Because this content was planned and developed months ago and the time and resources were already done for it. It was going to get released no matter what. Nothing major was ever going to change about it. Only small QoL fixes. Numbers really.
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Because they already have a release schedule made far in advance. This is the way that software is always rolled out. You hardly ever see any piece of software, game related or not immediately have its features pulled and completely reworked. I am not saying its great that they are continuing Eureka, but I am sympathetic that they can't really do much without pulling resources from somewhere else. Especially now that they are on the fringe of an expansion announcement and they will be crunching up till June of next year.
I actually like Diadem as a gatherer >_> but yes as a whole the community has been very very very vocal with their dislike for this sort of content.
Perhaps once this development cycle is done and they start planning the next, they'll listen to this feedback. Until then we can just hope that the planned Eureka content is less...well, just less I suppose.
I will quit if there`s a third Eureka. and I`ll clearly explain my unsubscription if it doesn`t made them clears enough. and it`s a ticket of no returning ever for me.
To be fair, Diadem 1.0 would have probably lived a lot longer had SE not stepped up and changed how the instance works. 1.0a diadem was everyone go to dino island and massive train monsters for chests and spawn NMs. Loot is "shared" (contribution based, much like FATEs are). 1.0b diadem rolled out and now it was completely group VS group to the point that mass training was not possible - no group could score enough contribution on a NM to gain chests. SE's response was "we didn't think players would have helped each other."
We see the same thing pan- out in Eureka. Anemos has a lot of players training NMs and FATEs. Pagos pretty much killed that completely. SE just wants to kill efficiency.
I dont want to say the reason it was finally a fail. not my matter there. Just, Eureka is the newborn from the story begining with eureka 1.0. And a failed content is due to the dev team decisions. (i dislike the "players doesnt play the content the way we hoped" ... )
For the "schedule" matter.
People cried for Anemos. Pagos was wosrt (due to the no fate train) and is finally not really better from anemos...
They can also say "ok, we failed, we admit, we stop eureka for now, and... work it for a real good version in 5.X"
What after for relic in 4.4+ ? Old fashion. They arent worst than eureka (not really better). They lower the farm to each part (and do more parts with 5 ilvl each).
Because what that seems to be for Pyros.. .seems going to go deeper than pagos... (how do they do this? ... )
I don't essentially hate the idea of Eureka and Diadem, but the execution has been completely off. At this point I just don't think its possible to do something this large scale and expect it to work. When you have 144 players with a common goal the only real method of play is to utilize those numbers towards the cause. I would love to see these maps taken to either a 4 man or 8 man level, and instead of grinding mobs for exp you're trying to kill NM's to get treasure drops. These could drop glamour, trash, material, alag pieces, tomes, and Pink Gear.
I honestly would like to see that come back, but locked at a fixed Ilvl that's between crafted and tome gear.
Meh, I enjoy Eureka. It's certainly much more enjoyable than Diadem (though I do wish it had gathering). I mean, they've been working on this content for months (if not over a year), do you really expect them to just stop and cancel it because some people don't like it? They could do that, but they wouldn't just be able to create new relic content from scratch in the time frame - so it would just mean abandoning the relic altogether and adding less content to 4.4 and 4.5. I'd rather continue with Eureka than scrap it and leave it with an uncompleted relic.
It doesn't just seem that SE wants to kill efficiency but that they don't want groups to help each other and rather see them compete. It impresses me as a kind of PvP mentality without forcing PvP (want to make clear I have no issues with PvP or those that like to play it).