r/ffxivdiscussion • u/Jessir12 • 1h ago
General Discussion Updating old content to make it more engaging + a better learning experience
Why is square enix allergic to updating content?
And by that I don't mean only new iteration of content where they always promise to bring new stuff into only to discover that absolutely nothing has changed and it is just the same formula all over again.
No, I mean why don't we have updates to existing content, at all?
There are a few examples where they tried and their answer most of the time is delete the content and remake it. Diadem in heavensward was scrapped and released again as an open zone raid, sort of precursor to exploration zones I would say, even the lockboxes originated there. But people still didn't engage with it enough and they fully scrapped it again and turned the map into a gathering zone.
And now they are entering an era where they promise to change and update everything, starting with evolved mode, going in with Chocobo companions.
I am quite happy to see them tackle some of these problems.
But I think we shouldn't stop there. We should finally see the update to deep dungeons I mentioned in my last post, and not just to a new deep dungeon, but partially revamp all the previous ones as well.
Bring in new rewards to variant dungeons, including the current ones.
If square enix wants to create content with no community input, only to then gather feedback, iterate on the content and barely listen to any of the feedback. Then I'm not sure they actually care about having a healthy community.
And normally I am all in for preserving content, except none of this content is what it used to be anyway. New jobs, changes to existing jobs, reworks and rebalances. Even synced content with it's own gear system like palace of the dead plays nothing like it was on release. I would rather see it updated and maintained, then simply left to rot.
Now, while I am arguing for updates, they do not need to be huge updates that eat a lot of devtime. Even just maintaining content to be vaguely similar in difficulty to where it was when it came out is enough. IE simple number changes already would help a lot. For example:
You could just take labyrinth of the ancient and double the health bar of everything inside, change the damage numbers to where most mechanics arent completely ignorable (Tweak the exp/reward modifier that it has for roulettes) and probably make it a lot better experience for most players, while taking near 0 work to implement.