I think if I had to sum up 14’s issues in one singular point it’s that DT’s relatively high content density but low attach rate and negative opinion shows that just releasing more content isn’t going to fix the issue; something is fundamentally wrong that means even content that should have high interactions rates doesn’t; I’d posit this core problem is the fact that the jobs aren’t engaging

Let’s take the easiest example of OC. OC has the problem where forked tower breaks the content loop of OC but I’m going to put that to the side for the moment. Even if we were to ignore forked tower OC still has a lot of content. The +1 grind isn’t short, there are alot of glams there with high requirements and some good titles. But most don’t want to spend a lot of time in OC: why? Because the job you use to do react with the content is bad.

Every piece of content is hampered by the fact that the fact that at their core the jobs aren’t fun. Square is currently tackling a side effect of this. Because of the binary nature of the jobs (either you spreadlo and survive or don’t and die or otherwise the raidwide was never a danger anyway) content can only be incredibly easy or annoyingly difficult. Attempting to put in a pseudo difficulty slider with quantum attempts to resolve this problem but I don’t think it will really work; because the binary nature of the jobs means that there is a proverbial tipping point where the pass fail nature of the jobs expresses itself