
Originally Posted by
Kirishima
I would argue making content for 1% of the player base and having it be time-restricted is not the best design ever, and if you're gonna have "side content" for the people not going hard on your event for whatever reason, it is also not great design to have it detract time from an already time intensive main event. It's like you're saying the Exhibition and Lottos can't be done by the same demographic and that's pretty much having two time restricted events that do not help progress each other. If it's really meant to be "you choose: mats vs tickets, and fuck you if you want both, youre gonna have to sink more time into our unfun game mechanics we took a very careful amount of time designing with a team of apes with rabies" it doesn't feel great in particular.
They can easily, as I said, have these either be separate on their own time gated event, offer substantial lotto rewards, or be permanent. As it is it just feels conflicting for people that want to maximize everything out of an event, when every other type of event you can maximize just running the latest nodes and leaving the interludes, SQs, and what have you to the in between times. It does not help that every "hard quest" they do is always never engaging or fun, just annoying gimmicks or the same old "here's buff removal, here's invul, here's debuff immunity, you can only kill me after you wait/kill mobs" all the time. They had something fun going with Grail Front, but it feels like with every iteration of that thing they introduce innovations that come branded with their own issues too. It's like this team is cursed with having superficially good ideas and fumbling execution every time.