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Originally Posted by
TekspaR
So much of this discussion is on watering down the content because it's too grindy.
No, because it's boring, has severe technical problems, and omits basic things like party level sync so you can actually play with your friends. Might be worth reading the feedback before you dismiss it all.
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THIS IS THE RELIC OBJECTIVE - IT IS SUPPOSED TO BE GRINDY.
It is it also supposed to be best done while watching Netflix? Because that seems like a design flaw to me.
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Do none of you remember the Atma farming? The stupid books? The gathering of light? Alexandrite? Some of the MANY different grinds that they put on to get your relic - all of which took significantly longer than the current iteration.
So past boring and repetitive tasks mean that we should be content to settle for an even more boring and repetitive task now? Talk about low standards.
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Lets face it. All you want is things to be easier so you can run around with some glowy weapon that you haven't worked much for. Also you want to remove the sharp edges so there is no risk if you screw something up and end up dying in the middle of nowhere. Uh no.
No, I'd like to be able to play with my friends and not be punished for it by getting zero XP. I'd like NMs to not randomly vanish while fighting them because the server can't handle people being in the same area in content that's expressly designed to get people into the same area. I'd like for there to be some actual depth, beyond "set the board to whatever element you're fighting and just spam kill stuff." I can get that gameplay on my phone for far less money.
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- Reduce the spawn rate of NMs. This will force people into a "normalcy" of XP chaining between monsters. The XP chaining is very good if you spend time doing it.
NMs are the only thing that make the place even remotely interesting. Less of them is not a good thing unless the goal is to bore people into submission.
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- Increase the NM HP scaling based on the total level of people in the instance. As the player levels increase, the swarm is able to kill NMs in record time, and will only get worse. Make them harder to kill so that lower players have more time to get there and participate.
I could go for this. Letting people mount earlier so they can keep up would help, too. The train can get spread out sometimes, and woe to folks trying to chain who are far away and not part of the train. (Honestly, the train is the only part of this I find fun because there's actual danger from those higher level mobs and trying to dodge around raising people is more difficult than just spamming a rotation on easy trash).
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- Add more robust party finding features. This has been covered
- Allow for more than one at a time crystal conversion - because that is just annoying for the sake of annoying.
These two things are simply amateur level mistakes that never should have been allowed into production, especially on something that was delayed so many times. Absolutely needs fixing.
Overall, aside from the technical problems, the train is where Eureka actually works. You get some real social aspect going, and lots of people working together. They should encourage more of that rather than trying to break everyone up into little equal level groups that just grind. This is theoretically a social game, after all.