Go ahead, what would you like to see?
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Go ahead, what would you like to see?
I would like:
- Leveling up jobs 91 to 100
- Eureka Hydathos
- Baldesion Arsenal optional gameplay
- Glowy armor (akin to glowy weapons)
- Colorful stages
- Less 1v1 solo, more collaborative zone-together play style
- No more Delibrum Reginae, it was cute but it wasn't fun
Make the baseline essences free/unlimited so people will stop running around without any buffs (they will still do it anyway, but I can dream)
Make it viable for leveling like Bozja
Please don't make it ugly like Bozja
Gear that gives unique effects inside of it, I want actual interesting items in this game for once
Honestly, it just needs to be less grindy with less convaluted systems, and I'd be fine with it. I hate having to look up what skills I need, etcetera. It just makes stepping into it extremely overwhelming for no reason.
Eureka's problem for me is it wanted you to experiment, but punished you if you failed.
Bozja doubled down on fixing the issues with Eureka and somehow became boring while still having a punishment for death outside of just dying and having to regroup.
I think people wanted 11 with Eureka, and people complained, and we got Bozja, and people complained again, and then we got nothing, and here we are.
I think that the segment of people that aren't happy with them will always hate them, but I think we need to meet people more in the middle with this content.
It's like the relics people hated the grind, so you removed it, and people complained it was too easy. I think some tact and the willingness to serve the player what you want to serve them regardless of taste is what we need.
Basically take bozja’s gameplay systems, put it in eurekas maps and retain eurekas more dramatic horizontal progression on internal gear
All 5 raids are valid (easy easy easy medium hard) just don’t funnel through DRN again, should be more like CLL or Dal
A blended together Bozja and Eureka.
Bozja gameplay with eureka gear progression and maps.
Allow us to level from 91-100 in it as well.
I don't want another DRN, keep the raids in-instance like BA, CLL and Dal
Make that the level only ties to story progression like bozja, Not My power. please teleport me to "critical engagement" like bozja... People insta pull MN in eureka sucks
- Horizontal Progression, no more fate trains like in Bozja
- More fantasy esque maps like Eureka
- Moderately hard bosses as seen in Bozja
- Armor sets with zone-exclusive set bonuses
- A bit more unrealistically, job customization
Lost actions are cool and all, but it would be dope if they added some sort of mechanic that allowed us to attach additional effects to our existing skills and kind of build our own job. Could also be a cool way to bring back some old heavily requested abilities like Dark Arts, Wide Volley, and Shadowflare that only function in the exploratory zone. Just don't make them absolutely necessary to use and let players actually play how they want.
I hope it releases early. It's always several patches in, I'd like to start as early as 7.1
This one's greedy, but: utilize the PvP-style system of "gain exp as the job you queued for." It sucks just a little bit to put in a ton of work for Bozja armor and never be able to use it as you level other jobs. Eureka's great for being allowed to do everything on one job.. but obviously at the cost of no actual exp.
Also would kill for more persistent essence effects. Maybe a personal "banner" in the zone that you can apply a essence buff to that persists until you change it or something. Is awful I can't just hop in and out for quick stints without either going essence-less or wasting something for a short duration. (even worse that you lose it if you change jobs)
Actually, the more I think about it.. no more zone-specific armor sets, please. I'd like to not continue accumulating Haste armors because they're good for the zone and maybe possibly slightly increase feeling a little more powerful. Just give us something magia-esque or Emblazoned or w/e for that sense of progressive buffs.
I don't mind the idea of relic-ish upgradable armors.. but I'm not sure I want to see them continuing to have zone buffs that make them harder to throw out if they never truly feel "obsolete."
Now that we know the basic idea of what it is. All I can say is that I PRAY it doesn't have mandatory raids like Bozja. I never finished it because I hate it so much. And I really love the concept behind the lore as it seems to look for this place, I'd hate to have to abandon it because of an instance that requires you to have all these silly extra actions that aren't a part of the normal rotation, and instant kill mechanics where you get hit once and it's over.
If they want to add a raid, fine, but make it optional at the end like BA.
Also, no more of these additional 'essences' and 'banners', or elemental buffs or any of that. Likely it will have that because other people seem to like it, but I WILL be the player in there not using them because they are annoying to manage, and having to earn them in RNG is a pain in the behind. When I DID play in Bozja, not even ONCE did I get any of the essences I was 'supposed' to use, and had to buy them off the market board. Perhaps if they gave them to us by other means that was more reliable, and made them last longer then it would be worth it. But they really were not worth it, especially just for the fates.
80% buff to damage from a 90% drop from the level 1 monsters outside the starting camp
So hard to maintain, not to mention skirmishes and CE’s showered you with support fragments
You didn’t need to deep profane font of magic but it was Not remotely hard or time consuming to maintain aetherweaver and something like shell, hell you gained more time back doing so much more damage as you did spending 30 seconds killing some mobs for the essences
What content were YOU playing?
I'm not sure where you're getting these numbers but essences do not drop like that. Maybe they did when the content was brand new, but after EW launched? Hell naw. After running for HOURS I got maybe 3-4, and none of them were ones I could use on the class I was playing. And if I wanted them on the marketboard? 2mill a pop. And they only last 120 seconds? No thanks.
The ones that lasted until you left were fine, IF you had them without buying them off the market board, but the ones you had to refresh every few minutes? Nope. Wont catch me using those. Not even worth it. And they were never an 80% buff to damage. They were 15% at best, just like any other 2 minute buff.
What essences are you discussing
The base damage up essences that every class had were permanent for the instance and they were 80% on tanks and healers (25% on DPS) and they dropped from the level 1 mobs outside the first camp
If you really didn’t want to use banner actions or font actions that was your prerogative but I wouldn’t consider that a reason to delete them consider they didn’t actively hinder you if you didn’t use said essences. People just didn’t want you to sandbag by not bringing anything at all when essences like aetherweaver were as accessible as they are
The only essence that remotely cost that much was excellence, excellence was rare and had a lot of uses around duels, nobody was expecting you to pop excellence in a skirmish
I literally farmed the mobs outside the base camp in Southern Front earlier this week. They die extremely easy, do no damage, and each one drops an item that gives you a 3 hour buff.
I honestly hope its "Essences", if any, are as much debuff as buff, so that not having them is a perfectly fine option (due to content not being inflated around their overwhelming buffs). That said, they should also be bonus actions, not requiring any items.
...Heck, most common active skills, too, likely should be item-less (non- or infinitely consumable), just with a shared time-recharged resource cost akin to MP. Anything actually finitely consumable should be impactful but low-count bonus actions or items looted from mobs/events and removed upon leaving instance.
Which made their being drops-only items and slotted huge net buffs... just bloat steps, imho. You had some choices (with clear best choices, but let's go with it), sure, but the base state was never an option, meaning you had to have and use an item just to reach normalcy (or else deal as little as 56% throughput). Leave the un-modified state a competitive choice, drop the item bloat, and we'd be better off for it.
I don’t find them to be bloat at all. The game was balanced around a simple expectation of actions like aetherweaver, if you want to delete aetherweaver then bake its damage into the calculations I guess I’d be fine with that but the rest of the actions were fun ways to spice up the combat and do more damage if you knew what you were doing
The overwhelming desire of people (not you I know you aren’t really like that) to have the opinion of “I want max performance with minimal effort” is a blight on this game, if you wanted to chain load font of magic on deep profane while a DNC cure 2 refreshed you on fiendhunter you should have the option
The HP bloat was people who wouldn’t even bring aetherweaver
Right, but why should those options of finding fun off-norm ways of playing jobs (role-wise) be dependent upon literal bloat items instead of just an unlock after which you can swap to whichever of the states/essences you unlocked as you wish while out of combat?
As you said, they're just an unscaling single-step modifier you just inflate enemy HP numbers to cancel out anyways. So... why not axe the number-inflation and the requirement to always have one going and instead just make it a more impactful way to shift your role/outputs if/when one wants, without it taking up a slot or item?
At minimum, I just want progression system to be unobtrusive and minimally RNG-dependent.
If I could have my druthers, though, I'd like for the zone to situate some actually new styles of combat encounters. Base defenses. Revamped escort runs. Group crafting projects. Etc.I do not want to have to return to sanctuaries frequently to rekit. I do not want to have to grind consumables just to be able to play around with the new features.
Give us some real challenges from which to unlock this or that, but unless it's meant to be both gathered and spent within a particular larger encounter akin to a Castrum raid, don't give consumable counts, just the simple CDs, with or without those being refreshable at end of combat / on killing certain mobs, etc.
And ideally, I'd like to see an alternate mode by which the instance develops over the course of its 1-3 hours instance time, with different communal ways of developing our bases, routes, footholds, outreaches, delves, etc.
Because said items are what keeps the instance cycling. CE’s aren’t spawned from skirmishes they are spawned from killing magitek and killing star mobs and sprites are used for things like DRS. Without that cycling design you end up with eureka where a mob that doesn’t spawn a NM is completely pointless
Making the items a toggle that you can freely access would also necessitate nerfing them. You can’t just freely have access to something like excellence, it just doesn’t work with the game without it being restricted and expensive
I maintain that Bozja having an economy is part of what keeps it alive that eureka struggles with outside or it’s “useful” NM’s and they should expand on that
You make it sound like any desire to remove grind/tax to normal play must also desire to prevent any alternative reason, replacing it, to play around in the open world outside of NM spawns. But why would that be the case? One can have lively economy without that entry tax / sandbagging prospect.
And if it's mob-grinds specifically that you're looking to entice, literally just increasing mob exp rates nearer to that grindable from NMs or having them offer any other form of currency (i.e., anything that doesn't a tax per instance entrance and per duration to reach mere normalcy) would spread incentive just as well.
You can as easily have everyone suffer from toxic gas over time that requires a certain drop-only antidote to cure and it would make an economy 'go round'. It'd still be an obstacle to content rather than content itself, though. An okay outcome coming from poor means isn't a reason to keep the poor means; it's a reason to better provide that outcome or, ideally, better ones.
Because you are coming from the perspective that if you offer incentives to not sandbag or attempt to attempt to reorganise content to direct you towards obtaining what you need to not sandbag then it will make people not sandbag which PVE normally shows that people don’t care
You could make excellence a toggle for every player along with all the other actions and people would still run platebearer bubble and act like they are helping. We have seen time and time again you can’t baby proof this game because people will always go under your expectations
The lost action system isn’t perfect and the lack of other rewards associated with obtaining fragments is a big weakness of the system but replacing it with fragments being limitless toggles just grinds the entire system to a halt as everything not in service of the most direct way to the goal gets shoved to the side. A big draw in field content is money and fragment farming is one of the biggest ways to achieve this
How is that relevant to my suggestion, though? I didn't ask to remove those choices, nor to make the default/best choice among them a toggle, but simply to make Essences no longer pure buffs but instead simply fun role-flexing options that neither take up slot nor, however indirectly, bag space.
What should be the goal for exploratory missions, though? Intrinsic enjoyment, or... gil inflation?Quote:
A big draw in field content is money and fragment farming is one of the biggest ways to achieve this
Why purposely degrade features of a content type, instead of merely evening out its means of progression/insular-reward-per-minute, just to allow for that additional means of gil-grinding (and thereby reason for gil inflation), though? Inventory-space-consuming grind is not the only way to incentivize general combat. Hell, you could even try... making it fun?
I cannot for the life of me think of any (other) instance where one would want to purposely inconvenience and restrict an interesting but passive feature specific to a content type which that content is tuned around just so to enable gil grinds so that others can trade for the "convenience" of being able to actually play around with that content without said prior unnecessary grind. Especially when that grind is as vapid as just killing open world mobs.
It would be like if the only gear were crafted gear and having the latest set were up to, again, a 25+% throughput difference instead. Or if food buffs did the same and lasted through death but not through requeue. Buy them or grind them out yourself, but you're functionally neutered without them. All that just to ensure it's a must-have to stimulate side-content "economy"? Why? And that's without even accounting for the fun parts in those features themselves (everything other than just giga-buffing yourself) that you'd otherwise have access to without arbitrary grind constraints.
You are acting like the people that still populate exploratory content don’t find the current systems fun as they are and that the answer to all the problems is “just make it fun”. To some people intrinsic enjoyment can come out of grinds, just as other people are fine to pay to skip grinds for convenience, this is how MMO’s have worked as long as we have had central trading systems (like the grand exchange)
Building systems around allowing for either grinding if you want it or being able to skip with money (which reminder very few fragments are actually expensive) benefits both groups. I’m fine to delete the flat DPS buffs that the content is tuned around (like aetherweaver) but making everything either passive or “get it once and you have it forever” negatively affects the way people cycle through field content because it pushes people onto a defined path
This is not to say that just killing mobs should be the only way to achieve this. I’m fully supportive of a system of repeatable quests on different classes to say “revive an abandoned town” that also offers fragments or equivalent so you get them passively from doing the optimal thing to progress the “mainline” goal. Bozja’s system is 100% not perfect
And in answer to your last example yes I’d be totally happy to support a system like that, if you can either pay for it or get it yourself by doing something semi time consuming I 100% support that design, because that’s what an MMO is to me (maybe that’s because I grew up with RuneScape)
I would like to see more of eureka than bozja in terms of aesthetic and power progression.
The blade relic lacking haste or anything zone relevant made it feel disconnected. I am not sure rolling for stats would be a welcome return, but I would certainly like more control than the manderville relics offered; pending further stat squishes, 114 is the magic number in eureka weapon customisation. Any higher and it will be synced for you, lower and it will have room for improvement. This does not apply if you wish to do content outside eureka where you may want 162 to fully populate a substat.
Similarly the elemental armour being comparable with raid and augmented tome gear but with 5 meld slots made it feel more desirable than the blade’s gear.
I think the drops from nms were a good idea. I would be keen to see another strider boots with an out of instance utility, or speed belt/cassie earring/optical hat/magicite component with in instance value (Even if the lack of +element on the optical hat made it fall off a bit). Not that I would be opposed to more scorpion harness and emperor hairpins, lacking effects but being visually appealing.
Visually I prefer eureka and its brighter/broader colour palette.
Delubrum reginae was enjoyable, although being in a separate instance did make it somewhat less convenient to enter than ba, cll or the dalriada. I am not sure there is a good solution here if zone size limitations are being approached.
I never suggested "making everything passive". I simply suggested making Essences separate from consumable actions or action slots (reducing item bloat, and, in exchange, no longer being pure buffs but simply ways to adjust one's role to a given extent) and making the remaining consumable actions more impactful but limited.
The only part of my suggestion you've responded to is "get it once and you have it forever," but I suspect you misunderstand what I meant by that. To be clear, I do not mean you can then simultaneously take and use every Essence, only you would not need to holster and activate an Essence to use it. You'd be able swap freely among whatever Essences you have already acquired while out of combat.
Moreover, though, how would attaching item bloat and a brief RNG-varied grind time or a modest gil sink to one's access to Essences... somehow make one's choices "less defined"? The difference is solely in the initial convenience by which to access those fun additional options.And without Essences being a massive flat throughput buff that content has to be tuned around, the "defined path" in typical group play is to run no Essence, as %DR gets the most value out of large eHP pools, healing reductions are most wasteful on those with high amounts of fixed/"free" healing potency per minute, etc., etc., rather than some set Essence becoming ("increasingly") the default or "defined path". Essences can then function purely and more interestingly as actual compliments/supplements/choices rather than primarily just effective throughput amps.
Then we have very different views of fun in this regard. I don't consider "freedom from punishment" as fun in itself. I consider well-crafted, and ideally novel, means of play fun. Purposely holding one's novel systems hostage just to make room for an option to ransom it back seems needlessly convoluted. Were there, as mentioned before, a real effort to make the means of grinding out such items more fun, then fine, but that's because you'd just have denser or mellower forms of enjoyment available. Grind just to punish those who do not pay to skip it, though, is not that, and should not be a design goal.
Though, again... I didn't ask to reduce the grind available, only to separate from it certain parts I don't think fit it. Remember, I'd rather the consumable skills be more interesting and limited. Even including freeing Essences from consumables and the churn of items, such would not reduce the grind available to Exploratory Zones. It simply doesn't needlessly delay or constrain largely separate (e.g., what should not have throughput and is not actually an active skill anyways) novel system features, like Essences.That has nothing to do with wanting everything for free or the like and everything to do with not wanting unnecessary system bloat/clash. Now, yes, that does tend to follow from a "fun/gameplay first" approach rather than approaching zone design primarily as and for an exchange between gil and time, but I don't see why the latter exchanges would necessarily be hurt by just being more choiceful in what novel features/gameplay should be initially delayed by and dependent on that grind or gil sink so long as the ceiling is raised in turn.Just like I wouldn't want something like Eureka's Magia Board (crappy system though it was) to be dependent upon grinding light, or to require looting, unboxing, transferring, slotting, and activating a RNG-dependent item to change your target element (especially without a context in which such could offer real choice that didn't merely/solely waste map space or kill off a majority of options), I don't care to see the likes of Essences funneled through a broader pathway (especially if that pathway is already rather bloated/convoluted and including the likes of Essences there would make it yet more bloated).
E.g., Once I've unlocked the feature, I don't have to buy fragments to be allowed to turn my heals into damaging abilities (and my damaging abilities into heals, each at slightly lesser effect), but I may need to spend the results of dozens of fragments at a time to be able to drop a meteor storm on a boss. I'm still buying your fragments -- just not for basic, job-choice-increasing options separate from actual active casts.
I think my biggest desire for this content is the fact i want to explore and not feel like I am being punished for failing during that exploration. Losing xp in XI felt bad, but they gave you tools to avoid enemies while exploring. If we are going to have XP loss on death again, give us tools to avoid combat more than "run while their back is turned"
Otherwise, Tural is an amalgam of the Americas. They can easily give us a set of zones that has multiple biomes in it. I mean California has beaches, deserts and forested mountains, the new zones should be the same.
But the thing I want most is the ability to queue up using the Duty Finder... I do not find it all that fun having to run to Shirogane or Doma to enter these zones.
Rather than keep their instance stuff like Delubrum, Baldesion Arsenal, or Dalriada as "in-duty instances" or "queue that might only get 1 party", I really wish they would just tie it into alliance raids or not make them at all. They're basically glorified alliance raids anyways!
All I can say is I did not like the previous two versions of it. Not sure how they would fix it for someone like me? Even the instances weren't good. I liked BA, but you have to join a discord. I only ever did the first Bozja one, but the group was so get it done yesterday and toxic to new people it was hell. I never even did the other one. I'd rather not. I want to do Bozja. It's the only one I have left, but they are so antithetical to how I like to play the game it's crazy.
- Vibrant Instances
- Cordoned Dungeon Content. Castrum Lacus Litore and the Dalriada are great content. Baldesion Arsenal is also great too, but it requires more coordination to prepare.
- Critical Engagements are far more user-friendly than Notorious Monsters were. The idea behind them should continue to develop. When a Critical Engagement appears, those who helped to prepare it are given priority, but others are still allowed to join. This nearly eradicates Sniping.
- Do not tie Player Power Upgrades to any weapon, only armor. Eureka's major drawback is only jobs current to Stormblood have access to weapons that can do their full potential. Jobs without Stormblood Relics are have objectively lower potential.
I'm for content like Delubrum Reginae, provided it can be added to a Roulette. Delubrum Reginae is great content, but it has stagnated due to its exclusion to Alliance Raid Roulette. The Timeworn Artifact stage of Bozja's Relic Quests has become a dam for many people. Requiring preparations through Party Finder and then still being forced to wait for a 10 minute entry queue is overkill.
I want a grind, but I want a grind that does not necessarily require a party. If having a party lowers the grind time, that is fine, but a reliable solo option (Not PotD with its abysmal droprates!) is imperative to the longevity of the content. Until the Timeworn Artifact step, Bozja's relics satisfied me.
I really hope this one is colorful. If I'm spending all of my days there, I want it to be a beautiful experience. BSF was the opposite of that.
I'm so excited for all of the new images released today, this looks exciting!!
The one thing I'm sad about is that you have to be L100 and not L91. This means no leveling like Bozja.