Originally Posted by
hijifa
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.