One big thing i'd like to see is more quests! not necessarily for magicite, even just for stuff like XP. I'm really enjoying having a group of friends run around and spread out and seeing a bunch of other people running around too.
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One big thing i'd like to see is more quests! not necessarily for magicite, even just for stuff like XP. I'm really enjoying having a group of friends run around and spread out and seeing a bunch of other people running around too.
I think that Eureka (and Diadem before it, and FATE grinding before that) shows a fundamental problem with FFXIV: outside of raids, the combat isn't fun. Monster Hunter for example is incredibly grindy, but the combat is intrinsically fun and satisfying, at least for the first 20 hours or so.
Now, I'm not expecting any revamps to the combat or anything like that, but improving Eureka means diversifying the range of activities and not just putting a microscope on the fact that FFXIV's combat is boring. Like delivering supplies to camps or other settlements, or defending bases, maybe crafting usable turrets or something
- More quests. It'd not only make the area feel a bit more "active" beyond mindless zerging on mobs, but also give people something to do more often than "every level or so, go talk to Krile for 2 seconds about something vague and go back to grinding."
- Up the XP. No, seriously - up the freakin' XP. Level 3 characters getting only 20 XP for level 5 mobs per kill is atrocious. If there was more to do than simply zerg monsters, the XP being so low and on-par with the true overworld would be fine. But given there is literally nothing else to do but endlessly kill things, the XP should be upped by at least 25% per kill for mobs 2-3 levels above you. Nothing crazy, especially if the grind was part of the desired play, but... something better than what it is now. It's horrible as it is now, grindfest intended or no.
- More dynamic monster spawns/fates. Make the area feel alive and exciting, make the challenge feel real instead of an arbitrary "Bash your head on the wall until crystals pop out" brick road.
- Up the crystal drop rate or at least the amount of crystals per drop.
Something like Hamlet defense would also be really cool, honestly.
Rewards are just too bad, tbh. Gears in this game are boring vertical stat sticks and adding the ever-elusive "extra effects" or "gear set bonuses" to this tripe would have made it reasonably palatable despite the mediocre implementation (previous relic quests were garbage too past the initial step, let's not mince words here). No decent carrot? I'll just slap that stick out of your hands and snap it in two then, thank you very much.
I'm positive that crystals have more likelyhood to drop on mobs of about your level, been farming exp with bears as lv 5-6 and got extremely low, went to do some lv 6 mobs and like it rained
Besides I have the feeling that NM spawns is related to certain types of enemies killed rather than just time
Two concerns. First the notorious monsters. You need them for certain items so how is that going to work when most people move on and stop playing anemos? Like a year from now or two years, if there aren't enough people playing to be able to beat NMs, need alternative progression for solo play.
And other concern about the exp loss / level down system. Seems like an unfair punishment for an online game where lag or server error could erase a lot of work. I don't think people get nostalgia about level down; we can leave big death penalties in the past.
I think it's to early and soon to really hate on the grind but personally I much rather farm crystals than a thousand-hundred tombs to upgrade the relics with again.
One thing that would fix everything - just remove this and diadem. scrap it all and give us more dungeons and trials.
I find Eureka fun and challenging.
People gives up too fast, and it's really sad to watch "pro players" giving up on this kind of content. I mean, I've seen parties grinding on same/lower level mobs and then talking bad about Eureka because they were getting too low exp, while it's all their fault.
I guess people wasn't ready for this. They forgot how to manage pulls, how to use CC properly (stunn, bind, sleep etc...), they forgot everything, and that's because they're too used to complete scripted fights.
I like Eureka a lot, I want this to be clear.
The problem is very simple, we don't want to stay in one area pulling one enemy and repeating the same process 30 times for 30 chains. That's the core of the problem.
Where's the enemies that come in groups when you pull 1 of them?
Where's the mini-bosses that spawn? NMs ok but those take a while
Where's the golden enemy that's a rare spawn?
Where's a horde of enemies that appears when there's a lot of players in an area?
Basically eureka needs variety and more events. Eureka is fun in my opinion and I like it a lot but it for the second version of it we need more variety in the exploration.
Ok so after spending exactly 8 hours in eureka with my full team today we encounter 3 rare fates (gold each time) and averaged 78 crystals each. So if this fairly represents current drop rate, if we managed to do 2 hours of eureka per night every night it would take approx 85 weeks to get +3 on all gear. Holy shizzlesticks
They need to increase exp gain a bit, increase FATE spawn rate, add Eureka to challenge log with protean crystals as rewards, and add objectives as well so we can do things to break up the mind numbing mob grind. We should also get crystals at level up as well.
I really think the solution is going to lie in the NM spawning.
We know that they have spawn conditions, that they help spice up the grind, that the exp and crystals are solid and guaranteed.
I believe we need people trying to figure out these spawn conditions rather than slamming their heads against a grind wall. We know that they are Hunt-like in their kill/weather/time conditions.
What I want to know is how people will feel once the spawns are figured out and they have reliable and better sources of all the things they're complaining about being scarce.
100% exp if you tap a mob.
Allow chocobos for those who wish to solo.
Suggestions? Well if they had listened to any of the feedback about Diadem they would have had plenty.
First the things I like:
The zone:
- Its gorgeous, and I appreciate the effort put into making it as an area.
Notorious monsters
- I could be in the minority here, but I lvoe the fact that there are rare mobs that spawn if you kill X number of enemies while in the instance. (even if it is essentially a hunt mark)
The Return of Lock Boxes
- Simple enough. They worked in Palace and Diadem, so why not reuse them. Though their implementation leaves much to be desired.
Next is the things I dislike and would change:
Enemy EXP Values:
- Someone did the math and it is 400% more EXP per level after level 5. That is excessive and is a slap in the face to anyone who wants to do this casually. We have other things we want to do in the game, but with a time investment like that it is as if they are telling us to ignore everything else for no good reason other than glamour.
The effort is not worth the reward:
- Casual and midcore content should never require the same amount of time and effort as raid content does to complete or progress. This mindset has been flawed from the start of A Realm Reborn.
You. Do. Not. Base. Every. Single. Bit. of. Progression. Around. A. Single. Subset. of. Content.
I've said it before, I'll say it again, and again, and again until they finally start to listen. People who raid do so because we enjoy it, it's fun, the time investment is fun and the rewards are pretty okay, but the fights are enjoyable to learn with a group. That's the appeal there. This mindset only looks at how long it takes to obtain the gear, rather than the enjoyable aspects of doing so.
Raiding should be the biggest time investment in the game, with things like Eureka, Palace and Aquapolis being things where you can jump in, spend a full lockout and make decent enough progress that your time doesn't feel completely wasted for even bothering in the first place.
This should have been something casual or midcore players could investment a decent amount of time in and receive rewards comparable to the effort put in. It's not. No one can argue against that.
The diminishing EXP gains as you level, the penalties toward your EXP as someone comes up and hits an enemy you or you group has claimed—it's a counter productive gameplay model that discourages people to help one another, which goes against the very idea of this being an MMORPG.
Lower the amount of enemies in the zone so that exploring is not punished:
- If you are making and exploratory zone, exploration should be the focus, not a side effect. I want to explore Eureka without the risk of being bodied by everything I come across.
The zone is absolutely gorgeous, one of the prettiest zones I think has ever been developed, but the moment I stop to try and admire it I am immediately greeted with an auto attack or an enemy walking up to me.
This was not an issue in the first Diadem, there were safe spots where you could stand around and admire the zone as enemies simply didn't spawn there, there were areas where players could RP if they so desired. Diadem 2.0 and Eureka have remove this possibility entirely.
Consider the possibilities of what activities players can come up with outside of the objectives:
- We can't explore freely. We can't craft. We can't gather. We can't safely use gpose. There's no place to safely RP or hang out and we're locked into fighting, fighting and more fighting.
The social aspect does not exist in this content because they didn't consider what players might want to do outside of killing mobs and gathering Atm—errr...Luminou... protean crystals.
Let us do what we want in the zone even if it doesn't fall in like with what you envisioned that's the beauty of what makes an MMORPG FUN and if it isn't FUN you're doing it wrong.
Remove the EXP penalty if someone else attacks something you are engaged with:
- It shouldn't be there in the first place and makes Eureka, at a glance seem like a lonely endeavor that you and your friends are supposed to take the entire zone as a single 8-man group. The problem? There's another 136 people in there who could simply come up, nit your mobs and immediately reduce the amount of EXP your groups get because they simply "participated."
Remove it. Don't change it. Don't make a claim system. Remove it and do nothing else in regards to participation. It is an exceedingly dumb system that shouldn't exist in the first place.
Lockboxes being tied to NMs:
- In Diadem you could at least find buried coffers or gain coffers from killing random mobs. In Eureka? Wait for a rare NM spawn and hope that you get enough participation to receive the amount of boxes you'd like.
Why can't we just explore and find lockboxes?
Why don't they pop up randomly like in leves?
Why is it they are tied to a rare spawn like NMs?
Simply put, this could have been a way to give incentive to people to explore the zone, but instead it's "Wait for the Star Rank to spawn, kill it and get the heck out." Yes I went there, this is literally Diadem but worse.
Why are there no quests in the zone?
- The EXP issue, the crystal issue and everything in between could have been alleviated with their being a plethora of quests for us to access aside from the supposed main story. It's not rocket science, the reason why we slog through the leveling process outside of content like this is because the MSQ quests give EXP and help us progress.
No one likes to level, it is a boring, tedious process that we try to expedite through any means possible, and the lack of quests, challenge log entries or anything to facilitate a quicker leveling experience discourages people from wanting to try in the fist place.
The diminishing EXP returns from all mobs as you level is also poorly thought out and only serves to pointlessly lengthen the playtime spent inside the content, it's just bad design and needs to be addressed soon.
Reskinning and renaming failed and hated game mechanics:
Protean Crystals? Oh, you mean Atma/Luminous Crystals/Light/everything else we hate?
Anemos crystals? Oh, you mean Mythic Clan Mark Logs?
To Naoki Yoshida, I ask—
Why do you keep doing this? You know we hate these things, we're vocal about it every time and you always, always, always have to adjust them drop rates because your idea of fair is nothing short os exploitative and unfair.
Come up with new ideas, or at least reuse the FUN ideas that people liked. Give me a book that has objectives in it that I trade out; like Zodiac Braves, give me maps that allow me to find lock boxes with /dig like alexandrite, give me daily objectives that give EXP and rewards like Beast Tribe quests. Give us things like Pomanders which allow us to play in ways that we would find fun and engaging, and don't remove an unused game mechanic only to double down on it in a new piece of content to make it seem as though you put effort into it; which its obvious that you didn't.
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Finally a more general note but one that needs to be addressed, brought up, and hammered home until they finally listen.
Do not wait to fix something until the next patch:
- Eureka, for lack of a better word, sucks.
Square Enix, Yoshi P and the dev team, you have failed a third time to create exploratory content and it is time that you gather legitimate feedback, ignore your exceedingly flawed data and skewed numbers and turn to us to find out what we want instead of presuming you know what we want to play.
Making a player poll is not a difficult thing, polling your players through official means would be simple, gathering our direct response outside of a forum environment is so simple that it almost hurts to have to suggest this in the first place.
Furthermore: Do not wait to address this in 4.3, 4.35 or beyond.
Address and fix this in a 4.26 or 4.27 patch, make it your top priority and stop putting things on the back burner simply because you have a schedule to adhere to. That's poor management.
Oh good a positive suggestion thread, this I can get behind. While I don't believe it lived up to expectations,
I honestly believe it has potential to be fun.
Challenge log/weekly objectives
example: fight all elements, fight a certain number of each element, amount of NMs, fight with advantage, etc
Personal LB (adrenaline)
random chest drops (ingredients or different types of lockboxes)
Either more NM spawns or up the rate of protean crystals. In 2 full runs (6 hours) I saw 3 NMs.
There needs to be something more with the weather and elements. Perhaps special abilities players
can sign up for if things align or a bar is filled by prerequisites. example. player picked traits from a pool
and when they have fought a certain element or weather spawns, they gain a bonus. or an ability becomes
usable in certain weather.
The change time in the field for the magian board I felt was fine, as we mostly focused on one type before
trying another.
Different types of buffs like the blessing of the elements. More random things to interact with in the field.
Example : temporary magicite placed
I'm only Level five, so this may change, but in the 6 hours I spent, these leapt out at me.
Edit:
something similar to maps, that drop or you can find in the field, something as simple as monsters in a bottle,
previous settlers tried sealing them, open the bottle and defeat them to claim rewards/exp
defense and offense objectives. Monsters move towards one of the aetherytes, or claim an area like a king of the
hill battle. anything to supplement the downtime between NM spawns.
1. Add a Level Sync - so we can play with friends and be all at the same level
2. Create safe spots for the parties to stay in order to not wipe from a random pop
3. Rework rewards - 355 weapon and dyable AF colors for such an effort is not worth it!
also.
4. Invisible/Sneak Potions
5. Reraise scroll
I think NM spawns are based how many mobs and what level mobs have been beated. All NM spawns have been really low level. Like i have not seen any high level NM. There is probably lot players that just afk in the area while waiting NM spawn that slow lot NM spawns. NM will probably spawn more often once ppl get higher level. Damage boost after leveling is insane, you can probably oneshot low level mobs at high level.
My suggestion - put something useful in Lock Boxes. I got 3x fireworks, one 1000g clear materia & 2x T6 combat materia (the type that is as common as chocobo poop). I expected something new & exciting, even a single protean crystal drop would be better than a stinking cherry confetti. T_T
To everyone trying to play the whole "people just don't want to do the work" argument, here's the thing:
Everything in this game becomes crap after 3/6 months. If you're trying to present usable gear, you need to make it reasonably obtainable in a short enough timespan that you actually get to USE the gear before it becomes crap. In some cases, considering the gear caps at 350 (and 355 for weapon?), it's *already* crap to some. The game also tries to sell the gear as being helpful to you *in Eureka* (at least, that's the way Gerolt pitches it to you), but due to the i300 cap, as far as I can tell, it actually isn't helpful at all. Combine all these aspects together and you have DoA content.
The way this game is innately designed, it simply does not support long grinds for any level-relevant gear, because that relevant level shifts upward every couple of patches. You just can't make (attempted) level-relevant stuff take this long to obtain, or else nobody except glamour freaks will bother because there will have been no point.
~Level Sync
~Perhaps make it so that people can auto join a party if not full with a checkbox of some sort saying auto join
~Increase the xp by a massive amount or lower the amount it needs to gain a level
~Remove the lock boxes, or remove the useless rng loot like fireworks, etc
~Allow to farm mobs 1-2 levels lower than you and still get exp
~Just give us stuff to do other than just kill mob after mob
~As others have said a safe spot, I noticed that if you just attack a mob and another one spawns if you don't move to catch it's attention or aoe it you can avoid it but still safe spots so you can move out of the aoe.
plz let us buy both crystals with poetics and/or creation stones.
the grinding for the 50 and 60 was way more fun cuz it was possible to do it alone as a sideproject.
killing the same trash over and over and over again by smashing just some random buttons is no fun. put some sidequest npcs in it with crystals as reward. (clearable alone)
that the stuff in it to buy is weaker then everything i already wear is a bad joke. im pretty sure they forgot to incrase the ilvl after they wasnt able to realese it 6 month ago.
i readed in the german and the english forum many times "plz no diadem 3.0" well we didnt become it. sure. its just even worst. the xp balance is pur cancer. do it alone = xp is okay but you will never see a crystal. do it in a group = xp is almost nothing and you will get maybe some crystals.
why did it took soooooo long to release it? its just a map with trash on it. :confused:
plz give us for every step a different questline to grind like the 50 and 60 ones. its a hard grind too but not so damit boring.
A few things that came to me as I have finally had the chance to play in Eureka:
-I think they should remove certain items from lock boxes(sparklers/magicked prisms/confetti to name a few - out of 9 lock boxes I had, 7 were the fore mentioned junk).
-Daily/Weekly quests could be added to either give lock boxes, or crystals, or even EXP boosts for inside Eureka.
-Increased drop chance based on survivability(last a whole X minutes/hour with no deaths in the party +x% drop chance, resets upon a single member dying)
-Not to lose the chain when it gets to 30, but for it to keep going and in every increment of 30 you are guaranteed the Crystal; chain has lower increments of drop % increase(so instead of 1%, would be .5%...or just not lose the 30 chain but it increase drop rate by 30% until your chain breaks).
Make it no longer a Duty.
Grinds can be fine when you break it up. Grinds are terrible when you are forced to focus on it and nothing else.
If we could queue the DF, do all our roulettes and whatnot, while rolling around Eureka, it would not fix all of it's problems, but it would help greatly.
You realize that there's reasons people would disagree with that and the person you quoted outright stated two of them, right?Quote:
You realise that it being a duty is amazing right?
Add in Hunt style NMS, fill it with repeatable quests, add a party finder, add in battle style leves and add something creative. Also why can't gathering classes be part of this too?
I should think that having players in the zone that the content is in when said content greatly benefits from group play outweighs those points just a little bit, and that's not even taking into account that the suggestion also requires not only rebuilding the content from scratch, but also implementing new gameplay into the overworld (something that we don't even know is possible with how the game is set up)
Eureka Treasure Maps! Please make the setting unique to Eureka though, don't just send us to Uznair via Eureka. Maybe some sort of Mayan-themed temple and cave system hidden underground? Throw in some puzzles to open doors rather than pure RNG. The drops could be Protean Crystals and other unique Eureka loot.
My other recommendations are;
Daily quests (solo and group).
More NM, that can't be zerged down so easily.
FATEs that spawn more regularly.
Fix the experience loss incurred by roving zerg death squads - whichever individual/party attacks the mob first should get the full experience point reward, anyone else that joins in could get a 70% reduction in xp earned.
Eureka's premise itself is good. It just needs more things to do. Right now it's a theme park with only one attraction - you can't expect people to hang around long, even with enticing rewards locked behind it. Take the grind (which isn't inherently a bad thing) and disperse it over the various activities people have listed. It's not too much work that it couldn't be done by 4.3 or 4.35.
One other note: this content probably shouldn't be an instance, or at least, doesn't fit very well with existing instance limitations. I'm not entirely clear on whether a good solution exists, but this content is significantly damaged by instance limitations. Consider the following problems:
(a) Friends who log on and want to join your small Eureka party have no easy way to do so; they cannot send you tells, they cannot specify your instance when joining Eureka, they cannot join your party from outside Eureka. The only solution is for them to make their desires known in a linkshell or FC, for you to then leave Eureka, invite them, and then re-enter. That sucks.
(b) Limited socializing; as mentioned above, one cannot send /tells within instances. That's an irritant when doing short pieces of content; it's a PITA when it applies to a grind that people can spend hours at in a single play session.
(c) Inability to queue for other Duties while doing the Eureka grind. This is a huge problem, one that didn't apply to nastier non-dungeon grind stages of the Zodiac or Anima weapons.
The combined effect of these limitations is not insignificant. I'm not sure whether SE considered these factors or not, but the severity of the grind seems to indicate they did not, or didn't care. Again, I'm not sure if there's an easy way to mitigate these issues on SE's end, but at least balance the content properly in light of them.
Let's see...
I can spend hours upon hours spamming my combos until my hand actually hurts to receive a weapon basically on par with i360 tome stuff, provided the secondaries don't suck. Or I can farm Byakko and actually deal with some mechanics and variation compared to literally none? But sure, it's a lack of work problem.
Simply put, the gameplay isn't all that fun. And the rewards don't justify the sheer amount time necessary. Heaven forbid if I wanted multiple relics. Just getting full sets for all my melee costs 8,600 Protean Crystals. We're talking upwards of a thousand hours unless drop rates improve tremendously.
So you're saying that the zone would be dead if it weren't for it being cross-server, yes?Quote:
I should think that having players in the zone that the content is in when said content greatly benefits from group play outweighs those points just a little bit, and that's not even taking into account that the suggestion also requires not only rebuilding the content from scratch, but also implementing new gameplay into the overworld (something that we don't even know is possible with how the game is set up)
Do you not realize that already says a lot about this content as is?
And do you really think that this content, even cross-server, isn't doomed to go the same way Diadem did anyway, if nothing changes?
It's a good start. Barely.
What it needs is Daily and Weekly quests, and they can't all be kill quests or fetch quests. something unique, like pattern recognition or whatnot. hell, i would be fine if they brought Dow/Dom leves into Eureka.
Also FATES other than the NMs would be nice.