Originally Posted by
Wrecktangle
I can't imagine it being terribly difficult/expensive to design a harder encounter of an existing one, but we do know that FF14 in the past has walked backwards not forwards. I.e. designed Savage, then cut it down to normal. I wonder which approach is a better process (internally of course, it's likely no impact to us). If I were a designer I'd likely lean to brainstorming creating a "savage" encounter and then cut it down for the majority playerbase, al FF14.
I'm just not sold that creating something difficult for the sake of difficulty is enough to get players interested in it. I love experiencing the challenge as a team and overcoming it, but I don't like regression and wipes because of repeated poor play. I would need something more than challenge to "stick with it" especially if it's not my fault we're failing. This is for me personally though. I hardly believe I am alone here, but if I was the minority I wouldn't be surprised.
Ok back to the Light thing now. So we went from 5 weeks, to a month (which is 4 weeks) of doing ex and 60 roulette's every single day. I think when I quit there were 2 different 60 roulette's. Is this still the same (so 3 roulette's a day every single day)? So it's clear there's going to be some kind of an average based on how much you play and it's sounding like even in order to hit a month you have to play quite a lot.