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Anonymous /v/713173006#713178328
6/20/2025, 5:26:27 PM
FF14 makes apparently the most money for SE but it's also the least invested game on their current portfolio, due to cost they couldn't even do the bare minimum and add in difficulty settings for Forked Tower.

>In the game's last exploration zone, Bozja, the equivalent raid Delubrum Reginae had both a Normal and a Savage version. The Normal version was still challenging, but could be completed by a pick-up group and queued into—the Savage version was more on the level of The Forked Tower we have today.

>So why didn't Square do that, this time around? "The simple answer on why we didn't have a normal and savage version is cost, I know this doesn't 'matter' for a customer … We weren't able to do this for this instance, but for the future instances of Occult Crescent we will try to have both a normal and savage version."

>In other words: Creative Studio 3 was making a new patch for a game with a historic problem with delivering casual-to-midcore content, serving a slice of its community that'd been waiting almost a whole year. It ran into budget issues with said exploration zone. Rather than prioritise the kind of experience it had been missing, it then decided to funnel those resources into a harder version of the raid which, almost a month on, has only been cleared 400 times. Why.

>has only been cleared 400 times in 23 days
LOOOOL

>"Cost" is also a poor excuse when Square Enix's reports have been sharing that FF14 is a major breadwinner for the entire company. This one's less Yoshi-P's fault, but for the love of Hydaelyn, Square: Why is one of your main earners struggling with its budget when trying to deliver basic features every other MMO has as standard? Your direct competition's been doing laps around you! Wake up!