As an older player 
- 2019.11.29 13:52 (UTC+0)
I have been trying to understanding what this game has been lacking for the past few months that has made logging in feel more like an obligatory chore than an exciting adventure. The excitement I had for the game dwindled into nothing before I knew it was gone and I couldn't grasp onto the essence that had lured me in.
It dawned on me after this recent patch.
No matter how much content (and yes, it ALL has been and is content) that is released for players to burn time with, when all of it is done, players are often not left with a satisfactory feeling. And honestly, because of the precedents set by SC, their method of content release may not EVER give players a satisfactory feeling (I will explain this later).
I wondered to myself, "why is this the case?"
I believe there are three reasons.
First, and this requires a humble frame of mind to admit, we as a community have set an involuntarily imposed standard for this game to satisfy our personal expectations. And I feel we as a community have set this standard too high for a rpg/gacha game because we started off hype about the story and the heroes, which are both well designed, and expected the game to keep delivering the hype even after we have "beaten the game."
There are a few things I should explain for clarity:
1. by "beaten the game" i am referring to the point that any player reaches when he/she logs on, does dailies, and sits in hunt, farming, because all other content is completed. I think many have yet to acknowledge it, but yes, being at this point is beating the game.
2. Considering that we have essentially finished E7, the extremely high standard I speak of is this expectation for what i would call the "post game" phase to maintain a freshness and excitement as the rest of the game did.
3. Comparatively, games that finish and have post game content don't update as regularly as E7 does. Their updates are fewer and farther between and they are often huge. Normally, other RPGs would just release entire complete episodes/chapters after a long period of time. E7, unable to keep up with it's own fame, is releasing parts of an episode month by month. and waiting for small bits feels bland. This is what I feel is the case for this rpg. I'm not too savvy on how this game's content release compares to other gachas, though.
4. clues that this games success was unanticipated can be seen with the initial difficulty of hero building (this has not changed since release) and their redesign of adventure mode. I am willing to guess the development team never planned this far ahead to begin with. Now they are trying to stay one step ahead but are tripping over their own feet.
This ties into my second point. We as a community have literally asked for developers to change their plans, release content early, make newer QoL features, nerf the power of units, strengthen gears, nerf difficulty of content, release specific forms of specific content, and all the while getting ourselves hype because SC actually listened to us. SC may or may not have shot themselves in the foot for doing this, but if SC had remained silent and regularly released small bits of content/changes when they were ready to release them, I believe there would be less backlash because less hype.
the third reason is actually a combination of the community looking to be in that honeymoon period (being excited to log in every day) with the game again, getting too hype from communication, and the method in which E7 updates.
Because of the above mentioned, there may hardly be a time when E7 will release what I will call "quality content." Developers are split between making coop/pve/and pvp content. For the original image of the game to be maintained, a small team of developers would take a longer time to meet the demands of the community and still stick to their timeline. This is where SC may hire new developers. These may or may not be devs (that need to be paid) that are out of touch with the playerbase or don't have the same vision as the original team.
All of these things are what have led to the dying passion for E7.
They could release the rest of Episode two, free auto farm, and change equipment conversion to be 1to1 now, we as a community would only be satisfied for the first week of release. No new hero will be enough because the community asked for balance. At this point, the only real challenge in this game is getting perfect gears to make that certain waifu a badass, and we all know the challenge of winning against RNG sucks.
So? what can be done about this? how do we fix the E7 post game?
The easiest option is to switch games and have the honeymoon feeling again somewhere less ravaged by community influence.
That's one good and fine thought. Or...
SC should consider REDESIGNING HERO BUILDING. They need to take pressure of off the value of gears by opening up either stat caps (by offering items) or level caps on heroes. For example,
making 7* stars possible and making it go to 100. Then releasing specific content where only 7* stars can be used. <--- PURELY AN EXAMPLE, for an aspect of the game I don't care about as much. People are taking the specific example more seriously than the reason for the example. sigh.
They need to make content more focused on fun and less on gathering resources. The best fun content available is content that generates random map/creature design for cooperative play to earn non-hero building items (skins/titles/borders/etc)
making a high player to player interaction environment where, again, the goal here isn't for gathering resources, but for fun.
Most importantly, removing limited access to one of these aspects of the game (not gated by keys or stamina) is vital for eliminating the underwhelming feeling playing E7 is starting to give.
TLDR; This game is slowly leaving a bad taste in my mouth. In the post game, I find myself looking for reason to build/use anymore heroes. I built my original list and now have 28 heroes i can do nothing with. Ultimately, it is myself, the community, and devs to blame for the state of this game. We asked for things to be tailored more for the midgame (nerfed/balanced) because all content has been for the reward of resources, and everyone wants resources. SC listened. We asked for things to be changed (previously) and to implement other things. SC listened. Although devs may be stretched thin on meeting demands and releasing their own planned content, Many of us have essentially finished the game, with 20+ heroes built in their roster. farming perfect gears to polish their invisible trophies. Now what? What is there left to do?
The only way to make the "post game" of E7 meaningful is for devs to move away from relying on gear rng and actually create fun content with high replay value. Hopefully, RTA will be like this.
Keywords for post game improvement: not gated player to player content for bragging rights.
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