Repost from another thread
I played Eureka for about an hr. OK gains and the instance died out within a 20 mins and was until I left passing the hr mark.
And as I have read the feedback posts and threads here and reddit. It's not as bad as I was made to think before playing due to adulting but it is quite limited nonetheless.
What it does right:
+ Being a cross-server field is great.
+ Progression can be done solo.
+ You can escape monsters so long as you can outlast the damage.
+ The field map is great so far.
What it does wrong:
- Being an instance because it's (apparently) the only way they can achieve cross server functionality.
- While things can be solo'd, your best bet at progress is with a party.
- NM conditions assume much more than what the life of the instance will grant (and Yoshi will then nix it or something)
What can be done to improve: (I go into armchair developer mode now >.>)
+ Make parties the default option, regardless of how you queue.
+ Add an option to give a 4 digit code to people to join your party/instance.
+ Find a way to always ensure the ideal number of people are within one instance.
+ Make NMs achievable even on the minimum of 24 people, both being spawned and kill-able. Scale things like you do with fates but please learn to SCALE DOWN, not up. if 100 kills are needed on ideal conditions, make sure 1/7th of that is required if the instance has 24(+/-) people.
+ Encourage to explore the field, not gate it behind imposed restrictions.
+ Add special maps like the Alexandrite stage of ARR for increased yields.
- Remove the EXP penalty and De-leveling. Nobody wants this.
- Remove fluff drops. People are tired of those from POTD. Make tokens instead to be traded at an NPC for the same rewards you want to keep at low RNG. Let us know that we can get what we want, one way or another.
Fun things in Eureka, some feedback