What could SE do to make Eureka new, fun, exciting, etc.?
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What could SE do to make Eureka new, fun, exciting, etc.?
Give me a brief summary or info on what Eureka is described as first. I haven't seen any info on that.
Hell I am giddy just with the mysteriousness of it.
All I've got, same as anyone who watched the Live Letters first discussing Stormblood, is that it's to be an exploratory mission of sorts to be introduced in this expansion (I would assume around 4.2, maybe?). There should also be a concept art image floating around if I can find it.
Apart from that, take advantage of said mysteriousness for now. Go ham with your ideas.
No worries about what is likely. If you don't like what seems likely from an SE project, here's a place for your own ideas.
But yes, most likely so. Sadly.
ATM I feel like it's a mix of Diadem and Relic Chain....Which historically has early FATE stages.
So probably the same as Diadem 2.
Well whatever it is, it has to tackle and fix recurring problems other content has if it is an open concept.
So how would you fix issues like:These aren't the only issues mind you, just a few.
- Congestion with Ixion?
- Prevent it from being lagfest or overcamped.
- Make encounter interesting with minimal latency/lag.
Optional Fixes:
- Instanced zones
- Less or No out of context stuff like gathering or mining or normal fates, aka only veteran/high level battle content
- They could utilize a guildleve like pop/claim system. Meaning other groups can see you fighting the big baddies but only your group can battle the claimed enemy.
- Maybe an item pop like the original 1.0 stuff.
I would love to see actual hunting mechanics, because if it is just wait and show or zone into a nice instanced fight with no pre unlock mechanics preceding it. It is just another trial, dungeon, or hunt system to me imo.
The issue with ixion is the amount of people trying to farm it, creating more instances wont really tackle the issue at hand, it'll just give people more farming options which will cause some of them to get the mount faster but not for all. Due to the amount of people trying to farm that fate it has caused a lot of stress on that map which causes players to either lag to death or disconnect them.
if you want to talk about a good way to fix that then it would be to hard lock the instances themselves to 100 players instead of the 500 previously done. Not only would this fix the lag issue but it would also fix the stability of the players too.
it wont fix the camping issue but it would spread them out over several instances.
Looking at what you wrote here makes me think you just want to punish players when other players leave the team cos they're not happy with its makeup or due to how some of the players are playing. Having more stuff to do is good cos it doesnt waste peoples time like the idiots who leave parties so i think if there is no gathering content or fates that would be more of a punishment to the players who are left in the party.
With regards to the claim system if its like whoever pulls the monster first gets the claim then i can only see resetting fights breaking out over a system like that as has been seen in a lot of other mmo's.
Punishing players is the last thought I ever have, I am against every nerf that takes away from players. If it was up to me, no job skills or traits would have been decreased, smn would still have sustain, etc, etc.
My whole post talks about introducing hunting mechanics to do while hunting the enemy so the players in the party are not sitting doing nothing between fights. Rather than just queuing up and sitting around doing nothing while waiting for members.
Actually I did not mention a claim first system. The claim system would either be done via a guildleve type phase system, no competition. Or an item trade to a specific node in X conditions. In both systems, whichever party or alliance is popping the enemy. Outsiders can see the battle but cannot participate in it.
Yes the issue is like you say. Multiple instances would fix that though as one solution. If 2500 people are trying to farm it and you only hard-cap it to 100 without multiple instances, all you have is a big mob of players ranting about being in queues and not being able to do content.Quote:
The issue with ixion is the amount of people trying to farm it, creating more instances wont really tackle the issue at hand, it'll just give people more farming options which will cause some of them to get the mount faster but not for all. Due to the amount of people trying to farm that fate it has caused a lot of stress on that map which causes players to either lag to death or disconnect them.
if you want to talk about a good way to fix that then it would be to hard lock the instances themselves to 100 players instead of the 500 previously done. Not only would this fix the lag issue but it would also fix the stability of the players too.
it wont fix the camping issue but it would spread them out over several instances.
One fix to the camping issue only has two solutions:
1)Remove the need for camping(no global time spawn, no enemy respawns based on time)
2)Or add a character cooldown to times a monster can spawn or be viewed by the player
A pop item or guildleve system takes both of those out of the mix. No party vs party competition. The reason why I said remove things like gathering and non veteran stuff is because all that content adds to server stress in a place like Eureka.
It's as if players could gather in your dungeon of let's say Sohm Al. It's cool you can see other people outside your content. But if you have 100s-1000s of players in the same zone, they add to instance stress. Not 100% certain but I believe this is why all the nuanced hard fights are in dungeons/trials versus open world, which most open world stuff is less mechanic intensive.
No reliance on FATES please. I know there has to be a better way to make accessible open world content that can cater to solos and parties alike.
I'd take a dynamis-ish free for all where you get currency towards relic, with hunt marks scattered all over over grinding fates.
Open world raid might not work considering the emergency missions go about as well as a train wreck on fire while a meteor is crashing down when there's no coordination.
A reskinned Timeless Isle from WoW would do wonders to keep my attention- A small island filled to the brim with monsters, world bosses, treasures and other loot.
At least :
- Light fates and Medium fates.(fates give treasure maps sometimes)
- 3 Big fates (as Odin, Behemot...) which can spawn with conditions (one with treasure maps cleared, one with dungeons cleared, one with fates cleared)
- Treasure maps. You can find the location only with Chocobo (new feature, like in FFIX). It's happen rarely, it's a big encounter. In that case, you can invite 2 others party to form an alliance. Exclusive loots from here (you get one dungeon key on each treasure map)
- 2 mini-dungeons instance (10 min) which open with keys treasure maps (you have low % chance to get the right key in a map) . One boss mid progress, and one final boss. The dungeons are semi-random (a mix between normal and PotD). Exclusive loots from here. It's tied to the party. It's more difficult than usual dungeon.
- 1 big fight instance (as Diadem 2.0) which pop always at least one time for each timer. Exclusive loots from here. It's for all party on the field.
I'd imagine it as an instanced open world zone (cross-server functionality).
- Players may enter any instance they wish as long it's not full.
- Party-formation possible inside the instance (no need to form party before entering)
- Flying disabled (to make the zone feel larger and more dangerous).
The area would have a large variety in mob difficulty, and there would be repeatable quests available at certain camps (aimed at various group sizes, from solo to full alliances). These quests would only be available in certain time windows. As long as the quest is available, target enemies will respawn quickly, you sometimes need to search them, but you don't need to wait for spawns, meaning that it's not required to call out to linkshells and wait for 20+ players to show up.
I can't put my ideas in order, so I'll just brainstorm the little ideas that come to mind.
- I would like an underwater zone to make use of the Diving system, and maybe explore a misterious underwater city, like Atlantis.
- I would like for there to be more bosses and less fluff.
- I would like bosses to offer materials for crafters to make unique looking weapons and armors (Monster hunter style), instead of the randomized mess that I feel Diadem is.
- I would like for the players to have a compass to be able to get hidden underwater treasure chests. Those chests could vary in rarity and could contain tokens, glamours, items or traps.
- I would like the players to be able to summon certain bosses by themselves, instead of waiting for the correct FATE/Boss to pop by himself. Kinda like "You got Odin's medallion from a rare chest, use it to summon the Odin primal to the battlefield".
- I would like boss drops to be as important, as to be unquestionably pursued instead of ignored.
Make it just another overworld zone but make monsters much more dangerous, have fates give items to be traded in for gear and mounts have environmental dangers like poison pools, falling rocks, quicksand ect. Ability to make parties before or after entering the map, no timers on when to enter or when to leave... have a world boss that gives a map leading to a special treasure filled extreme dungeon...
Absolutely no fates ever.
I mean seriously NONE!
Fates at the most boring thing ever. Every single fate ever is just a mindless zerg /button mash.
Whatever eureka is. It's needs some actual structure and real depth to it. Not just shallow zerg fests and grinds.
What I'd like to see but it'd never be eureka is it be dedicated team content that requires a set group to do. Kinda like pots 101+
Because ever since 1.0 people have wanted to actual have content built around free companies and actually working together. Not just group's of people who all happen to be soloing the same thing. Because free companies are nothing more than glorified chat channels.
I'd makeit kinda like ffxi limbus used to be. Lots of structure and depth to it. Appolyon and temenos slowly working your way up to the mega bosses of each
World boss idea: giant earth snake Terrato (summon from ff6)... casts fate wide instant kill quake unless you have an accessory bought with tokens from other fates that let's you float to avoid damage.... accessory destroyed when Terrato dies... so you must do other fates to participate in world boss fate...
What they should have done with Diadem in the first place.... which in general terms would be:
- It's basically an instanced open world zone; i.e. you can enter / leave whenever and with however many people you like, and join and break groups / alliances at will.
- The instances would be to keep population manageable, with strict caps and new instances spawning as needed. There is no choice about which instance you enter, it is simply assigned based on how long the instance has been up (newer = higher priority) and current population.
- Each instance would be randomly generated from a selection of islands, with islands containing random mobs of varying difficulty (from solo to light party), random treasure chests (containing anything from gil, to special party buffs, to relic items, to materia and dungeon level gear), and random paths (e.g. a cave could be blocked off or open).
- The map would be blank (can still see your relative location, but no detail) and flying would be heavily limited, forcing players to actually explore to find rewards (as opposed to waiting around for a FATE marker to pop).
- Notorious Monsters (NMs) would spawn in random places at random times, and require anything from a full party to a full alliance to take down. Similar to hunts, these monsters would stay up until killed and offer appropriate rewards (relic quest items, tomestones, seals, materia, gear, etc.).
As the focus would be on Relic progression, the zone would contain not only ways of farming Relic quest items (anything from killing mobs, to items from chests), but also contain daily / weekly quests that offer Relic quest items as a reward.
NB. As a bonus idea, special events could also be organised, with special mobs or NMs appearing more frequently, and / or offering special bonuses, between certain dates / times.
Diadem II was really, really bad. I was surprised they even bothered to reopen it like that - with FATES - and then they even made the area ugly with that lower level mist that gated you until you had completed objectives. What were they thinking? It's not as if they didn't get feedback from original Diadem. I think they were just out of time and tried to salvage something from the content rather than actually fixing it.
That said, the team has shown some willingness to try new ideas - in safe, non main-content environments in the past. For example, Diadem mobs were damage sponges, but at least they weren't pushovers - however, YoshiP should not have backpedaled on original Diadem concept he discussed aka "you may enter and find that other parties have cleared out islands of mobs" etc. Respawning mobs is bad because, well, people would rather camp an area than explore if they have the numbers and the loot keeps dropping.
PotD ( Floor 100+ ) was a refreshing change to the always-the-same faceroll dungeons in dutyfinder. There was danger, and ( at the time ) valuable drops to be had. And the strategy aspect of it really made one feel as though they were exploring a dungeon for once. Traps, chests, and buff items all made each run interesting. As usual, there were QoL changes that could be made, but overall I was pretty happy with it.
How to combine those elements in this new "Eureka" content? Well, it should be a fairly massive area, kind of like diadem - but ground based to start. Then, as you progress and explore the area - which is gradually revealed on your map - you can discover sanctuaries or campsites which allow you to rest / repair gear / trade in items or even purchase special items from vendors using currency ( earned in area perhaps ).
But it doesn't stop there, because we've already gone through Heavensward. So there should also be floating islands or areas that require flight or other transport to access - think something along the lines of the sea of clouds. There should also be an optional strategy or tactical advantage to the areas. Remember crystals in diadem? Remember how pitiful and, quite frankly, underwhelming they were? Well, something like that should be included that provides a much larger AoE buff to the island / area you're in once activated ( or they may need to be disabled if they provide a debuff to players or buff enemies! ).
And if they really want to show off what they've learned from PotD, they could also incorporate buff items ( sold by vendors or dropped by mobs ) that would grant buffs or decrease vulnerability when used. Or, my favorite - increase treasure chest spawn rates or other drop rates. This, in addition to chests that would already be hidden throughout the area, just waiting to be found ( no map required, though maps would also play a role in some way for spawns / hunts / bigger treasures ).
I'll stop there, but those are just some of the ideas I know they could implement - because they've done it in some form already!
Oh no.....diadem work for relic? That doesn’t sound fun at all
I hope Eureka is not something like Diadem, because with Diadem 2.0 being empty after 1 week means Square not learned the lesson.
And not something related/similar to FATEs.
We need something new, not the recycling of existing stuff.
Probably like:
- a World Boss(es), like Ixion, but much harder, but there's a problem: FF XIV servers can't handle that.
- New type of quests/mechanics.
- Group quests for that location (for 3-4 people). Maybe something like driving a single Mecha together, 1 Driver, 2 DPS, 1 Tech Support.
-
Jumping challenges because Kugane Savage and Kugane Ultimate were not hard enough.
Farm pop items as a group, against strong NM in the "open" area and then continue popping them in tiers until we can pop the strongest one..then get an item or so towards the relic armor/weapons. So basically FFXI Abyssea.
If it's anything less or boring I think I will throw in the towel for this game, because I am bored as it is ^^;