The way I envisioned it is that you accrue Weapon experience strictly 100% based on which job you enter in as (Treat it as if it was a dungeon you cannot switch jobs inside).
That said, I would not be opposed to having items that drop in there that can be "spent" on any other weapon.
This content was designed on the statement Yoshi made that Eureka was designed specifically for the Relics. I have no issues shifting this design paradigm out of "relic weapon" territory.
I chose tomestones because I am currently capped on every possible type of tomestone and have been for months. I felt like having a dump was good.Why Creation Tomes, directly, rather than Creation Tome-purchasable items that can still be made or gathered in some other way?
The reason I chose to not have purchasable items is because honestly, I think FF14 overuses this concept FAR too much. My inventory is beyond saddled with all kinds of nonsensical currencies.
2 specific reasons I am in no way shape or form an expert on crafting/gathering. I am an expert on battle content. Instead of half-assing adding them in, I left them out.It seems that there's been no attempt to include gatherers in this version. Not that I'd likely disagree, but I wonder what is your reasoning behind this, as better integrated gathering (and perhaps even crafting) seems like it could otherwise add a lot to the gameform, especially now that no penalties are paid for job-swapping.
The second and significantly larger goal was simply because this game lacks good repeatable engaging/challenging content. My design for Eureka was specifically to cater to:
1) The low skill playerbase that strictly sticks to DF/Side Content. In this vein, their experience will feel like a randomized dungeon and will providing meaningful experience and loot to their character progression.
2) The Midcore playerbase is very lacking on content. This would give them content to build parties for, get good loot, be engaged, make friends, and give fresh new experiences every time.
3) The skilled playerbase has raids, but raids only come every 6 months. Only the best of the best can attempt ultimate so it's nice to have some repeatable content for those that can't where they can challenge and push themselves.
I don't like zerg content and with huge # of people I fail to see how you can make meaningful large party content that isn't just a zerg. I find that small party content is my favorite personally so I designed the content to accommodate that. It's hard enough recruiting for 8 people in this game, and honestly coordinating 24 people (or more) in FF14 is an absolute nightmare, not even accounting for the inability to segregate players based on skill/gear (because FF14 has everyone at a close ilvl gap).Why the decision to pare down the content from en masse to a single full party?
If I had my way I would have SQEX devote some resources to transforming the 24m raid bosses into 8m EX's. Easy art assets and minor work for a lot more boss content for the midcore population. I absolutely abhor the 24 man experience in its entirety. Let the lower skilled people keep their 24 man raids, and give people who hate everything about 24m, but maybe only like EX Primals more content.
I went back and forth numerous times over 4m or 8m, and found that 8m just offered a much better experience for what I was going for. Given the existing constraints of the combat engine I just cannot see anyway to make a 4 player adventure fun for tanks in the context of the content I designed.
Interesting. Procedurally generated layouts, mobs, and mechanics that scale doesn't excite you? What would then? With constraints of the current existing design schema. We've discussed at length the things we wish we could changeAt a glance:
- On paper alone, I can't see anything particularly exciting about this, but...
- Rewarding freeform-ish open world content will usually have me grinding the shit out of it, regardless, and without complaint (that said, current Diadem, or even former Dino Island Diadem, certainly was not that).![]()



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