Add ilvl 350 belts and accessories :D. Maybe have the lootboxes drop 10,000 gil occasionally so we can make some money in Eureka.
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Add ilvl 350 belts and accessories :D. Maybe have the lootboxes drop 10,000 gil occasionally so we can make some money in Eureka.
The sad reality is: I see MASSIVE amount of people running into there, the queue NPC is so crowded that it's a challenge to find him.
There won't be a sub drop. Almost everyone I talked to hates the place but they are desperately grinding for some reward, like good little addicts do.
It appears that SE knows their playerbase too well. They managed to put in almost 0 effort (barring the tech team) and got great participation, making them think that this is good content. >.<
Another suggestion: Make NMs count towards the S rank hunt achievements. Why?
1. Making the tiger more accessible as befitting how highly requested it was.
2. Spawning an NM is no different than spawning Leucrotta, Udumbara or Okina with slightly different extra conditions (there's no waiting for moon phases, mercifully, but yes for time of day or weather conditions)
3. Ensuring the longevity of the mode by putting more objectives behind it. Make the grind all the more worth it.
2k is still a huge grind, and there'll still be the 3k A ranks which Eureka won't help with. It's not like doing this will make the achievement redundant.
Not a fan of sth like that. It eats way too much DEV time for a tiny subsection of the playerbase.
Lets face it: MMOs are not solo games, while some solo-ability is needed and appreciated, there is no point in turning it into a fleshed out, challenging solo experience for every spec. To be blunt: DEVs have way bigger fish to fry that would benefit a lot more players.
True, but would be something different than grinding, for the relic for once, also it would help players come out of their comfort zones perhaps.
I mean doing T13 solo as a tank actually requires you planning your Cds usage to survive the fight and I though that was awesome.
People are doing it so they dont fall behind when the next step for the relic comes. Its already bad enough for people starting right now. Can you imagine how hard its going to be when we get to the 3rd or 4th step of the relic and they raise the Elemental lvl to where people are in the 30s or 40s.
They need to implement objectives that reward xp outside of the NM. There needs to be efficient alternatives to level up in this zone. Many post in this thread outline that and hopefully they pull from the feedback to make Eureka better for everyone
I know a lot of people weren't fond of FATEs from Diadem but I'd honestly like them to add them to Eureka. The NM can be big bonus/exp hunts but having FATEs that give you a little extra reward would be nice over grinding mobs which honestly isn't even worth it, it would be nice to get a crystal or so from getting gold on a FATES. Getting stuff done low level is already becoming difficult and if there is any kind of difference in level exp in groups completely drops which again almost isn't worth it. Now with people running around on mounts getting to low level NMs before they die is also becoming an issue.
Add a Hunting Log category for Eureka. Ideally with all regular monsters.
It would create a reason to explore more than just following the fate train, a meaningful solo activity, a starting point for new players, and I think (I hope) it wouldn't be hard to implement.
4 tiers of entry each with a Max Level.
I'm thinking 1-8, 9-17, 18+ and "Free for All" Cap for each area being the max level allowed into the instance but you would be able to level past the cap
Splitting it into three groups would help with the current influx of new players that may not be able to find a group they are compatible with.
This would allow certain zones to be used for constant chains with the cap being set at 8/17 respectively
While the concept to spawn NMs is similar to some S ranks, I can’t say I agree with this idea. It would almost make the 2k S rank achieve easier than 3k A ranks.
I just dinged elvl 10 before logging for a break. There needs to be steps taken to help bust up the NM zerg train (that typically consists of 20-30 people capable of killing mobs needed and double to triple than many people there as resbots at best). Lower cd on the sub-10 NMs and bumping up xp and/or chain bonus for killing regular mobs could help.
Dunno but the first thing i thought about Eureka is why they didn't set it as some kind of big huge server event like the opening of the gate of Ahn'Quiraj in old vanilla wow.
I still remember fondly that....aura of striving for a common goal.
I still hold to my belief that Kryle sending you on missions to kill 30 of this group, 30 of that group, and 30 of that other group would be a lot fun while still keeping the NM system around. People just want variety in the hunt aspect of things.
I'm taking a second character through Eureka now. While I had a lot of fun with my main, now that people are use to the train, you're really the mercy of it for any progress at all.
If I try to work on lower level stuff, I'll miss whatever the train is at because they zerg things so fast.
I feel that maybe the teleports, or at LEAST the mounts should have only been a thing for getting to 20. Meaning that all people leaving are on the same footing.
Even at higher levels I noticed this problem. I would help pawn the higher level nms but the train wouldn't wait for us at other things.
Also, for as much time as they spent developing, I really would have liked more items to work towards too. Why not have a special drop for every NM? and why not make the items dyable?
I don't think the NMs should count, but I think kill them should have their own mount/achievement to keep higher levels helping with older content.
Easiest way to fix eureka:
1.Increase exp per mob and make chain bonus stay at lv30 as long as chain is connected. Also add anemos boxes to regular monsters drop and increase protean crystal drop rate
.
2.Change notorious monster spawn conditions. Make it random spawn limited to 1 time per day for each of them. Maybe adjust their drops accordingly.
In short: main method of leveling in Eureka should be by grind, not by NM train.
What I'd like to see most of all is have some sort of level sync for outside of FATEs. Because, if you're a level 11 you can't help out a level 1 FC friend and have them get experience. But, if you could say select a party member, sync based on that level you could help them out. So, if you synced based on a level 1 as a level 11, maybe it made you level 3. You wouldn't get much experience, but at least your FC friend would.
I agree about increasing mob exp and making the chain bonus continue, but I don't think Anemos crystals should drop from regular monsters. I think that they shouldn't convert to Protean crystals (or maybe just 2 to 1). If you did that increased the drop rate, it would make doing the chains more attractive. About of spawn conditions, maybe if they made it every 4 hours (or maybe 3.5 hours), instead of 2? So, they'd only spawn once during the three hour instance timer.
-Reduce Eureka player capacity, forcing smaller parties to coordinate to fight NMs instead of a massive train. Scale back the FATEs so they're doable with 1~3 alliances, but something to discourage the hunt blobbing would be appreciated.
-Tweak chain experience, have the % raise much higher past 15 or so, and/or penalize party chains less. This still requires a time investment to get chains going, but there's more reason and reward to do it.
-Something for wider level ranges of parties to chain together. Some sync system may not be a quick fix, but it'd be useful. That or allow an in-zone party grouping thing for specific level ranges.
Hell, even something as silly as little benches for people to sit on at camp, separated by level ranges and people know whomever is sitting right there is waiting for a party.
-Remove the timer on NMs so that people can repeatedly spawn one that is in their level range while chaining around an area. Could be abusable(?), not any moreso than the current rush-fest though I imagine. Maybe keep the 20+ ones on such a timer.
-More of a personal pet peeve, but make monster spawns make more sense. They can still be spread out, yet sight aggro and sneak past-able with effort, but this equidistant minefield of monsters covering the entire island is kind of weird to look at.
-Not much can be done about Anemos, but the next iteration of Eureka please involve the job's equipment into the storyline somehow instead of just crystals -> Gerolt -> profit.
Would also be FUNNER if all monster types had their own NM. It's really pointless to have all these beautiful monsters and only a few make NMs...it's wasted content/area
Why should we change anything about Eureka? People are playing it.
just because people play it it doesn't mean is good, have you seen the stupid high amount of players who just follows the train but do nothing until a nm apears?, numbers =/= success on make something fun, those afk players can be either be doing nothing because is boring for them eureka, but they still do eureka just because relics are locked behind it and they feel like forced to do it just to get another glamour option for weapons/armor
I think there should be 3min notification before NM spawn because if you are triggering another NM other side of the map, you may not have enough time run into NM before it is dead.
Do you really think Square is going to make any substantial changes to Eureka if people are playing it?
Think about it - think about Square's prior behavior regarding alteration of established content. The only time we saw them make big changes to any content in this game is to make potentially mandatory content easier if people are bad at it.
Square, as a traditional company, is only motivated to change by what their profits look like.
Here's another nugget:
The reason why Eureka took so long is because Eureka itself is already finished.LIKE ALL OF IT. This is why Square remains dead silent.In this scenario, redoing Eureka or making large changes to its features will cost, a lot. Better to just leave it be. It's not like the player count will drop by any large margin, right?
I think they'll make some small changes to Eureka over time. We've already heard that they're going to change drop rates. But, I can see an issue if most of an instance is level 20 and you zone in as a new level 1 player. What are they supposed to do? Aside from leaving and trying to find a new instance, or leaving and making a PF, they're screwed. That's the bigger problem I see going forward.
To enhance and add extra layer to camping/spawning. Let a rare mob of same family spawn with a different element weakness. Allow
this monster to give bonus exp or another type of bonus completely different from anything available.
example:
Your exp group is doing wind fly monsters. You kill most of the monsters and small notice pop up message that a rare monster has spawned.
You look through the wind flies and see a Water, this will cause either caution, or spending more wheel spinning. The rewards could
be higher exp and a bonus to attack or randomly place extra magicite that is temporary.
maybe even be a level higher than the other members of the monster family
another could be a completely unannounced mob that travels the zone, see it, shout and chase it down.
Considering that FATE have the rare spawn of maiden and also a rarer named mob of that kind, I don't think this would be a far-fetched idea at all
How about a marker over Rodney? It gets so crowded that his hit box is covered with players and you can't get into Eureka.
Needs Daily quests that reward 1/4 of a level per day + crystals (100 or so). That way even if you only did the dailies it'd take you 80 days to hit max rank. That's reasonable.
I'd like EL sync to be implemented. Some of my friends were on vacations and are just trying it now but I can't help them anymore since my EL is too high. I would like to be able to help them from 1 to 5 until they can run to the closest fates by their own. Also they should add small fates next to Surgate from level 1-2 mobs so it would be easier for lower level to catch up instead of them trying to ninja level 14 fate surrounded by level 17(Lynx) -19(monoeye) monsters and get smashed. I can see different EL being a problem as well when you try to beat high level fate and the party that invited you are filled with level 5-10.
To be honest, it ain't much better once you're inside.Quote:
How about a marker over Rodney? It gets so crowded that his hit box is covered with players and you can't get into Eureka.
After having reached 20 at a decently fast pace, I have a few things that REQUIRE (not should, NEED) a fix;
Opening several lockboxes at once, or make them faster/automated. I currently have around 1500 boxes i dont want to open because jesus that's a lot of clicks.
Converting Anemos crystals in the same way as lockboxes, over 3k anemos i wanna convert? EEEEEEEEEEEW
And for something much less likely to happen, the disappearence of fate trains for level. I loved eureka the first couple of days, where you had to join likeminded/leveled people and grind tough monsters to level, and I feel
this was the intent from Square. But then fate trains happened and while it was easy and effective, it was oh so boring.
Maybe remove exp from the fates and only do fates as a means to get Anemos crystals/boxes? And monster grind in groups/solo for elemental exp.
But mostly i dont wanna sit at an npc and click a button five thousand times...
A FATE log that says exactly how long till you can spawn the same NM again.
The ability to trade more than one Anemos Crystal at a time.
Pazuzu able to spawn in ANY weather since you only have 3 hours in the instance so you could work on spawning him and not get the weather to see him, OR....
Ability to increase your time in the instance by killing NMs.
Ability to attune to teleports at level 1. Getting teleports at lvl 9 doesn't really even make sense since they don't fix the aether network till the level 17 quest anyway.
When a NM spawns the mobs in the FATE area either stop spawning or disappear until the NM is destroyed. Mobs spawn stupidly fast so killing them while the NM is up is almost pointless. Also people who try to kill the adds don't get credit for hitting the NM so most don't try to kill the adds I don't think. (I could be wrong this is just my general though process.)
Ability to fly at some point in the future. The area is beautiful and I would love to see it from the air for a better over all look.
Instances seriously need to hold less than 144 people, cause object culling makes this near-unplayable. Just holding half of that, like some Frontlines, should probably be enough, but it's still iffy. NMs not being the optimal way to level might also make the zerg train spread out a bit, or making certain drops only come from certain NMs. The power of the NMs should probably have to be toned down, but they could spice them up with actual mechanics instead of just OHKO attacks.
The content has potential, but it's very very barebones, and it's implemented in a way that the game's servers can't even handle. It's just sloppy all over the place and it's incredible that no learning has come from both versions of Diadem...
Edit: Oh... a CRITICALLY important thing too. LET HIGHER LEVEL PLAYERS LEVEL SYNC DOWN WHEN PARTYING WITH LOWER LEVEL PLAYERS. It's ridiculous that being higher EL means you're unable to help lower EL friends. We already have the NMs Level sync us down, so it's not like it's an impossible feature.
It's kind of ridiculous that it took so long to develop and there are these many oversights. It's like a KMMO beta release...
After a long time playing it. I like it, but several adjustments should be done for performance and long-term play. My proposal:
- It is impossible to render everything, a limit is necessary, but, there should be rendering priorities. Party and Enemies should render always. Sometimes the enemies dissapear and the party member are grey layout, unable to heal or raise them. Other people who are not in the party should have the least priority, you don't need always see them. Be sure the enemies and the party is always rendered.
- Let's be realistic. The amount on Notorious Monsters spawning will decrease gradually after few weeks. Pazuzu, the highest of the notorious monsters, only appear under certain conditions and you can only obtain his feathers at level 19 or 20. While this days it is spawning a lot of times, after two or three weeks, it is possible he won't appear anymore, as people will stop doing Eureka once obtain what they want. This will cause that people who comes later will have less chances to finish their weapons. It is necessary add another way to obtain this feather or add another kind of reward from notorious monster aside the items for relic. Anything that ensure the spawn of notorious monsters and Pazuzu specifically.
- The use of mounts should be at level 1, or as maximum, level 5. It is very slow move in Eureka before level 17
cut the number of players allowed in the instance in half. At least half. Then maybe things won't disappear.
The biggest excitement I had with this content was that I was able to find a group to do mob grinding with. I have missed that sense of community in this game.
My suggestions are:
1. Increase the rewards for mob grinding parties by implementing something like dailies with the addition of repeatable exp quests (optional) for killing x amount of mobs of a specific element. One idea could be to consider Fields of Valor from Final Fantasy XI.
Source Link: http://ffxiclopedia.wikia.com/wiki/C...ields_of_Valor
2. Change the condition to how FATEs work. At the moment they are hurting the content in my opinion.
3. Introduce an option for players who have already completed the content, to Level Sync, so they can support other players. This could also be a daily quest which that player is rewarded.
4. This is just throwing it out there now, but what about some kind of 'Prestige mode' that encourages players to go back for better rewards.