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Fix eureka - fate trains
The problem lies in NM spawning - they are all but guaranteed to spawn and spawn in the exact same spot every time. If the spawn location of an NM changed, or spawns were delayed, there would be too much going on for 144 people to stay together.
AFK'ers no longer can rely on safety in numbers because there would be too much group movement. If spawns are delayed, it'd be most rewarding to work on as many NM's as possible concurrently - allows exp from mobs. NM's die slower because 100 people wont be in the blue area when it spawns.
As it stands now players have little option but to follow the train. You can go spawn your own NM sure. It just means the train will spawn/kill 2 to 3 NM's while you spawn one, which then the train will just come nuke the NM you finally spawn anyways. Break up the ability to predict what/when things happen, and people can no longer run the train.
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Why? - it is not 100% sure what you are trying to get out of this.
Say, you break up the NM train. Imagine there is no train, then what? - there is really no solution to that anymore.
The only way to break up NM trains and keep people interested, is increasing mob EXP significantly, so it is more desirable to do that instead of NM train. But that creates some problems of its own.
so, why?
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Only problem would be that content would die really fast do to lack of crystals and NM pops. If anything perhaps having minor NMs spawn based on a group setting.
For example a group 4 kills and spawns a NM exclusive to them where no one else can claim to ensure fairness and people can't AFK. Based on party numbers the crystals could vary. Large Parties would get half of what the normal Fate NM would drop and no items drop. This way players can choose to take part and be rewarded for their efforts. Adding a unique NM exclusive to that group for any particular type of mob in eureka.
AFK would no longer have to be sitting around and actually do some work and depending on group vote kick them for not contributing. Kind of key holders also for large NM fates. Lets say depending on how many are killed the Large NM fates would spawn. Example the lower the fate the less are needed.
Cactuar: 5 nms NM spawn every 20 mobs. Unlike NM difficulty 5 levels above party. Penalty for higher lvls do to difficulty. Weather any.
Lord; 10 nms; NM spawn every 15 mobs. Same process with penalties, this will help keep a balance in levels. ( editing )
For mid size around 25 Unique NMS
For higher end 30 unique NMS
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There is nothing wrong with the fate trains, and has been part of this game since 2.0 release. As such, this is not a new concept. Please keep in mind that we are in 2018 and not 2001, so the old ffxi format of grinding the same mob in a camp is dead and will never return. If you want to grind mobs ffxi style, you can grind them out for two or three months, eventually you will get your level and enough crystals for your relic or you can embrace 2018 and have it done in under a week.
You mentioned the AFKers, which is a pointless issue since there is a 10 minute timer where you will be removed from the instance if you dont move. Most of the people you reference as AFK are actually there but dont want to waste time hitting a mob above their level for 30 dmg or getting hit with an AOE for 200k outside of the fate... Also the trash mobs die so quickly, there really isnt an issue with it as it is.
The really sad part of this thread: you have a choice on how you will grind your gear, but must try and force your preferred method on everyone else. It would appear that you believe that your individual entertainment should take precedence over everyone else, because you feel that this is something that should be made difficult.
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This is probably closer to how the devs envisioned the game mode to work, but as they should have expected it devolved into a a fate-train of 144 people attacking the same small pack of enemies.
But people enjoy it, they think it’s fun, and the content is mostly heavily populated. As far as the devs are concerned Eureka is a huge success, so if anything expect to see even more FATE-train like content
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The very low level leeches are not the worst of it. Now there are bunches of L-17+ riding in circles on their huge mounts and thinking they are elite while others kill spawners for them. At least if you are too lazy to help kill, keep your fat mount away from the group.
When I make or join a group now that I am 20, I make it with L-16+only and only join high level groups when shouting. This way at least my group stands a chance of staying up to provide damage, heals and rezzes on any fate boss. I only do Eureka now a couple of times a week to max my mendacity and pick up a few boxes and crystals for future use.
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What you're suggesting is the first half of something similar I suggested in another thread, NM Tracks. Sure, a train could still form with my idea, but multiple groups would probably exist doing other ones for proper credit, and the respawn rate of the things could be a lot lower than what NM's are now. Either way, the issue with your suggestion is that it would assume this doesn't already happen to an extent, which at times it seemingly does just on a very small scale, and that even if it did people wouldn't realize it regardless and continue smashing the mobs to spawn an NM even after the number is complete. The train would function exactly the same as it already does, afkers would still afk, etc. Go find the thread where I mention NM Tracks and see if that idea is what you're thinking of.
I also thought of a better way that credit could work which would make having an afker detrimental to the entire party, but I'm too lazy to type it out right now. More on that another time.
Edit: Go check out my thread "Eureka's Identiy vs Reality w/ Suggestions" and scroll down for the ideas in full.
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The problem is that by design, there's no content that gives out crystals except for NMs. Unless you create something like repeatable quests that give crystals, people are just going to stick to NMs regardless of how you trigger them.
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I think they should make all NMs for the eurkeka zone made for lvl cap in that zone, so lvl 20 and up now, and make the crystals for weapons only. Also they need to make more and less densley populated areas in the zones with regards to mobs so that there's actually camps and safe and quick on foot paths to them. They need to make regular mobs give you more xp to actually emcourage getting max lvl in parties then going NM hunting, and lastly they should make the mobs and especially NMs more difficult but make the relic armor increase your stats past the iLvl cap with each upgrade when worn in eureka. I think these would make eureka much more enjoyable while still keeping the endgame focus in each zone overall the same