I look forward and will use the new Eureka
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I look forward and will use the new Eureka
I think the problem with most people who hated it went in with the assumption they were going to hate it, self fulfilling prophecy and all that. eureka wasn't bad, it was just a slower pace compared to potd/hoh and for some people that's not good enough. i didn't mind the grind and it's a nice change of pace, just don't live in eureka or you will most likely burn out.
Much of the problems people have with Eureka are that the zones themselves have a very half-baked approach. The lack of a level sync function is a big one. It's a huge detriment to players just starting, and it's also an issue for players attempting to farm light. Pagos and Pyros make this actively worse with their narrow passages and many sleeping dragons working together to pick players off, by design. We were expected to party in old fashioned XI-like chain groups to level though, and that becomes increasingly unrealistic the longer content goes on. Ultimately, Eureka is made to be difficult and has very few QoL updates purposely as a challenge. The problem is that most players find the challenge to be a really dumb one in TYOOL 2019.
I don't know. I went in just being curious about the place. Having not read/heard anything about it and merely setting foot in there after picking up the quest after hitting 70.
I was curious about the story and interested in what the place had to offer.
What I found was...
Content designed to be heavily against solo players.
Content that was seemingly just FATE Trains.
Still, I stuck it out got to Pagos and carried on.
Then I found out it was the same exact thing again. Only, somehow, worse.
Needless to say, this is when I stopped being thrilled about the content...
Diadem, Eureka and all future iterations well never be well received by the community if they continue ignoring feedback. One of the main issues from the shift from Diadem to Eureka was the lack of lessons learned from all the feedback, the only thing they seemed to realize was that shoving the Relic in there would make it last longer than it should. They’re banking on that plus nostalgia, which it does a poor job at, to hold them over but as Pagos proved sometimes thats not enough.
What they need to overly address is their attempt at porting over old design philosophies without adjusting for the newer combat and lack of compatible reward structure. The archaic designs worked because they complimented their battle systems and generally any rewarsa that were recieved were generally great enough to warrant the grind something XIV lacks due to its iLvl setup.
its more solo friendly than the vast majority of game content in the game. The only content more solo friendly is... squadrons and crafting. am i missing something? maybe sight seeing and hunting logs. never did sight seeing so i am not sure.
oh leveling blu is pretty solo friendly, but then again, getting skills isnt
MSQ can be done solo (Outside of the dungeons, but it's easy enough to queue up and blast through it even during off-peak hours. Way easier than trying to get a dead Eureka instance to actually bother to team up and farm mobs until a FATE spawns and then actually be able to beat said FATE)
Beast Tribe rep grinds are solo.
Crafting is solo.
Gathering is solo.
Farming for 2.0 and 3.0 relics these days can be done mostly solo (Poetics are just much faster to get by doing dungeons, but to be honest, you can farm Wanderer's Palace Hard with Squadron. The only things that you might not be able to solo are the HW EX Trials... Until ShB at least)
Leveling 1-70 can be done solo.
PotD can be done solo.
HoH can be done solo.
Gold Saucer can be done solo.
Eureka is a pile of hot garbage while solo.
If you believe it's more solo friendly than the "Vast majority of the game" then it shows you have never even played a vast majority of the game or think the vast majority of the game is just Raids (Hint: It isn't)
Yeah, this is false. I went into both Eureka and BLU with a great deal of optimism as they appeared to be catering more to the sort of experience I was after. There were even aspects of Anemos I enjoyed (namely, the NMs), but other aspects were a complete pain. But just as my character reached a high enough level to transcend those aspects, she graduated to Pagos and it was like every bad thing about Anemos increased tenfold. Now if I had just hated BLU and Eureka from the outset, that would have been one thing, but I came to despise them because they were such a disappointment to me, and almost became symbols of the game's recent history of utterly failing to implement fun alternatives to progression through DF content.
None of these reward such a powerful weapon in the end...except for the relic you mentionned, but the keyword there is "these days". None of us know how Eureka will evolve during the next expansion or the one after that, and plenty of suggesion have been made that would make it very soloable with a higher level.
Besides, you felt it was punishing but you also mentionned that you intended to level up in a zone until the mount in the next zone is available, so basically, grinding to level 35 in Anemos. You basically decided to punish yourself, solo or team.
As for the FATE train, that's a misconception that spreaded like wildfire. FATE train is not the fastest way to level up before you've at least reached half-point in the zone, because of the FATE penalty. But people decided to stick to it, and complained after that that leveling was too slow, even though most of the time, you could find enough people of appropriate level to build 2 low level parties.
And?
The fact remains that solo play in Eureka is horrible.
Someone tried to dispute the fact that Eureka solo was horrible by saying it was the most solo friendly content in the game.
To which I retorted with examples of very much solo friendly content in the game.
Whether or not there's a "Powerful Weapon" as the reward doesn't change this fact. To say nothing about the 2.0 and 3.0 relics which could be worked on mostly solo or easily grouped for via DF at the time which resulted in powerful weapons too.
There's literally no reason for Eureka to be so punishing for solo players. Since, grind content is often possible in games as a solo player, but as always, made FASTER by grouping up (So you can kill more stuff in the same period of time. Or in Eureka's case, can more easily take out FATEs and get contribution for FATEs)
Yes, but I also noted that exp gains from chaining (Solo, or team) and FATEs was also garbage to the point that my time was better spent just doing Challenge Logs.
Which are in fact, more efficient to do in Anemos because you can easily find level 20 CL parties with which to blast through the killing of the mobs required.
I have never, once, mentioned that FATE Trains were the fastest way to level up.
They are in fact the fastest way to get Crystals. You know, the items you have to grind if you want to upgrade your weapon (Also gear if you care about that too)?
FATEs are the ONLY way to get the worthwhile Crystals (As far as I'm aware. I have yet to receive one of the worthwhile crystals from chains. Even when farming for hours with max chain bonus in a party)
As such, they're necessary to grind out. So your options are to basically leech as a solo/small party and wait for a FATE to pop and go over and get your contribution in before going back to chaining for experience (Or just Challenge Log farming). Or join in a FATE Train and participate in the mass murder of mobs to spawn NM's (While often getting no rewards because Train parties tend to have mixed levels as well as many mobs are low level so higher level players don't get anything anyway)
I didn't enjoy Eureka when it first came out. The main reason I didn't enjoy it is two fold.
1. I had other goals at the time besides the relic weapon.
2. My Schedule is chaotic at best and I am rarely ever on at the same time or even same day on a given week.
Once Eureka was "nerfed" I enjoyed it more as it took less time to get the items needed. I am currently in Pyros, and on the last stage of the relic weapon in Pyros (getting the stats how I want). Pyros has had a small nerf, but not a huge one yet (afaik). I am looking forward to getting to Hydatos and trying out BA when I get to it.
I will most likely do the new iteration of Eureka in 5.0 so long as they fix some of the issues 4.x Eureka had, and respond in a good way to the player feedback.
Eureka and the desire for content like FFXI should've been met with the same derision as requests for 1.0 legacy servers.
You might think you want it, but you don't.
There's even less reason to purposefully play solo in Eureka. Anyone can queue then join a group inside that, most of the time, won't even care if you're actually targetting the same mobs as them, or simply doing your life elsewhere in the zone.
If you don't want to follow that setup, it would be the same as purposefuly do every content unsynced but at the same level of the dungeon, which is much more "punishin" than Eureka.
For solo chain, sure CL gives more, but each kill, in the highest zone available for your level, will still give a decent amount of Xp. As for team chaining, this is mathematically wrong, even before adressing that CL is only available once per week.
Wrong again. Each zone provides easy spots to find mobs of two levels below you, that will take roughly the same time to kill, for much more Xp per kill.
Only if you're of the appropriate level, so following the train to Pazuzu when you're level 5 is useless. But people still believed that it was a good method, and thus avoid chain parties, which made Xp slower for basically everyone.
You know, other than the fact that despite this being an MMO, not everyone wants to group up 24/7 for every little thing in the game?
BRB gotta find 3 other players to do some MSQ.
Oh, I need to craft this item, better find 15 other people to help me do it!
Eureka is grind content. Grind content takes time, literally, that's what makes it grind content.
Sometimes someone might play on off-peak hours, or might zone into a fresh instance of Eureka, or maybe, they just wanna make some progress on grind content at their own pace and not that of a party.
Eureka sticks a big middle finger up at that. By appearing as a solo content because you can queue up solo and get in solo and do things solo. But being designed in a way to make being solo horrible.
Unlike current expansion dungeons which you literally cannot queue for unsync'd.
Apparently not for me. I've never got any sort of decent experience from kills, even with max chain.
Yes, CL is only available once per week, meaning that the most efficient way to play Eureka is to go in and level via CL once per week. Maybe farm some FATEs for crystals if you give a damn.
Except for the fact that you won't always find easy groups at your level and given that the EXP you get from kills is likely terrible anyway (In my experience) it's better to just go to Anemos where there are TONS of level 20+ people to get full groups to more quickly blow through the CL's.
Since sure, maybe some level 23 person can go find some level 21 dudes to kill for CL in Pagos. But it won't be as easy to find a bunch of level 23 people to go with you to farm especially as you immediately exclude level 24 or higher people if you chose to go for the minimum level mobs.
That still doesn't actually counter my point.
Also, not only if you're of the appropriate level, only certain FATEs are level restricted for getting rewards (It seems to be mostly the ones like Pazuzu that give the random items you need for the final upgrade of the zone). I certainly was able to get Crystals from FATEs well beyond my level, not as many as when I was at an appropriate level, but still some.
So the fact remains that the crystals you need are only from FATEs. Thus, FATE Trains are the most effective way of gaining crystals. Thus when it comes down to it, Eureka, which is basically just for farming the Relic as there's little else to get outside of a few hairstyles/minions/mounts (Which come from FATEs/lockboxes which come from FATEs), is basically just a big FATE Train as content.
FATEs might not be the best way to gain experience, but they're still a way to do so, whilst still being the only way to gain the items needed to progress. Which means that you can literally just FATE Train while using CL's to level up and that's going to have a similar effect to actually bothering to find chain parties to level up (Then doing FATE Trains anyway for crystals)
But people are there. You never need to find other people to do it. Unless you're agoraphobic, there's literrally no reason to not join parties in Eureka.
Yeah, like ARR content during ARR and HW content during HW, welcome to "current content".
Then I really don't know which Eureka you played into...
Depends on what counts as "efficient" for you. Doing your CL and then logout till the next week is not very efficient if you're afraid of falling behind the pack.
First, you don't need a group. Second, in every instance I've joined, there was always enough people to cover every bracket of levels I needed. But those people refused to party because "Someone told me following the train is faster".
You'll just level much slower, thus being excluded from the high crystal rewards for high lvl FATEs...and that's without counting the time you will try to follow the train in areas where mobs will just destroy you and you'll have to wait for a raise, likely missing the FATE entirely.
the relics are only soloable years after, due to over leveling content and nerfs, i did them earlier and they are definitely not soloable.
?i said crafting and gathering is soloable.
MSQ is not really soloable, fairly often it requires dungeons that needs groups, this is apparently changing though, so you can have msq.
boss fates arent soloable, most of the regular fates are soloable. Low end sidequests are soloable.
however that is honestly a fraction of the content. The vast majority of content is dungeons, raids, trials and 24 mans. It is more than i thought though, mostly because there is a lot of sidequests, which i mostly ignore now. Beast tribes is just sidequests with bst tribe btw.
you can solo there, its just slower like you said.
you dont need to be on a fate train to be useful, if there are tons of people on a fate train, maybe in hydatos, on monsters that are 5 levels higher, but on stuff close or lower than cap, they dont need more than 4-5 people to kill super fast. you can go to some unspawned nm and spawn it with a small group, 3-4 players, or even solo if you are close to thier level, or do your own thing. You only get relic crystals from fates, but you always get crystals when you are appropriately leveled. and never when you arent, this means while you are leveling there are many fates which are totally optional, and you dont really need to go to.
if you hate fates relic in eureka will suck, but for me these fates were fairly entertaining, with varied bosses and mechanics, they were generally rewarding, and i enjoyed always having my full kit, and getting to play my main job.
by pyros, soloing becomes fully viable by using logograms.
also for exp its always best to go to the latest area, there are big jump in exp even for monsters of the same level. a level 20 mandrogora in pagos gives more exp than a level 20 cyclops in anemos. even the bunny fate is like a mid level fate in the previous zone.
your log will get done in any zone you are in, and you get more exp per kill in the latest zone, exp wise there is no reason to do logs in old zones, unlesss you really enjoy the zone, or are hunting something
oh yeah grouping in eureka is way easier than grouping via DF, unless you are a tank. Since there no hard role requirements, you can get stuff done with many different group compositions. type lfg_____ and get invites way faster than a dps in a duty finder.
its easy to find groups in eureka, pyros you can solo much more easily with logograms.
let me explain, you get drastically more exp based on your difference in level with the monster peaking at 6 level difference, you take an exp penalty, ie no exp if you are more than 8 levels from the highest member in the party, but really you usually want to avoid anything higher than 6 levels different.
exp split between party members is relative, the split gets less drastic the higher the level difference. So if you have a big group you want to target things way higher, if you have a small group, closer to level.
exp is not based on average level, so a friend who is higher can help you A LOT. he can solo things that give you max level exp, eventually you will catch up and both overall would get better exp fighting higher stuff.
if you are in an 4-8 man party killing things 6 levels higher, you will outpace almost all, but the highest fates in the area. The NM train is the easy relaxing way to level at a decent pace, its not the most effecient.
nm groups in eureka are virtually no commitment many just join for an nm and leave right after. Eureka is extremely good at being casual, or more hardcore depending how you want to handle it. It is however roughest when you first enter.
i completed the relic weapon for eureka faster than i did any other relic while it was current, by far. If eureka relic is a grind, all the other relics are much larger grinds. And none were soloable, involving huge waits on duty finder with no progress for dps.
Except when there aren't. Or people don't care about grouping for anything but FATE Trains because they're max level for the zone and the only thing they need to do is farm FATEs for crystals?
Unless you're telling me that when I go into Eureka at 4am and there's literally no-one else in the social tab (Just like in Limsa Lominsa at times) there's actually a ton of people there just waiting to invite me to a party.
I don't give a damn about "Falling behind the pack"
That's why I give a damn about being able to solo stuff for progress when I have the feeling to do so.
Efficient for me is time spent not doing horrible content. To which, I find leveling via just logging in once per week to do CL and otherwise using FATE Trains to gain experience as a side effect of using the to farm for Crystals the most efficient.
Certainly more efficient than the amount of time I've spent sat around asking in Shout for parties when no-one cared about doing the content that I was looking for a party to do (Experience grinding, Challenge Logs, FATE Trains. I've had times where I've searched for an hour for a party for any of these to no avail)
No, but it's much, much faster with one than without. Especially if you're unlucky with the weather and you only get crappy sprites that are at awkward levels.
Well, it's nice to be lucky enough to encounter that.
I on the other hand, frequently find many players that don't care about various level ranges. So I or other people search for parties at their level range for considerable amounts of time.
I haven't encountered a major issue so far as far as crystal gains go. Also, I've never missed a FATE because I died following a train.
Heck, I'm usually the one who goes and raises people who die following the FATE Train and help them get to it in time to get contribution.
Bingo.
I've yet to participate in a FATE in Eureka that didn't suck.
Also, I hate the fact that being a Tank main makes me feel extra worthless because unless I'm in a party with a decent healer I can't do crap except DPS. I can't heal, I can't raise. I can merely DPS, but less good than an actual DPS class.
At best, if I'm in a party with a healer, I can pick up the adds that people invariably pull and tank them. But then I'm just tanking normal enemies, which also isn't particularly exciting gameplay.
"Things become better... Eventually... When you use these items people keep complaining about being too RNG and/or annoying to farm"
Gee, I can't wait. /s
I beg to differ.
As a Tank/Healer I click a button I get an instant group in DF.
As DPS, I click a button, I way 5-10 minutes and get a group in DF.
In Eureka, it varies from instant groups, to never getting a group.
Doesn't seem "Way easier" to me. Seems at best, on par and at worst, way more difficult. Especially since part of Eureka's grouping also involves hoping that of the 144 potential people in the instance, that some of them want to actually do the same content that you're wanting to do.
I mean, if you're a DPS, perhaps it's better. But as I'm a Tank main and Healer secondary... Well, at times I get annoyed when I have to wait 5 whole seconds for a DF queue to pop...
like i said, unless you are a tank. I can tell you that dps commonly waits 10-30 minutes trying to queue dungeons.
in pyros there is a logogram which gives you 60% more dps, until you die, you can also get a manaless heal. If you are the best/first tank you will pull hate on boss, and usually healers will spam heal you, because healing the one taking the damage gives credit in the fate. Also tanks can almost always get gold credit easily, due to aggro skills counting way more in fate credit. Also feeling like you need a healer to tank is basically most combat content in this game. Even open world, you generally need a chocobo backing you up.
farming logograms comes down to knowing the bestiary, and figuring what/how to kill, and doing bunny fates.
me and two friends took another friend from 27-34 in pagos yesterday in a few hours. There were many light farm, exp farm nm prep party shouts almost non stop. Tanks are valuable. If you actually want to, i can help you level in pagos if you want. It wont be as fast with 3 or more people, but it will still be pretty fast, imo.
also, i am not saying pyros will definitely feel better for you, its possible this specific content is just a bad fit for you, that doesnt make it horrible content. I tend to get bored in 24 mans, it is what it is.
People found a way to play Eureka somewhat enjoyably in Anemos by riding the NM train, and Square didn't like that people were playing the content in a way they didn't intend, so they nerfed the train hard in Pagos (which they thankfully reversed somewhat).
Their approach with Eureka so far is to persist with their design choice regardless of player feedback. I can definitely see them adding more Eureka in 5.x, and I can see them ignoring all criticism of it.
Can you really argue that increase in players is due to Eureka? Each tier of Eureka has had less player engagement than the previous one.
Balmung's also locked 9/10ths of the year, so the population will increase any time SE unlocks it, regardless of the state of current content.
I can tell you for a fact that they don't. Not all the time.
Some of the time? Yeah, they will. But not all the time. I've noted that many people literally don't bother with anyone outside of their party.
As does tossing out DPS blindly. Also, healing people in your party when they inevitably get hit because most people don't actually give a crap about the mechanics because healers focus most of their attention on raising because that too, gives FATE contribution.
Again, I don't give a crap about "Getting credit easily"
I want to have fun. I play video games for fun.
It's not fun to be a Tank doing NM's. It's not fun to be thwacking away at a NM not giving a crap about anything because my DPS is not as high as actual DPS classes and my DPS rotation is lame because I'm a Tank and usually have Tank things to do. It's not fun to be off-tanking the adds which are literally just open world enemies that are kind of boring but also ridiculously OP so that if I don't have a healer I won't be able to actually survive multiple adds even with my magia set to defence (Ironically, there's actually more merit to having magia set to offence because the massive damage boost it provides gives me ton of self healing and yet, even with this absurd amount of damage output, killing the adds myself is still crummy and I have to hope some of the DPS bother to help take them out instead of focusing the boss)
I assure you, you do not.
I haven't pulled my chocobo out on my Tanks since ARR when I first got the thing. This includes soloing overworld NM's at level.
Chocobo heals are only necessary for non-Tanks, outside doing Raid FATEs (But then they're RAID FATEs)
Even in dungeons I don't always feel 100% reliant on healers, there are times where CD usage can prevent the need for healing for short periods of time. In Eureka this is not the case, where I can't even feel like I can take on normal mobs without needing to shift into hyper-self sustain mode.
Whee, more FATE grinding so I can FATE grind to be able to FATE grind.
What joyous new and interesting content this Eureka is. Not like we've never had FATE grinding in the game before :rolleyes:
24 man content is also horrible though. So that's not a particularly weighty argument there.
But what makes Eureka "Horrible content" is the fact that it is almost exclusively the same content. Grind FATEs.
It's touted and often referenced as "Trying something new" but it's not. It's just FATE grinds. The exact thing that has existed forever in the game.
Back in ARR/HW people would FATE grind for levels in places like Central Coerthas/Northern Thanalan (I.e. Two areas where the MSQ notably doesn't level you to the next quest properly so you stall out)
Back in ARR/HW people would also FATE grind for relics (Atmas and Shards)
Now, I like to participate in the occasional FATE grind. But there's nothing much else going on with Eureka. There is NO other way to earn crystals. This, coupled with things like the asinine elemental experience which serves little purpose (Like, I'd get it if it felt like it was necessary other than to artificially pad out the grind of being able to grind FATEs because Eureka has nothing else to offer) makes me consider it horrible content.
If there was an alternative way to earn crystals that wasn't FATEs then I'd be less harsh on it. Mayhaps I'd even come to enjoy it.
But as it stands now, this "New" and "Exciting" content is the same old stuff we've been doing for years. Only now, we have to actually kill stuff to make FATEs spawn (Sometimes for 10-15 minutes even with 50+ people mass farming enemies), when we're not killing stuff to fill up our arbitrary experience bars.
Like, say what you will about ARR/HW relics, but each step of their paths could be done with different content. Even when you get to the Poetics farming you had several options in order to attain them.
With Eureka it's not the case. You only get crystals from FATEs. "Oh but FATEs aren't efficient for getting experience, you should chain mobs in a party" I hear people say in response to this. But that's irrelevant. Unless you can tell me how much experience I need to earn to upgrade my weapon, it's all about FATEs until you get to the light and logos farm stages. Which, from my understanding tends to lead to bunny fates too...
No, Pagos was developped before Anemos was released, so they didn't take any Anemos feedback. They didn't expect people to create the FATE train. They thought people would chain normal mobs for XP and kill the occasionnal NM spawn, so Pagos was made with that thought process, only "harder" than Anemos.
No, but if the playerbase didn't decrease, we can certainly argue that there's no reason to suggest that Eureka would somehow kill the game.
I am actually liking it. And it makes me feel proud of my relic after completing it, for it was a grind and involved alot of work.
Started my second one now.
To all the Eureka defenders out there. What do you like about it? Bc standing at the bunny fate is boring, not getting a bunny after doing 7 bunny fates is not fun, get a bunny then taking all my ninja skills to avoid dying to get a bronze is not fun, never getting a good coffer is not fun. Get my butt handed to me by a mob 1 lv ahead me is not fun and then shouting for a raise for 5+ mins is boring. Don’t even get me started on light grinding. I just don’t understand why it’s defended. If the relic wasn’t tied to Eureka it would have never stood and would’ve died harder the deidum.
figuring out how to level up effeciently, fight a variety of monsters/bosses and become stronger and more adaptable than anywhere else in the game, with a few friends is pretty entertaining.
personally i never really loved bunny fates, but i never really had to do it if i didnt want to. Some others love them though and never stop doing them
oh yeah, and fighting that monster one level higher when solo was actually pretty entertaining, because it was an actual threat.
First, there's a completely irrationnal overdose of tome farming that drove me there. After that, the exploration part was nice, with your character becoming stronger and stronger, allowing you to roam further and further away from the camp, starting from hiding behind the train being nearly useless up to main tanking the most powerful foe in there or leading the train.
But, most importantly for me, the social aspect of the content made it really enjoyable, with people organizing with each other, giving hints, suggestions, directions, and back-up help because they all expect you to do the same. This content made the community actually feel like a community, outside of the usual Free Company bonds. Being a niche content, you also end up crossing path with the same people more than once, something that extremely rarely happens in other content (Statics notwithstanding).
Let's see now, we have dangerous mobs that you can't just pass by them without fearing you'd get killed by them if you're not careful. Requiring you to be in a group to do any kind of activity, which is why it's an MMO. The interaction between players when they group together to spawn an NM and the NM train. Even if it's grindy, it's still less grindy than the previous relic style and there are lots of people who actually got their relics in each zone in 1-2 days (except Pagos, cuz it sucks). No flying (that's my personal opinion but it's not like it's a deal breaker or anything to me) because flying limits how the zones are made in order for them to take into account what you can see when you're flying really high (perhaps after dropping PS3 and 32bit support we would see some improvements in ShB zones). The logos actions can create a very fun experience (like reflect farming). Having a different leveling system, which makes you explore the zone carefully and not just go wild just because everything is at your level and also, once you do it, you don't have to repeat that step for all other relics (unlike the previous style). I can cap my tome stones easily. And of course BA.
Is it a perfect content? I wouldn't say so. There are things I hated about it like not being able to level sync with your party to be able to efficiently help your low level friends. Being in an instanced zone. The quests with Krile are boring and only each couple of levels (at least they should add more side quests that require group work).
The things I'm neutral about and doesn't bother me nor do I care about are deleveling when you die, and the mount restriction (although it gives big benefit to multi seat mounts and also creates a nice atmosphere when high levels offer low levels a ride to help them pass dangerous places to NMs).
MMO ≠ grouping. When people conflate MMOs with grouping, this is less an accurate reflection of what an MMO is and more a statement about someone's preferred way of playing an MMO. There's nothing wrong with this preference, of course, unless that person thinks that because they exclusively enjoy group content, then everyone else should be forced into grouping whether they enjoy it or not. Unfortunately, this is usually the case when someone is advancing some form of the "because it's an MMO" argument.
For me, the hallmark of overworld/open world content is that it can be enjoyed by an extremely diverse range of players; whereas, to my mind at least, instanced content is conducive to more narrowly-focused content that appeals to smaller subsets of the community. Now I guess whether Eureka is overworld content could be debated (though I think if it's not, then perhaps it should have been), but it certainly does not do a good job of catering to a diverse range of players—if that intention was even remotely present during its development.
Interesting, these are precisely the reasons I hate Eureka. I don't really like talking to people, and you cannot do Eureka effectively unless you do. On the one hand, people might offer advice, but what's really annoying is that while 50-60% of people will offer advice, 100% of people seem to expect everyone to know everything right out of the gate unless you join within the first 48 hours of patch. Grinding tomes is annoying, but it's familiar and doesn't force you to interact with other people when you don't feel like it.
When I used the word group, it was to denote interaction between players to fulfill a certain goal (be it a common goal they aim for or against each other as in PVP), hence the multiplayer term. Since the interaction is done by a massive number of players, it becomes an MMO. Can you call a game an MMO if you have millions of players that play at the same time but with very small to no interaction between them? Take dark souls for example. You have thousands of players online, but you only interact with a couple of them from time to time or even solo your way through it. Can we call it an MMO? There are tons of mobile games that have thousands of players playing at the same time. But you only interact with one or two at a time (like farmville).
Eureka was designed to be a group content. Meaning you'll need a certain number of people to do certain activities there. If Eureka was designed to also accommodate solo play, you will kill the group play side. The open world that you say is enjoyed by extremely diverse range of players is a perfect example of that. It's a barren land in some zones now (imagine Zalera....inside joke for Aether DC). You rarely see group activities going on in the open world maps unless it's a hunt or a fate like Ixion. Why? because there's really no need to have any groups in order to do any content in the open world. You can easily solo 90% of the contents there. What's the point of a massive world in an MMO if it's empty and almost everyone is just doing instanced duties.
I'm all for more Eureka if they stop attempting to capture the essence of MMOs 20 years ago. Grinding mobs for hours on end worked when spell cast times were 9s long and you generally had time to chat in between attacks. It doesn't work with a 2.5s GCD.
I don't really care for the social aspect either. I have a group of friends I play most content with, and when they're not available (and the FC people aren't) I prefer to play solo. (I also really dislike crowded areas in games....but w/e personal issue).
Solo Eureka is miserable pre-Pyros and I know "hurr durr that's not how its supposed to be played1!1!!" I don't care. It's incredibly unfun and downright inefficient. Logograms massively helped with this, and they (or some other equivalent) should be included from the get-go. Not in the 3rd installment of it, after the longest most depressing section.
It's designed for groups and to hold a lot of people. I'm obviously in the minority here, so that's not gonna change. That's fine. I just want better options that don't completely gimp me. The challenge log was nice. A daily version would be nicer.
Mob design could use a change too. No more of these dumb auto > auto > untelegraphed buster > auto > telegraphed aoe > auto > auto trash mobs with ten times the HP they should have.
I know they can make interesting non-boss enemies, because they did in Heaven-on-High 81-90 and 91-100. You approached and pulled each enemy there with care and had to know its unique mechanics.
I saw a Jinba and I knew we had to burn before Allagan Meteor. I saw a Warrior Nuppepo and knew the tank had to have their back to a wall for the triple knockback. I saw a Mukai-inu and knew the Ram's Voice needed to be silenced or it'll likely kill any melee too slow to get out in time. I see basically any enemy in Eureka and its just "meh, another HP sponge"
The logograms are a nice addition, switching up the relatively dull gameplay of Eureka. It was nice being able to actually solo everything and even get Gold ratings in NMs alone. If they can somehow mix the HoH-type mobs (dangerous, but not overly tanky) with logograms (switching up XIVs slow combat) I feel like there could be a real winner there.
tl;dr: Less focus on capturing essence of old MMOs, more options for solo people, more interesting mobs like Heaven-On-High 81-100, less HP sponges, expand on logogram system = happy Tlala, and daily reminder that sleeping dragons that can OHKO you and exist solely to force you to arrive at your destination slower is one of the worst cases of game design I've seen and its about as fun as stepping on a plug.
There just needs to be alot more to do in the zones. More than just fate grind and kill mindless monsters. Create quests, certain objectives. Make it a living and breathing zone.
Levequests would have been great in Eureka for crystals, light, etc.
Crafting commissions would have added another layer in depth.
Underwater treasure hunting maps would have been great.( you could even add the bunnies)
Chain fates like how some of the open world fates are( chain fate is completing 1 fate results in another which results in a final boss fate).
There was just so much wasted potential with Eureka.
Well, that's certainly a broader definition of 'group' than I am accustomed to. And if one were to equate that definition with what it means for a game to be an MMO, then I have less issue with that, as I feel it encompasses both those players who do like to be in traditional groups, as well as those who like to work towards a common goal with other players, but not necessarily be in a party with them.
However, I also don't think an MMO would suddenly not become an MMO if it also had a large amount of content wherein there was very minimal interaction with other players. And while I don't think that Dark Souls could be construed as being an MMO, I think that if it were simply more 'massive,' it could potentially be made into one. To me, even interacting with an economy that is affected by other players counts as being a 'multiplayer' activity, so I really have no issue with the MMO definition so long as some minimal amount of multiplayer interaction is required of the players therein. Of course that's just my take on it: the primary appeal of an MMO has always been the 'Massive' part of that particular initialism, and also that the 'RPG' part is typically implied even when omitted from being printed in said initialism. For me, multiplayer counts for very little, and what keeps me coming back is that the content that my character can progress through is always being expanded. I really don't like it when I get to the point of having done all the things there are to do in games like Dragon's Dogma or Fallout: New Vegas; if those games were updated with new story content year after year, I doubt that I would bother with MMOs at all, to be honest.
I agree with you that there's no point to the open world if nobody is there participating in it, but I have serious doubts that this is because '90% of the contents' are soloable. I have only to point to the ever-populous zones of ESO, which are also at least 90% soloable. But what ESO's zones have over FFXIV's are a wealth of side-story/quest content, rewarding loot, and activities that remain relevant even at endgame. If I could progress towards a relic weapon by grinding FATEs/mobs in open world zones, and then joining up every now and then to take on a variety of world bosses, I would; but grouping for challenge logs is absolutely tedious, and not my idea of fun. The group play side could still be preserved---especially considering your definition of what it means to group---in that the bosses would still require player cooperation, but players would not have to organise and maintain groups just to engage in activities that should be relatively trivial for a solo player to engage in (as they were in the old school MMOs I used to play).
levequests are complete trash. too easy too boring. crafting stuff dilutes the purpose of people in the zone. You want people filtered into an instance like this to have similar goals. crafting and gathering are solo activities, if 50% of people in the map arent there for combat, most of the combat related stuff will fail.
this isnt to say they shouldnt have crafting/gathering content, it just should not be a compelling part of an endgame combat instance, unless it somehow promotes people fighting something.
Technically, you have games like Global Agenda that called themselves "MMO's" because it literally had a bunch of people standing around in a city-like "HUB" before queuing into small instances with 5-10 players.
That was their entire content. They still were called "MMO" because of the afking with a bunch of people around aspect :rolleyes:
No, that's not the reason why there's no group activities going on in the open world.
The reason why there's no group activities going on in the open world is because there's no rewards that are relevant in the open world outside Hunts and Ixion.
Literally, it's better for every single thing you can possibly get from the open world, to just spam duties while standing around in a city (Much like in Global Agenda :rolleyes:)
If you take a look at the past of FFXIV, back when duty spamming was less rewarding, what happened? You'd see tons of people FATE Training for experience in the open world.
Why? Was it because the FATEs where not soloable at the time? No, it was because the rewards of grinding FATEs for experience was better than farming duties and teaming up with others made the farming more efficient.
THAT'S the issue at hand with content. For some reason, SE has been keeping Roulettes and Duty spam as the most effective way of earning experience, gear, tomes, seals and whatever else. I can only imagine because of their arbitrary decision to shoehorn duties into the MSQ so that people need to complete them somehow and thus need people to be queueing into roulettes to populate them (Such as the MSQ 8 mans)
As such it means that the overworld has no notable rewards, so there's no reason for anyone to actually group up to farm stuff.
Like, BLU created a reason for people to group in the overworld so you saw a bunch of BLU leveling parties because farming in a party > farming solo.
For everything else, it's pure crap.
Hopefully with the trust system, they'll be able to shift some focus away from Duty spam without affecting people trying to get through the duties for the MSQ. So they can put more emphasis onto overworld content, thus get more people farming FATEs or chaining enemies for experience (You know, exactly what Eureka is made out of)
You can see the main problem with more activities in the open world at the beginning of every addon.
They had to make 3 instances per "open world zone" for SB to carry the burden of many players being there.
When Ixion spawned and everyone portet there, the servers just crashed. Thats why we have instanced Eureka with a limit of 144 players.
Would it be nice to have more activities in the open world? Yes, but we have to be realistic.