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Oh good a positive suggestion thread, this I can get behind. While I don't believe it lived up to expectations,
I honestly believe it has potential to be fun.
Challenge log/weekly objectives
example: fight all elements, fight a certain number of each element, amount of NMs, fight with advantage, etc
Personal LB (adrenaline)
random chest drops (ingredients or different types of lockboxes)
Either more NM spawns or up the rate of protean crystals. In 2 full runs (6 hours) I saw 3 NMs.
There needs to be something more with the weather and elements. Perhaps special abilities players
can sign up for if things align or a bar is filled by prerequisites. example. player picked traits from a pool
and when they have fought a certain element or weather spawns, they gain a bonus. or an ability becomes
usable in certain weather.
The change time in the field for the magian board I felt was fine, as we mostly focused on one type before
trying another.
Different types of buffs like the blessing of the elements. More random things to interact with in the field.
Example : temporary magicite placed
I'm only Level five, so this may change, but in the 6 hours I spent, these leapt out at me.
Edit:
something similar to maps, that drop or you can find in the field, something as simple as monsters in a bottle,
previous settlers tried sealing them, open the bottle and defeat them to claim rewards/exp
defense and offense objectives. Monsters move towards one of the aetherytes, or claim an area like a king of the
hill battle. anything to supplement the downtime between NM spawns.
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1. Add a Level Sync - so we can play with friends and be all at the same level
2. Create safe spots for the parties to stay in order to not wipe from a random pop
3. Rework rewards - 355 weapon and dyable AF colors for such an effort is not worth it!
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also.
4. Invisible/Sneak Potions
5. Reraise scroll
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I think NM spawns are based how many mobs and what level mobs have been beated. All NM spawns have been really low level. Like i have not seen any high level NM. There is probably lot players that just afk in the area while waiting NM spawn that slow lot NM spawns. NM will probably spawn more often once ppl get higher level. Damage boost after leveling is insane, you can probably oneshot low level mobs at high level.
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Quote:
Originally Posted by
Aniya_Estlihn
-snip-
Well said. My feelings exactly.
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My suggestion - put something useful in Lock Boxes. I got 3x fireworks, one 1000g clear materia & 2x T6 combat materia (the type that is as common as chocobo poop). I expected something new & exciting, even a single protean crystal drop would be better than a stinking cherry confetti. T_T
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To everyone trying to play the whole "people just don't want to do the work" argument, here's the thing:
Everything in this game becomes crap after 3/6 months. If you're trying to present usable gear, you need to make it reasonably obtainable in a short enough timespan that you actually get to USE the gear before it becomes crap. In some cases, considering the gear caps at 350 (and 355 for weapon?), it's *already* crap to some. The game also tries to sell the gear as being helpful to you *in Eureka* (at least, that's the way Gerolt pitches it to you), but due to the i300 cap, as far as I can tell, it actually isn't helpful at all. Combine all these aspects together and you have DoA content.
The way this game is innately designed, it simply does not support long grinds for any level-relevant gear, because that relevant level shifts upward every couple of patches. You just can't make (attempted) level-relevant stuff take this long to obtain, or else nobody except glamour freaks will bother because there will have been no point.
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~Level Sync
~Perhaps make it so that people can auto join a party if not full with a checkbox of some sort saying auto join
~Increase the xp by a massive amount or lower the amount it needs to gain a level
~Remove the lock boxes, or remove the useless rng loot like fireworks, etc
~Allow to farm mobs 1-2 levels lower than you and still get exp
~Just give us stuff to do other than just kill mob after mob
~As others have said a safe spot, I noticed that if you just attack a mob and another one spawns if you don't move to catch it's attention or aoe it you can avoid it but still safe spots so you can move out of the aoe.
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plz let us buy both crystals with poetics and/or creation stones.
the grinding for the 50 and 60 was way more fun cuz it was possible to do it alone as a sideproject.
killing the same trash over and over and over again by smashing just some random buttons is no fun. put some sidequest npcs in it with crystals as reward. (clearable alone)
that the stuff in it to buy is weaker then everything i already wear is a bad joke. im pretty sure they forgot to incrase the ilvl after they wasnt able to realese it 6 month ago.
i readed in the german and the english forum many times "plz no diadem 3.0" well we didnt become it. sure. its just even worst. the xp balance is pur cancer. do it alone = xp is okay but you will never see a crystal. do it in a group = xp is almost nothing and you will get maybe some crystals.
why did it took soooooo long to release it? its just a map with trash on it. :confused:
plz give us for every step a different questline to grind like the 50 and 60 ones. its a hard grind too but not so damit boring.
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A few things that came to me as I have finally had the chance to play in Eureka:
-I think they should remove certain items from lock boxes(sparklers/magicked prisms/confetti to name a few - out of 9 lock boxes I had, 7 were the fore mentioned junk).
-Daily/Weekly quests could be added to either give lock boxes, or crystals, or even EXP boosts for inside Eureka.
-Increased drop chance based on survivability(last a whole X minutes/hour with no deaths in the party +x% drop chance, resets upon a single member dying)
-Not to lose the chain when it gets to 30, but for it to keep going and in every increment of 30 you are guaranteed the Crystal; chain has lower increments of drop % increase(so instead of 1%, would be .5%...or just not lose the 30 chain but it increase drop rate by 30% until your chain breaks).