Why is there another thread about this..? The last one is still going.
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Why is there another thread about this..? The last one is still going.
Already did: it's worthless glamour and I don't care about glamour, not to this point. Not when there are objectively better alternatives. Not when it's a waste of time.
It's called horizontal progression and it basically means that you can obtain different kinds of gear that are all relevant and valid options to play the game. The game is fixated with vertical progression instead which is why the relic becomes immediately obsolete.
I'm not a player of ff11 but I'm 100% sure many can tell you how it works better than me, so ask them.
Yes because criticism equals to being immature, toxic and a troll we should be purged! if I could get a euro for every time I hear that...
If you don't want to hear criticism, don't come here? Forums are made for discussing feedback and other things and this is why I'm here, like many others. Are there trolls here? Yes, there are, but I'm not one of them, but since I'm criticizing something I'm already labeled an immature player so by that logic anyone who complains about the game is an immature troll. Maybe define your meaning of "being immature".
Keep on playing the game that you genuinely love and enjoy it as you clearly don't have issues with it: nobody's taking you out of it and nobody will tell you anything bad because of it. It's the opposite actually, I feel jealous because I wish I could enjoy the game as you do, but I can't: I'm here because I'm complaining about a game I put 5 years of my life into it and I want it to improve, but instead, we keep seeing it going backward and so many others think the same - or else we wouldn't have these threads.
Why are you here? If you're here commenting on us "immature" for our criticism rather than playing, it could mean that the game isn't so great, is it...?
The old relic weapons were not just tome weapons. They required many different steps that used old and new content for progress on a single weapon. 2-3 steps at most used tomes until they made steps easier with old tomes. I don't know how you got it in your head that old relics were just tome grind weapons. Were you even around for them?
You could gate all future content behind Eureka and I'd then probably quit the game instead of actually doing it. As it is I already have to accept the fact that I'll never see the Eureka story line. During 4.5 I noticed the main story line cared about as much as I did.
Other alternatives are also a waste of time, considering the short lifespan of very item in the game. Even Savage reward are clearly not valuable enough since they are only slightly better than what you can obtain by simply doing your roulette.
I've spent years in FFXI, so I know what horizontal progression means. This game is not suited for that, and probably never will. You can't have horizontal progresson when you have a mathematical best stuff, only stuff that you aren't able to obtain.
Criticism is not. "Wa wa wa, delete Eureka because I don't like it" is. Especially when people claim facts based on nothing like how the whole playerbase don't like Eureka.
What ? Did you actually follow some Eureka hate threads before ? Didn't you see the number of "braindead" and "white knight" comments directed at those who liked Eureka ? Here's an example :
Tell me again how this is "criticism"
You already posted that in another thread and it's still wrong. Exactly 2 steps of the Zodiac didn't require tome when released, and on those two steps, the first one didn't improve your weapon at all (Atma farm) and the other one still asked you to do dungeons and trials, so the same content that offered tomestones.
Doing old content was the point of the relic quest. And I liked how you skipped over the crafting, materia melding, the books, the light farm and everything else and just reduced everything to tome grind to make your point. Sounds like you don't have an actual point.
Materia melding...ok, the very first step required crafting and materia melding...but also tomestones. To be fair, the first step of the Relic was pretty enjoyable and you know why ? Because it was the only step where content was created for the relic. Hmm, strange.
The Novus step required lots of materia...and Alexandrites, obtained by...tomestones, or once per day by doing a daily roulette.
The books...do you even remember how you obtained those books ?
And yes, the light farm, for which you did dungeons and trials...nothing like what you already do to farm tomestones right ? The exact thing I mentionned just above in my "two steps that don't require tomestones".
Sounds like you have a pretty convenient selective memory.
One of My specific problems with this content is that other Content gets scrapped in favour of Eureka, wich the majority does not like. As someone previously mentioned: we get less dungeons less pvp content and so on.
They should stop doing ultimate, savage, and PVP content with that logic. Since the majority don't do them or like them. And if you think the only reason we got less dungeons is because of Eureka, you probably have no idea how difficult it is to make an ultimate fight (that's why we have 2 and not 3 of them).
True. They probably were thinking "It was great in XI so it must work in XIV". I wouldn't have labeled it that, since it wasn't intended to be a casual friendly content (with respect to the player base in this game but not to old school MMOs) while a significant number of the player base is. When they were designing it, Yoshi P hinted many times how difficult and dangerous the zones would be. And when they made Pagos, they were designing it with the mindset of making it a really harsh environment (before taking any feedback into account).
Echoing a lot of the sentiment I see here...
It's extraordinarily frustrated to lead prep groups for rare nm's time and time again, only to have super rare drops fall to people who flood the instance when they see Skoll is up.
QQ RNG I get it, but the current setup incentivises people to camp aetherytes and bunny fates while people doing heavy prep lifting on the server get screwed.
/rant
Eureka is not perfect, but for me it's not worse than running the Great Gubal library 6 billion times, collecting crystal sand (or whatever it was called) and killing the same boss for light over and over and over and over.
When you say a lot do it begrudgingly, then we'll need numbers to show that. We can do a simple calculation on this very thread regarding that. OP's post is strongly against Eureka (45 likes) while the 4th post is strongly with Eureka (32 likes). Just based on the number of likes you can tell that you have a 41.6% of those who saw this thread actually liking Eureka. I know the sample is too small and not everyone frequents the forums to be a conclusive percentage but it still shows the point I want to make. The reason I used Ultimate and savage as an example is because the percentage of people that do them and enjoy them are not close to 41% of the player base (you can check the numbers based on how many completed the raids per server) and it would be unfair to ask of SE to remove it if that's what they enjoy. Let alone something that you do see a large portion in support of it.
But Savage rewards are clearly valuable enough to diminish the relic value by delaying it by 1-2 months, as you clearly stated?
So which is it? Are they valuable or not?
How do you know that it wouldn't work here? Until they actually bother trying it we will never know for sure and your only reasoning is that "it's not suited for that" and "you have mathematical better stuff" without some proof? Does it really take a lot to insert more than 2 options of weapons and armors? Again this is the only thing I cannot comment because I don't have experience with ff11 but you're not even going to tell me WHY it wouldn't work here, so you're as clueless as I am whether horizontal progression could work or not.
Then define criticism or something? Because I can probably look at the forum and on the internet for many discussions about how to improve eureka with legitimate good reasons for such changes. Are those criticism or trolling? And so what if I don't like it? I'm a troll for disliking it? And if you're absolutely sure of the player base liking eureka then, by all means, show me some proof: by your logic finding people who liked it should be easy, since the large majority seem to like it and only a vocal minority doesn't.
So just because some JERKS are actual trolling others for actually liking it, ALL OF US who don't like eureka are suddenly jerks too? That's so closeminded my head is imploding.
I'm not bashing you for liking Eureka (I have friends who like eureka and I don't bash them: are you going to tell me that I should?). I'm bashing you because you keep missing the point and white knighting way above normal levels about the fact that many people have made legitimately good points on improving eureka (like the synch that many were hoping for and more) and yet they don't even bother listening to negative feedback and only to positive, "because everything works fine". Many have said that Eureka has potential if done right but it isn't, many have said that it's fine to put Eureka if it didn't have relic behind it or more content. But just because you see haters and trolls picking on those who like it you just automatically assume we're all like this? I don't even know how to say but this is really dishonest from you.
I can only reply with my own post from before
Have a good day and I hope you enjoy Eureka in the future. I definitely won't but I know others will, and if it's true that the majority truly likes it then I'll just move and leave: you get to keep your Eureka - which you claim to be a huge success - and we get to play better games.
Just make sure you weren't wrong with that, or you'll get an even emptier expansion next year!
Not here to butt into the argument, jut here to give some quick information about FFXI.
The game was built around Horiztonal progression. Some endgame events gave gear that had a few pieces that was jut usable for a handful of spells or abilities, while another even would have a few pieces of gear for other spells or abilities. Some bosses dropped one piece of gear that you would use for one weaponskill, beyond that one weaponskill, that piece was not as good as another piece of gear.
Why so many pieces of gear for a handful of abilities?
The answer: In FFXI, you could swap gear during combat.
In FFXI, to get the most out of your spells, abilities, auto-attack damage, and weaponskills; you needed to swap gear to max out the appropriate stats or skills*. One person would be carrying multiple sets of gear for one job.
Example: For my Red Mage, I had a
- "Convert Set"
- Bonus to Enhancing Magic Set
- MND based spells Enfeebling Set
- INT based spells Enfeebling Set
- Healing Magic set
- TP Set for solo (you had to build TP from 0% to do weapon skills)
- Elemental Magic set
- Refresh Spell enhancement set
That's seven sets, and only one of the sets is purely optional. Rest are for parties. That is just the armor and accessories, by the way. Some sets shared armor and accessories at least.
On top of the gear sets, I had a different staff for each enfeebling magic spell, based on its element (example: Slow spells were earth based, so a Terra Staff would enhance my accuracy with earth based spells, so Slow spells had a higher chance to land). That mean I carried 8 elemental staves and a healing bonus wand: 9 weapons on my character... for one job. This was just to do endgame party events. Weapon swapping was a benefit to mages but not damage dealers, since swapping weapons dropped your TP to 0%.
So, in FFXI, you were getting gear to do small upgrades for specific abilities, spells, and your autoattacks. You weren't just looking for BIS to wear 100% of the time until the next BIS. It was a different environment than this game.
*In FFXI, you had skills you had to level up on top of your job level. These skills included evasion, various weapon skills (daggers, axes, greatswords, etc.), and magic (elemental, enhancing, healing, etc.). Increase the skill increase the chances of doing what that skill describes (hitting more often with a dagger and harder with a dagger, dodging attacks, etc.).
I think a lot of the heat on Eureka is that they give players nothing else to do when it's dropped on them. If you lock relics and emotes behind Eureka, and give players nothing else new to do when you release it... they're going to do Eureka, whether they enjoy it or not, and it's often the latter.
It kind of traps us in a way, because in doing that, they're guaranteeing that there's numbers in there for them to use as a soapbox to stand on so they can preach that it's successful content people are enjoying. Because why would they be in there if they aren't enjoying it, right?? :rolleyes:
For the Dev team, they are. But they seem to be oblivious of the item lifespan issue within the game and the sheer power of tome gear killing lots of other content.
First, like Xtrasweettea said, it worked in FFXI because you could swap gear mid-fight, so you could have a set for very specific purpose. Remove that, and even FFXI horizontal progression would take a nosedive. Second, XIV's stats lack depth. Main stats are reduced to one per job and are simply tied to the item level, and secondary stats are nothing more that raw DPS increase. For example, Skill speed is supposed to increase your attack speed (That's the ingame definition), so, as a PLD, you might think that it could be valuable for more Sword Oath proc and faster build on the Oath Gauge, right ? But no, "increase attack speed" is simply "Change the arbitrary value that has nothing to do with speed into damage calculation for auto-attacks".
On the opposite, if Critical Hits worked like in Dragon Quest (Ignoring the Defense), you could have bosses with strong defense for which you would favors a crit set. You could have agile bosses for which you need more accuracy, etc...Elemental resistance could also be a big deal, like going into an Ifrit fight without Fire resistance should simply get you killed.
Also, in FFXI, there were very few damage mitigation and enmity modifiers, so you also needed to take that into account when choosing your gear. You couldn't simply pop Provoke and get back the target no matter what, so losing enmity even briefly could have a very disatrous result. Finally, there was no respawn mechanic and only a few Teleports. If you wipe, all the team goes back to their homepoint and have to walk all the way back to the instance. It means that surviving was a main goal, instead of simply stacking the most damage you can.
How did you get to the conclusion that all of Eureka haters are jerks from a sentence that's saying that your reaction is mature and makes everyone happy ?!
Personally, I've preferred Eureka's method over previous relics. I don't care to go back to the old methods and I also don't really care that we lost a dungeon from it. I dislike dungeons somewhat since it really doesn't feel rewarding. Just really dated green gear and was a means to an end to just farm tomes from it for the week and work on your relic. It was also a lot more spaced out to me and sitting in queues more when you are a non tank/healer.
The way Eureka works just needs to be vastly improved as well as more options, not just a massive zone flooded with copies of the same monster in certain spots then tight area's to try and kill people and just an NM train. Also the lack of any bonus at max level. need more dynamic objectives and things going on in it. This new one seems rather interesting though. I want to see how it's played out. I just hope the relic isn't tied behind the absolute virtue stuff and that it's completely optional for bonus crystals or something and maybe a piece of the new gear.
Like I said before, Eurkea having a weapon inside of it is fine for those that like it. I just want the relic to go back to the old way. There's no reason we can't have both unless people think Eureka can't stand without the relic in it.
Eureka would not stand without the relic,glams,mounts,minions,etc
Should Eureka have unique rewards like other content(for example POTD/HOH,PVP,etc)?
Sure.
But when devs have to put so many rewards,in such a short space of time, to incentivize players...and let's not forget the nerfs.
I happen to enjoy Eureka and am more than pleased they confirmed to be working on Exploratory content similar to it in 5.0 but I dont go about asking the devs to please remove other content for it. You dont even know how many developers work for this. The only confirmed dev in charge of it has been Mr. Nakagawa. And theres been no removal of any other content other than that 1 dungeon they removed in order to add things like PoTD, HoH, Rival wings, Ultimate, BLU, etc. SE Please dont listen to this thread. Threads like these are people going off on heightened emotions. There are alot of ppl who enjoy Eureka and are working towards Hydatos.
Since the begining of Pyros... I've crafted 5 Pyros Relics. The worst part of it is light farming in Pagos. For me, Eureka is one of the most 'new contents' I've enjoyed in whole FFXIV since 1.0. But, I don't want more eureka in 5.0. This would be too much repetitive.
mi condolences to everybody sacrificed himself to clear Eureka yet hating it. Back in 2.0 and 3.0 relic I bored his quests so much and droped with no regret. I farmed later with Poetics and all nerfed P:
I like this content and i do believe it will get better. With more logo actions coming, and hopefully new gear for these zones, maybe we can get something that changes ability cooldowns or potency.
Eureka actually had an interesting start in Anemos.
The map was dense enough to make getting to some areas a challenge, but sparse in areas so it didnt feel like you had to be solid snake to get anywhere. Riding didnt feel required early on, but should have been unlocked by the time you had both aetherytes.
The lockboxes had plenty of rewards, and the dual crystal system was, outside needing to get one of the completely random ones to do ANYTHING in the zone (this was a terrible idea), rewarding. You could get gear both by grinding mobs in parties and by nm training, and you could do either of those things in short or long bursts.
Obtaining weapons was pretty easy too, outside that "sometimes I dont spawn this weekend" pazuzu trolling. But every pazuzu kill meant a weapon.
I had high hopes we would go into the second stage and have two tiers of crystals, one overlapped with anemos (especially since they said we werent upgrading the armor in pagos, it would have let us finish collections off with those while working on weapons with the new one).
And then pagos happened and eureka went off the deep end.
You had to solid snake it everywhere at all times, density was terrible, rewards were significantly worse, you had to sit and grind light to grind light to grind light, and it was a terrible experience for most people.
And several rounds of nerfs later, ugh.
Hope you dont want the emote or hair. Have fun with the worst grinding in a mmo to date. No, I dont mean farming light. I mean farming things that sometimes remember to transform and then sometimes drop a different chest. It's an exercise in remembering why mmos stopped using this kind of content as actual content.
And then theres other stuff locked behind the bunnies, which maybe there might be a group for sometimes, but you cant really under-man.
Then pyros.
It was better than pagos!
Initially.
If you're trying to catch up though, it's a hellhole.
Bunnies? Nah, people just refuse to do half of them, so logograms are rarer now than they were on the first day.
Grind groups? Not really. Maybe a reflect farm group every now and then, but it's mostly a couple prep groups, half the zone waiting for sbuns to spawn, and a lot of afk.
Did the armor upgrade from anemos armor? Nope. Well that was worthless then. It's also tied behind unlocking every logos action, which means it's still irrelevant.
And the lockboxes pretty much suck again, since the glam is locked behind full logogram completion or bunny chests. And the grind other things for chests mechanic is back, but less tedious, since it -doesnt- have useful rewards, only required logograms.
Cant wait for hydatos to have a more congested map, a dungeon that's going to result in more griefing than we've seen in years, more grinding useless mobs for something required to unlock things, a relic that wont compete for best in slot and needing to sacrifice a firstborn for the one cool looking thing in there (thaaat armor), which will, with our luck, need anemos armor, pyros armor, pagos light crystals, and something equally as tedious from hydatos.
Eureka can stay in Stormblood.
Please god let it stay in stormblood.
I am a returning player. What exactly is Eureka?
Maybe it’s better now than it was before, but I’ll still never get to Pyros/Hydatos unless they delete Pagos lol.
It’s weird because I remember in FFXI spending ages and ages at levelling camps (like that infamous one at Abyssea lol) and never really got that bothered by it. But doing the same in XIV, for whatever reason, is just unbareable to me lol. I can barely last 20-30 minutes of endless mob slaughter in Eureka before wondering why I even went in the first place.
Eureka was very interesting at the start. This is from someone who didnt play ffxi.
There just needed to be more things to do. More solo and group content besides just killing random enemies and fate grinding.
I think Levequests would have worked great here
Have been catching a few people up, and Pagos is a lot easier than Pyros for everything except reflect farming.Quote:
Maybe it’s better now than it was before, but I’ll still never get to Pyros/Hydatos unless they delete Pagos lol.
People in Pagos are actually trying to DO THINGS in Pagos, which makes it go significantly faster.
You will be roadblocked in Pyros hardcore unless you preform a group specifically to do the things you want to do.
sooo, the latest Lucky Bancho Lodestone census is out, this time including some numbers for Eureka. According to those, the number of active players per region that have started Eureka is:
58,8% JP
41,4% NA
44,2% EU
and the number of active players that have reached the Pyros level cap of 50 is:
18,6% JP
5,8% NA
7,3% EU
I'd say those numbers speak for themselves about how 'popular' Eureka is
Nice misinformation there buddy. You forgot the part where anima was only done by 9.15% by March 2017 and the number of people capped at 50 in Pyros is JP 32% EU 16.9 % and NA 14.4 %. Compare that to anima numbers and the only thing that proves is that JP and EU do more relic and a very small amount of NA does relic. You might also want to relate similar numbers in raids and BLU leveling.
Nice try tho