Because the content’s not coming in slow, big patches or expansions, it means that they’re unlikely to satisfy all the different types of player.
I agree that there’s been less group content than I’d have liked to see, but there have at least been fairly regular releases.
Taking your example of DA, I’m not sure just how hard the scaling was to implement. They already had dungeon, scenario and faction missions with scaling, and there wasn’t any need for major changes during the player beta testing.
In terms of what it added, there’s a story component, (it’s not a big one, but it does tell us about the eventual destruction of the world by the sleepers,); it introduces a new item quality which people have to play long term or trade for; it creates a tradeable resource which lower geared players are also able to farm (albeit slowly); it gives solo players a boss fight with partially randomised conditions so that they don’t feel totally samey; and it increased the glyph budget to the point where they had to change the stat caps (which is arguably a thing they should have implemented alongside it, instead of shortly after).
I think the aim is that each bit of content should appeal to some players, but also have repeat value to keep people logging in. All of the events will have appealed to cosmetic collectors and achievement hunters, and offered up new (to swl, tiny) bits of story.
The agents act almost like lore, with the way you can slowly piece together storylines which help to flesh out the world - after all, we’re not the center of the universe, just another bee in the machine.
Don’t get me wrong, I really dislike the implementation of the agent system. The fact that it’s meant to be about the stories doesn’t really work with your inability to go back and read the missions that you’ve been on, so it’s all to easy to actually lose track of the story that’s meant to be bringing you back to investigate the next step. And that’s just one of my problems with it.
But that’s the thing, not everything will appeal to everyone. We all want the next content drop to be tailored to our own specifications, but the chances of that are pretty minimal - I know that my own preferences would probably take about a year of work.
We have had new group content, and we even got a new type of scenario - that has been on the wish list for many years. I’m hoping that we get a group DA too, I think there could be some really interesting potential there!
Yup, I agree. The question though is whether that’s about our expectations or Funcom’s abilities. I think when SWL launched, there was a lot of mixed feelings in the player community. There were people who were understandably upset about the relaunch, but I think that there were also a lot of people who felt it was a real opportunity for the game to grow and give us all the stuff we’d been hoping for during TSW’s time in the doldrums. I think that perhaps we were overly optimistic in our hopes of how new content would be delivered.