're leaving it to die. Which I do think is for the best in spite of the enormous waste of resources Island Sanctuary proved to be. There is just so much fundamentally wrong with its implementation—something Iscah has already outlined—that trying to salvage it would be little more than a sunken cost. The best we can hope for is they learned from how much it flopped and do better with their next attempt at "lifestyle" content.
please allow unsync for ultimates, it will increase player completion thus, objectively, make them better content.
I mean, I wouldn't be opposed, but I completely understand why they prefer to keep it the way it is. It's the hardest content in the game, and I think the devs want it to stay that way. That's fine by me, but again, I wouldn't be opposed to an unsync option.
The commentary about the Manderville relics really goes to show just how out of touch the devs are with the playerbase due to their obsession with participation numbers and statistics rather than engagement. But we've known this. The writing has been on the wall since forever. I remember expansions ago Yoshi was like: "we notice a lot of participation in the FATEs that we constantly cram down our playerbases' throats for pretty much everything. Therefore, the playerbase loves FATEs and we are justified in reusing it in future content."
It's amazing. They add something new and put a bunch of different rewards behind it and call it a "success" when they see players at level cap (who are starved for content) run it for several weeks and see the initial influx of participation as the content being "successful and innovative." They are experts at creating their own self-fulfilling prophecies and using those as an excuse to not improve anything. The Manderville relic is no different, it seems. "We've noticed that this relic weapon that we basically give 1 away for free at patch release with these nearly-defunct tomestones that we drown players in just for functioning in any roulette or endgame content are seeing the highest numbers of 'participation' in, therefore it is a success and see no reason to change course." Like, you're damn well sure I'm going to spend 1,500 tomestones that I never use on anything else on a free near-max ilvl weapon, and when I cap out again in less than a week, I might as well get another, and so on. But don't act like that's not different from choosing to grind out a relic and just giving it away via osmosis.
There's some tone-deafness involved here too. I still remember during the Ivalice raids that the devs for whatever reason decided to remove "Need" on loot to the massive backlash of nearly the whole playerbase. They went ahead with it anyway because I guess it was too late to back out. Of course they reverted that idea less than a month afterwards, but the fact that they didn't even take feedback into account before implementing it speaks volumes to their hubris and general detachment from feedback.
Honestly, it's not surprising at all, but why don't they conduct a truly useful survey among players to see which types of opinions stand out more than others, instead of asking us pointless things like, 'Which city aetheryte are you linked to?
'or 'What's your favorite mount?' and so on.
It was really a golden opportunity for the game's 10th anniversary to understand what players think about the game and its current functioning, rather than having a developer's perspective that many people don't share at all,
and this applies to many of the game's changes. In short, there are both good and bad aspects to this interview.
The perspective on battle design and relics doesn't seem very encouraging for hoping changes in Dawntrail...
I know it's impossible to listen to all the players, but right now, they don't seem to be trying to listen or wanting to listen to our feedback on the state of the game,
because they convince themselves that it's good game design based on the participation rate..
Last edited by remiff; 09-21-2023 at 12:24 PM.
Honestly at this point I think he is just a former WoW player that's now killing off all the stuff in WoW that made him quit playing it...After seeing how Yoshi-P referred to himself as a former MMORPG player in a recent interview I really do think it would be best if we had someone in charge who is a current MMORPG player.
I'd like the game to be designed by someone who is passionate about the genre and willing to innovate, rather than increasingly tweak things to appeal to individuals who don't actually like MMORPG's all that much and simply want to treat it like a single player experience with some very light multiplayer elements from time to time.
If you advertise a product as one thing, encourage people to invest in it and then decide to take it in a completely different direction then it should not be at all surprising to see criticism arise as far as I'm concerned.
I don't recall the timeline of their announcement and release, but would it be likely that the patch was already "locked in" at the time they said they were changing the loot rolls?There's some tone-deafness involved here too. I still remember during the Ivalice raids that the devs for whatever reason decided to remove "Need" on loot to the massive backlash of nearly the whole playerbase. They went ahead with it anyway because I guess it was too late to back out. Of course they reverted that idea less than a month afterwards, but the fact that they didn't even take feedback into account before implementing it speaks volumes to their hubris and general detachment from feedback.
It's also not that big a deal that they went ahead and tried it for a few weeks before reverting it. Zero long-term effects, and maybe people would decide that they actually liked it.
Everything you said, from the devs stance on things, this is what is known as lying with statistics. They can pretend that things are a success by using participation as the data despite the fact that it's lacking in the fun fact or any other metric. Cooperations usually do this when they are trying to present data in a positive light usually for shareholders or other business partners.The commentary about the Manderville relics really goes to show just how out of touch the devs are with the playerbase due to their obsession with participation numbers and statistics rather than engagement. But we've known this. The writing has been on the wall since forever. I remember expansions ago Yoshi was like: "we notice a lot of participation in the FATEs that we constantly cram down our playerbases' throats for pretty much everything. Therefore, the playerbase loves FATEs and we are justified in reusing it in future content."
It's amazing. They add something new and put a bunch of different rewards behind it and call it a "success" when they see players at level cap (who are starved for content) run it for several weeks and see the initial influx of participation as the content being "successful and innovative." They are experts at creating their own self-fulfilling prophecies and using those as an excuse to not improve anything. The Manderville relic is no different, it seems. "We've noticed that this relic weapon that we basically give 1 away for free at patch release with these nearly-defunct tomestones that we drown players in just for functioning in any roulette or endgame content are seeing the highest numbers of 'participation' in, therefore it is a success and see no reason to change course." Like, you're damn well sure I'm going to spend 1,500 tomestones that I never use on anything else on a free near-max ilvl weapon, and when I cap out again in less than a week, I might as well get another, and so on. But don't act like that's not different from choosing to grind out a relic and just giving it away via osmosis.
There's some tone-deafness involved here too. I still remember during the Ivalice raids that the devs for whatever reason decided to remove "Need" on loot to the massive backlash of nearly the whole playerbase. They went ahead with it anyway because I guess it was too late to back out. Of course they reverted that idea less than a month afterwards, but the fact that they didn't even take feedback into account before implementing it speaks volumes to their hubris and general detachment from feedback.
99.99% chance probably a Titanman alt
I also think that it's just crazy to believe that the EW relics would be a success just because of the participation.
Of course a lot of people got several of them, because it's no effort. You get enough tomes again and again just by playing when doing daylies and stuff. Most people I know have 2000 cap and do nothing with the tomes. And now they spend them for the relic, instead ignoring the 2000 cap. I am sorry to say that, but the EW relics feel and are completely worthless...
I started a new anima and shadowbringer relic instead. At least they are meaningful.
Seems like Yoshi P. finally got out of touch with the real players. :c
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