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  1. #11
    Player
    VeyaAkemi's Avatar
    Join Date
    Nov 2022
    Posts
    956
    Character
    Veya Akemi
    World
    Marilith
    Main Class
    Viper Lv 100
    Quote Originally Posted by PyurBlue View Post
    It's a massive problem, and one that has somehow attached itself to the concept of MMO's. So many are presented as living breathing immersive worlds and then offer amusement park ride content.
    It's because MMO players are by their nature motive-driven. The initial Variant Savage were seen as bad content not because of anything they did as instances, but because their rewards were seen as poor, it didn't matter how they actually played, even if they had been the most innovative and fun content in the game, they would still have been seen as failures due to the lack of rewards, and this is what prevents content from ever being evergreen, the moment their rewards fall off, the content falls off.

    The only content that has been immune to that effect in the game are Relic grinds, where the main reward is ultimately the look of a flashy weapon, and Ultimates, whose reward is seen more as the prestige and experience... and also a flashy weapon glam, so any time the reward is too material in nature, usually bigger damage number, in any game whatsoever not just limited to MMOs, that content falls off, and other than a handful of evangelists that keep the content some degree of alive, most everyone moves on.

    Even I am not immune to that effect, the reason I don't care about most Ultimates is because I think the reward weapons are gaudy and ugly, so they feel like they will be a huge effort for no payoff to me.
    (0)

  2. #12
    Player
    Voidmage's Avatar
    Join Date
    Apr 2020
    Posts
    860
    Character
    Hen'iel Jackel
    World
    Twintania
    Main Class
    Blue Mage Lv 47
    Quote Originally Posted by VeyaAkemi View Post
    It's because MMO players are by their nature motive-driven. The initial Variant Savage were seen as bad content not because of anything they did as instances, but because their rewards were seen as poor, it didn't matter how they actually played, even if they had been the most innovative and fun content in the game, they would still have been seen as failures due to the lack of rewards, and this is what prevents content from ever being evergreen, the moment their rewards fall off, the content falls off.

    The only content that has been immune to that effect in the game are Relic grinds, where the main reward is ultimately the look of a flashy weapon, and Ultimates, whose reward is seen more as the prestige and experience... and also a flashy weapon glam, so any time the reward is too material in nature, usually bigger damage number, in any game whatsoever not just limited to MMOs, that content falls off, and other than a handful of evangelists that keep the content some degree of alive, most everyone moves on.

    Even I am not immune to that effect, the reason I don't care about most Ultimates is because I think the reward weapons are gaudy and ugly, so they feel like they will be a huge effort for no payoff to me.
    I mean, Criterion Savage didn't just fail because of the missing rewards but also because it was completely unneeded.
    People wanted normal mode -> Hard -> Savage (I still remember the comments before the very first Variant dungeon came out), especially at the time of the EW dungeons, but instead we got Normal -> Savage -> Ultimate.
    The missing rewards simply resulted in the extremely small bubble of customers for it shrinking even more, no amount of reward could have saved it to a noticeable extent.
    No matter how much some people like to build up Ultimate as that big thing that gets millions to Twitch, the highest difficulty content will always be a niche in any game but somehow the casual MMO had forgotten that until 7.2 (with the stain of Forked Tower) and ignored large part of it's playerbase until then.

    Reics were evergreen before EW brought in the anti grinders and changed the usual casual grind content into a semi one, resulting in it's identity crisis it has now.
    Unless they accept that Relics by nature were content for those who liked grinds, they will never again be evergreen.
    (2)

  3. #13
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,158
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    It's ironic, they intend to fix it and give an intermediate hard (advanced) difficulty for criterions, but removed all trash. The only dungeon trash that was remotely interesting in the whole game.

    What a sick joke.
    (3)

  4. #14
    Player
    TeresaFortell's Avatar
    Join Date
    Jul 2024
    Location
    London
    Posts
    296
    Character
    Metra Surrik
    World
    Midgardsormr
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Underscore View Post

    Unsyncing treasure dungeons would make their shelf life worse by devaluing the rewards and allowing people to easily solo them.
    As opposed to nobody doing them, I think giving the option would actually be an improvement.
    (1)

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