I'd like Anemos Elementals to be more common than they are now. There seems to be only one spawned at a time and it can be anywhere in the map..
It being small green glowy thing makes it hard to see too since there are mobs that look similar to it.
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I'd like Anemos Elementals to be more common than they are now. There seems to be only one spawned at a time and it can be anywhere in the map..
It being small green glowy thing makes it hard to see too since there are mobs that look similar to it.
Just had someone griefing the instance, pulling a bunch of bears onto the Number NM, over and over and over again, trying to make it fail.
Yeah, this is fun. Totally what I expected.
It's funny that you quoted me and then immediately did the exact thing I just asked the other person not to do. You spoke for a bunch of people you haven't been elected to speak for.
For me, I didn't care for FFXI's endgame. I liked leveling the different jobs. That's the content I enjoyed. In fact I occasionally subscribe to FFXI for a month or two at a time these days to do exactly that. Though now I use Trusts, but that's another conversation entirely. My point though, is that you can't possibly speak for what people mean "when they think FFXI" because you're already wrong. Maybe it's what you think, and that's totally valid. But don't try to invoke some kind of majority of people you don't represent.
Hey neither does mine. I can present my opinions and feedback to SE and they can decide whether they give a crap or not (they don't). We can have discussions here and debate different ideas and exchange funny memes, but nothing here actually matters all that much. Just because it doesn't matter doesn't mean you shouldn't necessarily do it.
After going back in and messing with it for a while, I feel that it's okay but lacks direction and a few crucial touches.
Like, 1 idea I had while I was in there was there what would be nice is if there was a personal objective that had to be completed each time you went into the instance that would enact a crystal drop buff rate for you until you left or the timer ran out that is also ultimately still optional. Don't make it just killing either, have like little sightseeing observation touches to survey a situation or the blowdart game.That fits the situation ( "ah WoL thank you for your valuable research we understand that situation better now") gives a hook to play outside of NM zerg and a hook to stay as long as you can so you get the most out of the work you've already done for that particular dip into the content on top of encouraging exploration in this beautiful area.
I don't think it'd happen but it'd be nice.
repost from another thread but..
eureka is fine.. they gotta flesh it out way more and tone down the grind for casual players and add complexity and depth for midcore/hardcore players . and when i say they "gotta" i mean they should've... like they should know that players aren't dumb.. after playing some content for some amount of time people can learn, so make things harder as you progress.. my suggestions of what could be added :-
1. elite mobs
2. mix elemental monsters or dual/triple elemental monsters
3. separate elemental attack, and def, so mobs can have fire defence and wind attack for example (higher level mobs).
4. eureka only gear, set bonuses etc.. for example fire armor will add resistance to fire, but lower resistance to water, could even have a 6 element set (wear 1 of each element, gives you a set bonus to inc all element def) (an option for some that want to be jack of all trades master of none)
5. monsters less spread out, like not all the wind monsters are clumping together all the time, rn its easy to never switch your board
6. eureka only spells, like there could be really OP spells, or useful spells. for example casters can get role action that lets them switch the element of monsters for limited time(useful for said mix elemental monsters or elite mobs)
7. eureka progression. just getting more slots on the materia board doesn't feel good at all. players could learn passive traits for example which they put skill points into. elemental resist - base resistance up, elemental affinity - base elemental attack up, elemental control - remove negative effects of armor, status resist up trait, chance to inflict status resists up etc.. these will all have their own levels 1-5 so you cant max all..
8. weather affecting elements
9. eureka hunts(basically mvp monsters)(in addition to notorious monsters), killing quests, leves, gathering quests?(yes they're gonna be quite hard cause it might be difficult to reach a spot alone, so you probably need a party), minigames..
some extras are like making healers' healing element based, so a fire affinity healer healing a fire armor tank is 150% healing, water armor tank 50%
maybe some monsters have hidden element, as in the element is not shown so players should do some trial and error to find out
status elements emphasis, since its the overworld we can stun, sleep etc things, they could make monsters designed more OP, like a fire monster casting a water spell, if your tank is on full fire defence its gonna hurt alot so you can stun/silence.
they can also play with elements and statuses, like lightning give % chance to statis, fire % to burn etc.. so you might want to statis a mob (traits to increase chance of statis, burn, etc)
of course all of my suggestion would only come into play in the later levels, like 10+ where players already got familiar with the basics. also those that just wanna get the relic should safely be able to without going into that complexity if they don't want to. they could have easily make it casual enough so that anyone can go in and get their relic, but deep enough to make it interesting. its 100% separate from the outside world, with its own leveling system, so they could've experimented with literally anything inside there, like creating a game within a game.
the old school getting skill points, upgrading skills (but you'll never max all the skills or traits so you gotta choose), levelling traits, skill traits, item traits, stat points etc, hits home with many players including myself.. they were going for the old school MMO feel, so things like this would've been fun to go through.. games that come to mind are ragnarok.. i feel like right now, they are already trying to shake up their formula, which is good, but the things they are trying are still too safe. the potential of this content is huge, and something they could've experimented on. i think theres a major development psychology issue.. the content shouldn't be there just to get the reward, the content should be fun enough to play on its own regardless of reward.. the next time you enter eureka or any content, ask yourself, if there was no reward, would i do this?
current content has ALOT of potential, and alot of things have been done right, like the map, the exploration aspect, monsters looks.. grind is debatable, people complain because its boring, if the content was fun, i don't think people would mind the grind so much. ideally the leveling should be rescaled to be more top heavy, so you level up fast at the start and feel like you done alot of good progress in 2-4 hours, then things ramp up in difficulty from there.
I love the concept but at the moment Eureka is rather thin. Also, it is so unfriendly to small group and solo players. Unless some changes are made, I think it's going to become dead content very quickly.
As the poster above me said:
Present Problems
Death Penalty - please, remove it or reduce it significantly (no, really it's 2018, just remove it).
PCs and NMs disappearing - At least make it so your party is always visible.
XP Penalty - please, remove this.
At present, players killing mobs to spawn a NM get little to no xp, this leads to a lot of people just standing around and waiting while others do all the work. It's causing frustration and annoyance but after getting 4 xp for killing bears (not a typo 4!), I can see why people don't bother helping.
Boredom - This is the big one.
Large group zerging is the only efficient way to play and solo or small group play is severely punished. I'd like to see more of a balance and some new things introduced to mix it up such as:
Hamlet Defense - I never played XI but I hear so much about this, it sounds like something that would be huge fun and would fit in with the story.
Dailies - not just kill x amount of NMs but giving us a bit more story and encouraging exploration. Give us things to find, research to do, mobs to tranquillise, plants to gather etc
Daily Rewards: could be items from that only work in Eureka - Phoenix Downs, Buff Potions etc. as well as sharlayan glamours/barding for getting to bloodsworn.
I would definitely add in dailies that crafters and gatherers can do for variety (ties in with Hamlet defense but would work without it).
Unwanted Loot - since a lot of the loot is untradeable, I'd like a new vendor who would take any unwanted items and give us currency that we could use to buy the orchestrion rolls, minions, glam etc. that we really want or crystals. I don't care if the price of items is high, just give people a chance to offset poor RNG.
Add a really stunning and exclusive mount to this vendor to keep people coming in.
Treasure Chests - Random spawns around the map.
Aetherytes -Don't punish exploration. Remove the level lock, if players can get there let them attune.
Making things more friendly for small groups (because when the initial hype is over, it's going tohardimpossible to get a NM train going)
Buff XP from individual mobs so solo grinding is possible.
Chain Bonus does not reset, simply stays at maxium.
Loot - Lockboxes should have a chance to drop from everything.
Scale NMs down if only a few people are in the instance. (Edit: looks like they might have done this, Thank you! Nothing more frustrating than running out of time on a Boss fate in the Diadem after spending ages getting it to spawn)
Remove or Reduce the Level Penalty Let me play with my friends without anyone being penalised if we are at different levels.
I'm aware. I'm also aware that most people pointed to XI's endgame as a model to get ideas from for XIV's endgame rather than Valkurm Dunes exp parties. I think the bigger issue is your using the "speaking for everyone" argument as a defense of your minority opinion and are making a big deal about nothing significant.
Another suggestion, and one I'd like to see for hunts too admittedly, lmao - an in-game tracker for the NMs. For hunts there're 3rd party site everyone has access to and they can keep track on, but Eureka is based on instances. That makes it extremely difficult, especially if you recently joined, to keep track of what needs murdering, or if the instance is "worth" being in at all (they were all spawned and killed). Hell it would let people know what needs murdering at all, so that people will know to ignore the other mobs unless they're just pushing a level.
No, don't remove the death penalty.
That's one of the only interesting thing Eureka has, it's that you don't want to die because you'll hardly pay for it.
It encourages teamplays this way and you need to be more carefull than usually.
The danger of this place is what could make it intersting.
Furthering my "let's full out make this an s rank fiesta", I want to see alternate spawn conditions for the NMs. Chernobog's death count can help and is actually farmable - having an entire level 5 party minus the healers (someone has to rez them and prevent exp penalty...) kamikaze on a level 12 enemy could be really funny especially if they're joking among themselves. Using certain items in certain spots ala Brontes could also work.
I mean I don't know about you, but between calling this a FATE grind and a hunt grind, I'd rather double down on the later rather than the former.
Here are my top five QoL Adjustments that I'd like to see:
https://youtu.be/lAp18r2P-Xk
I haven’t thought this idea completely through yet, but what about something similar to diadem where you could be given an expedition quest?
Like for instance you need a full party to take on the quest, and it could be a certain hunt or a certain notorious monster to kill.
You could get bonus crystals and experience from completing a certain challenge, even if it’s just “kill 30 of this mob”
I understand this might be difficult though because of the variation in levels so I don’t know how they would carry it out yet, but I feel like there needs to be something more to the endless grind.
Since I've got FFXI's monstrosity stuck in my head, here's an off the rails concept that probably doesn't fit, but at least is unique.
The leveling in Eureka is pointless and just an arbitrary grind, the elemental system is shallow. Why not make them into something unique and take a page from FFXI's monstrosity system. In short that system had you become a monster in the field and you leveled and learned new abilities and could become different types of monsters as you progressed. So why not have you become an elemental (full on model change or you stay the same with a glow effect, whichever for aesthetics). You're element ties not into a game of rock-paper-scissors with mobs but rather ties into abilities and your role. Earth element? You get tank abilities. Wind/Water element? You get healing/support abilities. Fire element? DPS abilities. Have it so leveling up gives you more elemental slots which translates to more skills/traits. You can push one core element, or you could mix and match. Suddenly leveling nets you rewards rather than merely letting you fight higher level mobs to grind a little more efficiently and the elemental system is more involved than "Dump into the mobs weakness/what you need to tank it, then click the wheel when you need to change for a new type".
Personally I want something to do that will earn crystals/exp besides fate and mob grinding. This is actually a health concern--after playing Eureka for several hours the last two days I've had to put on my wrist splint this morning. Normally I don't have problems with my wrist from gameplay unless I no-life the game over a long weekend or something. This isn't an issue with the grind so much as that I'm pressing the same three buttons/triggers constantly for hours. If there was some sort of dailies or treasure maps or something then I could still participate in Eureka regularly without risking long term damage to my wrists.
Why do most of these suggestions result in the further dumbing down of this content "Make it easier, grind is too long, more drops" I'm of a mind that they could take this even further.
I wish they had it so each weapon/armor was obtained from meeting specific requirements in Eureka. IE: for the warrior weapon, you must have a 30 chain on axebeak mobs. And only have hints given from Gerolt not exact quests or markers (like what we have from Krill right now for the Magicite)
Would have liked unique gear, not just dyable AF3.
More ways to spawn monsters other than just zerg. would also like a claim system for some rare monsters (you have an item that will spawn the monster, only your party can attack it.
An alliance party forming mechanism so you can join parties together, then claim systems can also take part in that.
Elemental wheel to do more. Dont know what but it needs to be more than what it is, hopefully that comes in updates.
I would love to see a new map that uses 1.0's Black Shroud map but have it setup as a copy pasta procedually generated area, so each instance will be slightly different in were mobs spawn and what mobs pop.
What I DONT want to see is:
Drops increased (i feel its fine as is)
Monsters nerfed
ANY SORT OF NERF TO THIS CONTENT
Its easy enough as is, the grind is real but necessary. Any less and people will zerg the content in a week and be done with it. its supposed to last and take a long time. Please Yoshi-P dont let the crybabies ruin this content too. While its not perfect its head and shoulders above anything else thats been added so far (with the exception of PotD), all it needs is to grow and be more involved. Its a good start and nerfing the heck out of this will not help anyone.
Ok, So I've spent more time in there and I have a lot more to say about Eureka. I'm level 10, almost 11.
The map design is very good. You're forced to take long paths at a lower level, which make the area seem so much big and dangerous, but as you level there are short cuts, and it feels very rewarding, especially when you get the lv 9 aetherytes. I would love if the open world felt a big more like this.
I've not lost EXP from dying just yet, hopeful I never do, that at the back of my mind bothers me.
I'm annoyed by the NM trains right now, because no groups want to just grind regular mobs, and it feels counter productive to have 100 attack one mob.
I would like some stuff for people to do solo, like kill X amount of these enemies for a reward, either daily or weekly. Like what they added to Diadem.
Also it's annoying that 90% of the stuff we get in there cannot be sold or traded outside of it. Why is there no gathering at all??? Why do I have 50 of these pants that I can't sell on the MB?!
I have a feeling by the time I hit 20, I will feel very powerful in Eureka so I love the feeling of that. I really would like a feeling like this in the overworld.
[QUOTE=MageBlack;4615767]Why do most of these suggestions result in the further dumbing down of this content "Make it easier, grind is too long, more drops"
You have some solid suggestions here. I agree with your comments save one. When people make the comment of the grind being too long I have to agree. If I want just the weapon of my average of 5 crystals per hour just getting the weapon to the point under the 350 is 260 hours. At 8 hours a day that is 32 days and 12 hours and that still does not complete the current step of the new relic weapon. Many players cant play 8 hours a day. That I think is where people are complaining.
I believe the dev team want people to do the content as well a enjoy it. As well as get all the rewards for doing the content. Time will tell what they do to enhance this experience.
I get why people are complaining, it is quite a grind but progress is always saved, theres the protean and aenomos crests you can exchange, and you can slowly plug away at it. I appreciate the fact that the relic stuff is all in one area. What i disliked about the other relic grinds was needing to go from one end of the realm to the other and do EVERY bit of content in between (over and over). Not sure what you were doing that only got you five crystals per hour but after only doing eureka for one hour each day since release I've already upgraded my WAR weapon, head, chest, legs, and my RDM weapon, head, chest, hands, legs, and feet to their first level, thats about 600 protean. in total. Thats being super casual about it.
1.) I think it needs a party finder function. The shouts in chat is clunky, you can put yourself up for looking for party, but I still don't' think that's enough.
2.) I'm not like super upset about the exp amounts, but its kinda frustrating in a group getting like 1-6 exp for mobs 4+ lvls above you, specifically while groups are mob killing for NM's. Honestly for just straight exp grind I've found that solo is more efficient. about 1k exp per 10 kills of mobs at your lvl, and you can kill them pretty fast on dps.
3.) the exp loss is just kinda bleaa for me? I mean it creates incentive to not just kill yourself to get back to base. but it really really sucks if you're soloing and you get killed, and everyone ignores your pleas for rez.... on a counter note tho I think it makes eureka a little less "casual" but eh
4.) I have 350 protean crystals currently, and I could get about 600 more with the amount of anemos crystals I have. I feel like the trade in mechanic is saving the whole crystal grind. By the time I get to lvl 20 I'll have more then enough for a weapon and probs some gear. So I think its OK as it is. But that basically relies on doing NMs, which scares me a bit cause I'm afraid that eureka will die out and nm will become super hard to kill, but that remains to be seen. but I do think guaranteed protean drops like every 5 chain kills? is a good idea tho.
5.) I'm not sure why nm are spawned via mobs that are like 5 lvls higher then the actual nm?? A lot of the time its like, the real boss is the adds wrecking people.
6.) maybe have some sort of mirage snail-esque creature? sneaking around enemies is kinda fun but also kinda weird idk. its just like op that guy looked at me funny *dead*
but in all I like it, I find it fun, and I'm super excited to get my weapon and gear.
Just adding to my own thread again.
First I want to thank the developers. While there is a lot of negativity (in the forums, reddit, and other venues), I do find that in-game people are generally a bit warmer to the content - especially after switching the NM-focused strategies instead of just camping out any mob that fits their party's level range, and even in those other venus there are people who are warming up or have already completely reversed their positions once they experienced it more. So this might not be a dud after all :)
Because of this, some of the feedback might be because of people playing the other styles (solo, camping out a mob by level and not its ability to spawn things), though hopefully it's all considered so that we can have more people that are somewhat happy.
Anyway,
I'd really like an upsync for jobs under 70. You already allow us to switch to non-70's while inside and if there was an upsync, it'd be great to see what some of these jobs are like at the end for those of us who aren't all-70 yet.
I think the system is fine, people are complaining because they believed the reward received is not scale to effort need to be put in. In FF11, this NM pop method is very rewarding because the piece of drop usually is a very rare item piece in game can last for a very long time. There are maybe two ways to achieve this:
1. Non combat related set-bonus on the relic gear, for examples, 2 pieces will get movement speed, 3 pieces will jump higher.
2. Unique weapon skill to be obtain from relic weapon such as FF11, for example:
https://vignette.wikia.nocookie.net/...20050805145930
https://vignette.wikia.nocookie.net/...20070619193839
Give a better purpose to grind probably will lower the complaints
I really wish there was a in-zone pf because the NM people always grab me when I shout for a chain camp group because "well we needed a healer". I get that, but I'd rather get to like 8-10 before messing with the higher NM's so I can maybe take 1 hit. I dont get any drops tanking the floor. It'd probably help tone down NM farmers and pull campers from constantly arguing on shout too.
1. Party Finder (Ability to Auto-Join Parties) - it's a pain when someone has to go, and you're trying to re-build and camp.
2. Party Level Sync (Yoshi-P was asked about this at NA Fan Fest, and I'm surprised this isn't in yet, let alone in Eureka)
3. Re-raise (either as an item (scroll) or an ability in Eureka) :)
Would love to see the elements really give you a "wow!!!" factor where if you're a tank blocking water enemies you actually see/feel it. Tanks take too much damage even with the wheel in the right place.
So due to the instance maintenance, our numbers dwindled down to 48/144.
And it was GREAT.
We worked more closely in shout chat
No one complained about not being able to target things
People actually said their lag was better
And we had less afkers because when you have so few people even the lazy people help
It was awesome
So my suggestion, make the instance limit smaller and just host more instances. 70 should be alright?
(BTW Thank you for making the NM strength adjust to how many players are in the instance <3 <3 <3 )
Yeah, it's definitely helpful to have them scale. Made things quicker and easier for the 50 and dwindling people that remained in the last instance I was in. We were able to spawn 3 of them and move from 1 to the next. We were cutting it close by the 3rd one, but we did it.
I really enjoy Eureka as it is, having lots of fun with friends while leveling, but it can (should) be improved.
Different ways to obtain Crystals: It's ok to do NMs (FATEs) to farm EXP/Crystals, but I think we might need some other ways to obtain them, like:
- Pick up crystals on the ground, wich will pop around the map randomly, encouraging you to explore, just like the random coffers in Diadem.
- Chain 30 should be more rewarding! Make it drop, at least, 1 Anemos Crystal.
- Dailies: let's give 1 or more dailies with fast-to-do objectives giving few Anemos Crystals and a few EXP. Let's give casuals a chance to farm Relic at their own pace
- Gathering: I think we shouldn't have Gatherers in Eureka (to prevent botting and gatherer massification on an instance), but there could be something similar as Diadem, where you could find random chests. Make it be a shiny light on the ground/wherever, and you pick up some crystals (anemos or protean), that should encourage exploring.
A better party finder:The "looking for party" status is quite hidden.
We should have a visible option in our UI that if you didn't have party, you could click the "looking for party" button and let you choose different options:
- Normal looking for party.
- Auto-form looking for party. This would form a party of 4-8 members automatically with members around the same level.
Raising: We need items to raise other players.
I know we can get Phoenix feathers in places like PotD, but it would be cool to have some kind of Tonic sold by a NPC inside Eureka.
There's currently nothing to do with duplicate glamour and housing items. My suggestion - make them desynthesiable, but only while in Eureka. Drops can be sparkles or the clear demimateria with a small chance at crystals. To me it'll be better than just vendoring them.
More input, lvl 15 now.
Still have not lost exp from dying and I hope it stays that way.
I initially thought it was silly to want a PF in eureka cause you can make a pf before joining, but if someone leaves it's hard to get more with a common goal.
Wish I could trade the junk we get for GC seals or something. I'm not getting seals cause I've not been doing other content, and all this gear is clogging my inventory.
If I see one more cabinet...
Making some good friends to grind with along the way, but the zerg is still so annoying.
They should do something about those one million shouts.
For example make the party seeker option to include a motive (fate farm, quest etc), and inform the player once they enter eureka for the first time about this party seeker option, (or make a mini PF for the instance)
Also is anyone else having this problem where in big fates, your actions will not register and the mobs will not appear (have not loaded yet)? I find myself unable to join FATEs because of that, the boss dies before it even appears on my screen so its kinda annoying.. 0.0 is it the internet connection?
I definitely would like to see more varied ways of levelling. Mob grinding can be fun with the right people, but it can also get exhausting after a while. Especially because each level seems to take longer and longer as you need more xp for each but you don't really seem to get more. I'd like to see some kind of daily quests, handed out in Kugane at the port if not in the instance itself. Maybe they could ask you to hunt down x creatures of a level appropriate to your own and get some bonus xp, so you can get a bit of progress every day without just having to mobgrind. It'll be slower than just keeping at it, but it would also encourage you to go in for a bit every day.
Another update: At level 20 YOU DO NOT HAVE EXP BUFFER.
In FFXI we had an EXP buffer after hitting max level.
Let's say that I was at max level and had a buff of 30.000 EXP, then I die and lose 5k EXP, then I would still be max level with a 25.000 EXP as buff.
Here on Eureka you do not have any EXP buff, so when you die without a raise... you will always de-level to 19.
So my suggestion: Give us the option to build some EXP buff to prevent de-leveling, just like in FFXI.
You know the feeling of losing exp and delevel somehow reminds me of Dark souls, imagine if they were to add a YOU DIED warning everytime you release
I posted this on another thread as well but I would like to see the ability to bulk open lockboxes and exchange crystals. When you have hundreds in your inventory doing one at a time takes forever. Adding a quantity to open/exchange box would go a long way to reducing the additional unneeded grindyness turn-in causes.
that removes all aspects of risk or loss from being a part of Eureka. For once, our lives have value in this game outside of Savage. Otherwise, people would just return to base at every death just out of convenience but instead we have people reviving left and right and working together because that 25-30% is worth a lot.
I disagree. Dying has a lot of penalty already depending on where you die and what level you're in. I kept dying trying to get to the level 3 quest which is surrounded by level 7-8 mobs. I wasn't in danger of the exp penalty at that level range but it was still a disgusting experience.
You can't unlock aetherytes until you're 9. You can't use your mount until you're 17. Dying is already penalizing enough by virtue of time wasted and frustration for having to run all across the map again; losing exp on top of that... yeah.