This is in the OP. If this won’t convince you, I’m not sure what will.
Output from the raids team isn’t coming at the expense of other projects in development. Raids are made independently of Living World. We do communicate regularly with that team (and we share some resources and assets in both directions) but neither team prevents the other from doing its job.
And this is true from a certain perspective, but mostly nonsense. Ok, maybe the raid team’s work does not “take away” from work in other areas, if that’s how they want to frame it, but look at what the raid team has accomplished. They have made zones of significant scope and artistry, unique boss encounters, engaging story, all sorts of things. It is impossible to argue that these same developers, tasked with creating content that more players could engage with, could not have produced MORE CONTENT that those players could engage with.
It is an inarguable fact that by tasking these developers with producing raids, it did reduce the quantity or quality of other content in the game, however they choose to phrase it.
I’m not arguing that they should dissolve the raid team, or not make future raids, but I do think it would be nice if they took the time to make the existing raid content more accessible to players that for whatever reasons are not well suited to raids in their current form.
I wonder how many times people (like yourself) re-played Season 2 of Living World compared to how many times people re-play Spirit Vale and Salvation Pass?
It’s an interesting question, although not particularly important to answer. For one thing, I would be willing to wager that while not many people replayed a significant amount of the HoT LS (I haven’t gotten around to it yet), I bet that more people played through it at least once than have completed even one full raid wing. I might even take action on there being more people who completed the HoT story than have beaten even a single raid boss yet, but I’m less confident on that one. So wouldn’t dozens of players spending 5-10 hours completing a story campaign once be equivalent to one player replaying a single raid wing dozens of times?
The second issue with that question though is that I don’t like the idea of comparing raids to single player story missions. I prefer comparing them to open world maps, and players overall spend WAY more collective hours on open world maps than they do in raid wings.
I don’t think that they should make single player story-mission style versions of the raid wings, although some certainly would prefer that. What I’d be looking for is more of a reduced difficulty casual mode for the raids, where you would still play them with ten people, but with reduced difficulty you could be much more casual about forming a party, you wouldn’t need to select for “the right classes,” or “the right gearing,” or experienced only," or anything like that, you could just put out an LFG, grab the first nine people who show up, and stand a solid chance of completing the wing in a reasonable amount of time. This would be fun and repeatable for players who do not enjoy high-challenge encounters, and for those who do enjoy high challenge encounters, the original version would remain available.
Lots of people go through it for the rewards and mastery points. Especially those not able or wanting to do every fractal achievement for a mastery point. There are 2 fractals achievements I’ve yet been able to get (we 3, or at most, 4 man them, but mainly, 3 man them) yet so I did the LS2 over and over till I got what I needed. What can I say, I’m not always so coordinated!
The other night I realized that I was one Tyrian master point away from what I’d need to buy the last available skill, so I completed the spoons collection.
“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”