Okay, so there's my rant:
I purchased the OCH DLC for the weapons and the novelty, sure, but also to actually have an alternative to doing Vana runs. I thought "oh, finally a tier 3 boss where I don't have to pay 450CE for an entrance (shadow lairs) and an alternative to the endless Vana runs in the game."
That didn't happen. Hardly anyone plays OCH nowadays consistently. Sure, "fun runs" happen, but not very often. You don't have to be a statistician to notice that out of the people on my friend list, 5+ are doing the Vana mission at any time of the day, and I notice an OCH run once every 3-4 days, if at all lately.
In general, I don't understand why the development team doesn't understand that content which is difficult or expensive won't be played unless there's an appropriate reward.
OCH takes longer (~1 hour as opposed to a ~40min Vana run), costs the same energy, and is arguably the same difficulty, or I would even say a little MORE difficult than FSC - the ninjas are a pain, and the arena with the machine and the constantly respawning small/large gremlins where you choose which ones to release can be tricky for some people.
So....... if OCH is at least the same if not more difficult than FSC, is on the same depth (24-28) as FSC.... why does it pay ~4000cr when FSC pays ~8000cr (+the 3 tokens which are 1k cr each guaranteed - buy armor for 30 sell to vendor for 30k cr)?
OCH should immediately be adjusted to pay a little more than 11000cr per run (or a little more than 8000cr per run + the mask fragments need to be tradable for 1k each to vendor). Nothing else "makes sense," period.
If there are future T3 bosses of the same difficulty as Vanaduke, I surely hope they will also pay according to the time/effort spent to beat them - otherwise there will just be more "dead" content like OCH is right now.
On a larger scale, the same pattern of thought should be applied to other areas of the game (i.e. fiends are INSANELY more difficult compared to jellies but jelly levels on average pay MUCH more than fiend levels? What??). Also, even T3 danger rooms generally aren't "worth it." I could go on and on.
I think instead of making the next useless accessory, someone on the development team should take a good look at some data, play the game, and observe which content is being played and which content is not being played - and make adjustments so all content of the game is viable and "makes economic sense" to play. A lot of people, me included, like playing "for fun" sometimes, but I also do look at profit intensely, so it really bugs me when I'm finishing difficult things to be paid less than someone who isn't (in crowns mostly, although heat needs to be adjusted too imo).
TL;DR. Nobody plays OCH, because it takes longer than Vana, and pays less than half of what Vana pays (tokens at 1k cr each considered). Fix it nao. I'd love to see 50% of the people in the game playing OCH, and the other 50% Vana. That would be the ideal split. I don't have data, but right now it feels like 99%/1%.
"I purchased the OCH expansion mission pack for the weapons and the novelty, sure...."
Here i fixed it for you.