We had about a week of playing it with one fix already. My opinion of it remained the same as before because it's based on intrinsic qualities of the content piece.
Cool, if that's your opinion I respect that, but at the same time to say or suggest that any effort into fixing a small piece of content is an absolute waste that could arguably be considered one part of the few available end-game options or "content" that there is to offer right now to max players is a bit ???
My perception of what you're trying to say is that okay, Gigantix is shit content don't bother fixing it at all and leave it alone, which I think is like ... well if something is broken or not functioning as intended, then it should be fix/corrected regardless or not if it consumes a lot of time/manpower/resources.
Damn, abandoning what's essentially a boss with purple shine and level 24 stats. Surely that took entire months to make. In the first place I said not to waste more manpower than implementing basic fixes that just make storm idling less relevant.
Sure, I can agree that recoloring a boss and simply adjusting the stats to hit harder and tank harder could potentially be fairly easy to code in. However, you seem to forget that it's also tied to the weather system or thunderstorms specifically. Essentially, it's a time attack whereas thunderstorms have a pre-determined/scheduled time or maybe it was originally suppose to be completely random which would be the real difficult part to code/change/adjust/abandon/what have you. Also, you seem to be more focused more on the production and post-production aspect rather than the pre-production aspect of how the idea of Gigantix came to be.
Anyways, storm idling is a player choice imo. It's not something imposed/forced onto players. The developers have no control over the individual's actions. Hence, I think implementing basic fixes real intention is to address a bug/something that isn't functioning as intended. Imo, idling is engrained or a natural thing to do whether players are from classic pso2, new players, casual or hardcore. Plenty of people used to idle in classic pso2 lobby, plenty of people used to idle in Central City in NGS, and now plenty of people idle in exploration sectors waiting for a storm to come whether they have a 3rd pt source to tell them when or not and go watch netflix/hulu/anime/kdrama/ etc
Great and do I really need to explain how
- a) Schedule just made it into a worse UQ where you idle in the town instead until a gigantix drops which even you admit with the IRL part.
- b) Schedule was a bug and now Sega somehow reused the same schedule/RNG seed so we have a rerun but neither of it is a proper game mechanic. That makes it objectively bad if you need to rely on outside sources to make the content bearable.
To not have any structure/foundation or in this case a schedule for Gigantix to go on off, but to rely on a RNG seed instead is objectively bad game design. There is no control whatsoever on the devs/players/or 3rd pt to predict when they come and go.
The schedule wasn't necessary the bug, but the length of storms assuming it went off on RNG seed where storms can be 30 seconds, 1 minute to like 4 mins to 10 mins. There was no control whatsoever, but when the developers applied a fix or a bottom/minimum line, then players at least have 5 to 6 minutes to take down Gigantix. Failure to do so then falls on the group of people or individuals in that group then whether they're under level, under geared, not skilled enough so they keep dying, no ranger, no tech, etc
I can agree with you that relying on outside sources to predict when thunderstorms comes and goes is bad and questionable. However, I would at least give them the benefit of the doubt and wait a couple more months if I or others had the patience to see if they would do anything to improve or add another feature/npc that forecast weather. There may be actual npc in central city somewhere that is in charge of forecasting weather, but for whatever reason they have yet to release that feature so that forces players to temporarily rely on outside sources for predictions.
I am a great realist. We just happened to have EP6 when the director could churn out endgame content on a reasonable pace with quarter of the budget because he could be assed to implement level 100 enemies for level 100 players and not make it into limited time supposedly random events. I am also aware of the roadmap that looks like complete shit. Why are exploration/combat zones enemies capped at level 15 max? Only the current NGS director knows who just happened to be the one behind the worst PSO2 episode (5) as the guy who cleaned up his shit is now degraded to just being the item director. For the next month our content schedule includes placing random emblems on enemies that just change their elemental weakness, and switching which enemies appear with purple aura. Realistically even skeleton team could've made a more riveting quest by just going through assets already in the game. Why isn't any cocoon used as a reasonable level 20 dungeon? This is also a great mystery that wouldn't require much manpower to just place enemies already present in an easy to play with trainia environment.
Great to know you're a great realist, but are you a JP Vet or started when classic PSO2 hit global. If you're a global player, then you would know we had 8 or so years of content packed into essentially 1 year. According to PSO2 fandom website, JP PSO2 episode 6 actually was released in 2019 whereas global classic pso2 wasn't released until March/April 2020. I would then assume as my memory doesn't recall that global EP6 dropped sometime in Feb to April of 2021. So, Japan had ep6 for 2 or so years already whereas global was still trying to reach parity with Japan. Hence, you think the director during ep6 could churn out endgame content on a reasonable pace on a quarter budget when in reality that content existed for over 2 years already LOOOOL.
TLDR, it's not up to us to question the decisions the director/developers. We can provide unproductive complaints or provide suggestions be it reasonable or unrealistic. I try to understand both sides of the stories and give the benefit of the doubt where their standpoint is they had supposedly months or years to look ahead till now to plan what they want release and want they want to be released later.
This month has all random emblems on enemies that just change their elemental weakness, and switching which enemies appear with purple aura and what have you mainly because
- It's PSO2 9th anniversary omegalul
- It's a transition into summer whether you want to take it symbolically/literally/or what have you
Lastly, giving multiple roles/reasons/incentives or however you want to describe the idea of giving cocoons a side thing like also being a reasonable level 20 dungeon is ? That wouldn't make cocoons cocoons, but strip it of its identity/purpose. Cocoons are meant to give skill points and towers are meant to give skill points, but supposedly to be a bit more difficult or at least a bigger time sink.
Dungeons may give skill points or may have another purpose later on such as being crowned as true end-game content. However, I am sure dungeons will arrive in 2022 with the major winter update if you even bothered to try to look around the internet for leaks to show a pyramid shape building in the desert region right next to Aelio.
Before you go, oh what a great mystery on why not release content in mass bulk, well
- Rushers are going to rush to clear everything then ask for more content like you once they complete
- People going to complain about how shitty it may be and ask for more "shit" content lul
- The director/developers own opinion of how pacing should go
- It hasn't even been a full month yet since the game released lol
Good discussion tho. Very entertaining and great way to kill time at work tho thanks