you know that it have no difference between atma and this ? FATE are simply monster grind with an objective. the concept behind is not bad, it's a sort of quest that can be repeated and random (more or less) sadly they have never really work on the system nor did they try to improve it.
in the end the goal of the fate farming was killing the monster needed by the FATE, but in the end it was a boring zergfest of monster grind. and it's what we have in eureka, in a version less interesting, since no drop and only a boring long farm.
an interesting point... FF11 had at best 600.000 player (maybe a bit more but rarely did get close of the million) when FF14 that was really far from FF11 did reach more of 5 Million account. why use mechanic from a game that have never really did succeed and was considered by a lot like a niche into FF14...
MMORPG genre is slowly dying, why? because dev are focusing on the wrong point, and fail to deliver new experience that will make player happy to come back playing. but why FF14 succeed, because every 3 month we do get a patch with new content, even if the form of this content is classical, it's still new content. however, player more and more complain about the lack of risk taken by the dev into creating new content and new experience. Eureka is not a new experience, is an old concept of mmorpg that is not working anymore.
MMORPG genre didn't evolve, when you see that some type of game that have less deep have try hard to improve and change the gameplay and experience. i did used the monster hunter example, if you look at it, the game gameplay did only change a bit per game but even this, they always have try to improve the game. to bring new experience...
here in FF14 most of the dev focus is on raid... we did asked for midcore content, we did asked for 4 man hard content challenging to the same level than hard mode raid. we did asked for challenge for the relic and all we did get is... an outdate gameplay into FF14... i'm really interested to know what is the thought of the dev and yoshida and more important, do they plan to listen to us, to deliver us what we did asked for years... new experience, new thing to do... even POTD was bare, it was interesting, but was far to have all it was needed for make it interesting and i feel eureka have the same trouble.
it's bare system that recquire more to do, more objective to do than simply kill monster for a random drop that is the same for every monster. with the elemental system it was possible to do soo much more like add type of loot that can be only obtain on wind monster or type of monster. and the best, it was not needed to make it rare drop, simply ask the player to bring this loot and get work, most of us play more than one jobs, if not 3-4 jobs different for be able to experience more. but here equip one jobs is simply insane and they fail to remember that FF14 is not WoW where you have one class per character, plus if they want to make it a grind soo tedious, the reward must be decent. more the grind tedious and long, more the reward must be important, here the reward is a slap in the face! instead to make it a loot that can be used for create a bis with raid and tome and craft... we did get a subpar reward that in less of 2 month will be a junk...since it will be possible to upgrade the tome 360 in 370 with the 4.3...
most of us have a life outside FF14 put a grind of this size is like saying this content is for only hardcore player.
honestly i'm confused to understand who is the target of this content, what they try to accomplish with this sort of content, and more bad, why it's so boring... a grind can be fun, if it's well done... here it can't be fun... the reward/time/effort ratio is horrible! if it take 1-2 month of tedious grind for get a reward from a content... then it's bad by design.
because the game have the cap, the craft, the raid and such plus we have our irl life... stop create grind that is simply insane for no good damn reason...
the relic will not be at the same level than the savage... not before the 4.5... it will always be below, generally by 5-10 ilevel of difference.
