All l care is that relic doesn't get a cancerous bottleneck like delebrum



All l care is that relic doesn't get a cancerous bottleneck like delebrum


Any improvement is wanted for sure that is![]()
Actually I don't wanna troll but I will just say, there's a very strong "I told you so" energy wandering around the game now.



Slow down there. Until we have an actual game on our hands that puts proof to the statements he made, there's no point in loading the cart before the horse.
Even if I took the most generous outlook, I'm still looking at PR statements with no gameplay. Until then, better to expect the status quo to remain as firm as always, in my opinion. There's probably not gonna be a reality where the shoe gets to be on the other foot, so I think laying low for now is best.
It's not trolling to want to throw some shade in and at what has historically been a pretty antagonistic environment with pretty antagonistic people. Just a little premature.




I hope they keep the trust system for Dawntrail and the new MSQ dungeons as that is one thing I do enjoy at my own pace with the story. I have not heard anything about it so hope it is still the same as the other expacs.
I doubt they would change it.
They just spent so much time this expansion expanding the system (technically it's duty support but it's the same thing) to the earlier parts of the msq. Wouldn't make sense to throw it out now.



Yeah it doesn't make sense to throw it out now but I personally won't be using it. While it was more immersive because I could take in the scenery EW was probably the most isolating experience I had in this game. It didn't feel like an MMO at that point, so I'd rather deal with the occasional toxic person but do it with others.
To me the only benefit of that system is to make sure the game is playable once it dies and noone is around to fill queues.
I do hope they improve the inclusion of other adventurers in the MSQ though, it does feel kind of weird when you have strangers in your party and the game makes it obvious they shouldn't be there. I didn't particularly like us summoning them with our crystal, maybe something more organic would be better imo.
Last edited by Ath192; 03-27-2024 at 04:43 AM.




Not only will they keep it (I just know this), but they said they will keep it for Dawntrail. When discussing all the multiplayer content we're getting, they said it's not like they won't be doing the solo content in addition with Duty Support and variant dungeons.
True. That's why I only state that Yoshi-P said this or that, without pretending his plans will magically change everything including things he didn't mention (like jobs).
From my perspective, if he says something, it will happen. But whether it will be good is only as clear as his statements - which are sometimes vague, and sometimes very specific.
The few pieces of clarity from his recent statements seem to be: the hitbox size being too big, the need to discuss strategy behind the purple line (which logically implies mechanics are too obvious now and don't require this) and the same old mechanics that put him to sleep or don't feel fulfilling.
I'm unclear what fulfilling means to him, but to me it is where mechanics don't kill when you fail them and mechanics such as the square aoes in Seiryu don't follow up by making the safe spot unsafe, despite that this happens in the ARR trial with Gilgamesh. It's just crazy that the very same mechanic gets made easier later in the game, while newer players have to face the slightly more fulfilling version of it.![]()


That's a non-argument because you're not controlling for things like the boom in PC gaming and everything else later games did better than EQ.Also, as someone who has played MMOs since the late 90s and has seen all kinds of styles, MMO just means we're all together at the same time in a persistent world. Early on EQ era MMOs tried to force grouping. As time went on, MMOs transitioned more to a model where players could group by choice. And those have been the more successful entries.
I could make the same kind of incomplete argument by pointing out that Ultima Online was solo-tastic and never achieved the reach of EverQuest or FF11.
he/him
I felt the exact same way from start to finish playing thru end-walker. I pay a monthly fee to enjoy adventures with others and it sucks because the story is too good to feel this isolatedYeah it doesn't make sense to throw it out now but I personally won't be using it. While it was more immersive because I could take in the scenery EW was probably the most isolating experience I had in this game. It didn't feel like an MMO at that point, so I'd rather deal with the occasional toxic person but do it with others.
To me the only benefit of that system is to make sure the game is playable once it dies and noone is around to fill queues.
I do hope they improve the inclusion of other adventurers in the MSQ though, it does feel kind of weird when you have strangers in your party and the game makes it obvious they shouldn't be there. I didn't particularly like us summoning them with our crystal, maybe something more organic would be better imo.
Death Is Only The Beginning....
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