Stress from Exploration | TC Roundtable Podcast #16 ft. KB



A podcast focused around the technical aspects of Genshin Impact. In this podcast we take a look at Sumeru so far, our outlook on Dendro, the state of endgame content in Genshin.

Streamed live at https://www.twitch.tv/keqingmains on 10/6/2022.

Support the Podcast: https://anchor.fm/ayzel/support

Members:
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Guest: KB
https://twitter.com/KBgenshin
discord.gg/hutao

Artesians
https://twitter.com/Artesianss

Ayzel
https://twitter.com/ayzel_0

Tenten
https://www.twitch.tv/tentengames
https://www.youtube.com/c/TenTenGaming
https://twitter.com/imtenten1010

Zajef
https://www.twitch.tv/zajef77
https://www.youtube.com/c/zajef77
https://twitter.com/zajef77
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#Genshin
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23 thoughts on “Stress from Exploration | TC Roundtable Podcast #16 ft. KB”

  1. a good spiral abyss change would be for you to choose your own blessing that benefits the two banner characters currently being run. like it exponentially increases the type of units you can bring in the spiral abyss

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  2. AR60 and most of the time I don't even look at the damage numbers, let alone bother to well understand the reactions. I enjoy the gameplay loop and as long as I can 36* SA, increasing my damage by another 10%, 15%, 50% is just not an aspect of the game I care about even though I listen to TC musings on the regular. In short increasing my damage doesn't increase my enjoyment.

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  3. That Vagabond event was difficult, but fun. I had to coop for some of them, but I think they need more content like that. They can add trial characters which will solve the problem of people lacking the characters.

    I don't like timed events too much… I wish they'd add some permanent not timed combat content tbh.

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  4. Genshin is combat focus game there are mini events but you build chars to use them in combat not play the dating sim 😂 so having endgame content makes so much sense like the casual player will one day get to endgame if they play often enough. The anxiety thing idk Genshin isn’t hard enough to cause anxiety if anything the limited time events causes more anxiety cos of fomo lol.

    I do think that there should be rewards for the endgame as well just to give it purpose other than mindlessly redoing abyss for lols

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  5. About the anxiety thing and Hoyo's hypocrisy, I think one could play Devil's advocate and say the issue isn't whether the game has elements induce anxiety or not, but how much. Maybe they think there's an optimal level of anxiety their product induces and going beyond that would make them lose money or something (at some point you might think enough is enough and simply stop caring).
    But honestly, my main problem with their anxiety excuse is that it's still too vague to me. Are they afraid a more hardcore endgame would induce people to tryhard too much? Or is it the frustration of not being able to clear? Or something else?

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  6. Does anyone think that combat puzzles could be a thing? Like some kinda mousetrap boardgame thing where you gotta do a specific rotation to defeat all the enemies in a certain order. Rube goldberg machines are always a win and it could even be chill without a timer if need be. It'd be a concession between the casuals and hardcores.

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  7. It's sad to hear that zajef just gave up on combat content. In any other game, making demands and addressing negative opinions are considered as normal. Overwatch 2 for example, it's a clear upgrade from overwatch 1, but content creators can freely criticize aspects of it without being called as doomposter and stuffs like that. In other games, people don't just give up on things the players want. It's very very sad that this game have this toxic culture of calling everything as doompost, forcing content creators to resign to whatever whims hyv have.

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  8. I don't believe that most players don't care at all about the combat, the combat system is baked into every single aspect of the game because everything you do gives you adventure rank exp and something that increases character combat effectiveness so all players must care about the combat to some extent because if they don't adventure rank will increase and the game will get harder

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  9. as some who play genshin and Tower of fantasy , i kinda do wish we get the daily/weekliy progression where you can progress both casual way or the try hard mode progression. genshin way getting gear surprising lot better then . if genshin that probability what makes me quit tof. or other way around.

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  10. "The small incentive to continue" is exactly why I also like support points in ToF. Yeah you can just AFK Frontier Clash normal, but you can also run Joint Ops and help carry randos. Or join random world bosses, or whatever. It encourages you to play more… and more combat

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  11. Having listened to this a couple of times for making timestamps, heres my take.

    Feels like everyone – TC, meta, casuals alike – overreacted a bit. The interview was pretty vague, filled with PR speak, and likely poorly translated. It brought a lot of existing concerns and dissatisfaction to a head though, but also as usual on the interwebs, controversial and often braindead takes rose to prominence.

    One thing I feel shouldve been addressed is that TCs rightfully are quick to shit on those who argue that they love casual content, genshin is only a casual game and therefore mhy shouldnt invest in combat (dumb take). But they are pretty silent on the idiots who argue that they love combat content, genshin is only a combat game and mhy therefore shouldnt create puzzles/story (also dumb take). There was a 5k upvoted post about getting 'burnout' from being 'forced' to explore GAA.

    Casual or combat player, idiots will be idiots. They dont want ANY challenging content, and just want free primos. The emphasis should have been on criticisizing that, and not making it out to be a casual vs meta player thing. The way many CCs have been kinda fanning the flames of this false divide for content is quite irresponsible in my view. Using negativity to attract views is not a good trend to see, especially considering the other ahem major CCs who have shown us what lies down that road. Enjoyed the attempt at more balanced, relatively calm takes here tho.

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  12. Was super happy to have another episode of the podcast, I hope you guys keep it up!
    All the stuff about endgame isn't really surprising, but it is a bit disappointing. I think the idea of having different ways to claim rewards made a lot of sense. Many ways of implementing that to reduce "anxiety".
    The anxiety thing is weird to me; as many pointed out, limited banners, limited events, weapons, story content… It just doesn't feel consistent. Honestly, it feels to me that they haven't fully figured out what exactly they are going to do longer term.
    Last two points. I think small rewards to incentivize repeatable content is a good one, even if it's just extra mora.
    Something I've been asking for in the surveys is the ability to further increase our world level. Part of the fun of early game is the actual threat of enemies and needing good strats to beat them. Current game state can be "normal", with the option to toggle it up to "hard" and "very hard" etc… Just seems like such a simple way to add challenge for the players who want it, while not forcing the increased difficulty on others or making them feel badly if they're not playing on very hard.

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  13. The eternal blood tears rivers of crying over the casual gacha game being casual and not more "try hard" (pay to win), reflowing now with a fake interview of a no name "mihoyo" person…after 2 years of expending in the game. You can't make up this shit………

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  14. OMG THIS IS REALLY GREAT! Glad to have you guys back. Been searching for an update on the podcast haha! keep it up, its always nice to hear insights from more qualified people. 😀

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