Wait and....see?How can you earn xp if you can't solo exactly? Regarding the big monster spawn that's obvious that you're not gonna solo that however you'll still get credits for joining the fight if i understood correctly. (I only rode Bayohne translation didn't see the video so you might be right as well)
...You can't balance it around solo. They'd have to hit like kittens for many DPS jobs to even survive them. That 13k/60k is probably the actual damage to a dps. It might be soloable in the sense a red mage could kite them, or a tank or healer could slowly grind them down, but no.
And also looking at those mob clusters in the video, its pretty apparent they are there to be chain pulled. A solo player wouldn't even get past the chokepoints.
You can still do PotD today and it surely was way much longer alive and well used than Diadem. The problem with Diadem was, that you only got the interesting weapon as RNG drops and you needed a group to defeat the mission. At the same time fate farming monsters is just not fun for most. Palace can be done solo below 100 quite nicely so you can still grind for your weapons or exp all on your own. But it seems that Eureka goes the Diadem way where you need a certain amount of people at the NM to defeat them, which makes it something really bad if it fails too or gets old somewhere down the line.
Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.


Without knowing how NM will work in there we can only assume that they'll simply progressively increase the level cap in the zone higher and higher till you'll be able to solo most of the things, let's not forget also that they said some consumables will be avaible to use in the zone, if I have to guess they'll essentially be pomanders maybe we'll have to farm them to be able to solo NM eventually who knows
If you looked closer the enemies hitting for 50k were elemental level 10 while the enemies hitting for only 2k were level 1. Pretty sure the higher your elemental level is the less damage you take and we know the max is currently at 20.
I don't think a group is required. Recommended maybe but soloing should still be an option.
Last edited by mooferz; 02-15-2018 at 10:34 PM.

How to make Eureka diferent from all we have done so far..
We know that is about NM or Hunt. If we would like to turn away from the masive zergs, then could be good idea to add a mechanic that you must use to improve the drop chances or better loot:
if it is a flyer NM: Use ranged attacks will increase the drop loots (aka, bring a mch or brd with you on this one).
If is a Caster NM: must use silence on the special cast to increase drops chances.
If is a Heavly melee NM: Everybody must dodge the big attack.
Special NM weakness: Must use a special ability or skill on it (from a group of job)
Whith that in mind, if people would think twice before just zerging the mob and make it more fun. Make use of the system of elemental afinity to this and will get even more fun.
Also i think it will be good to make some NM to be able to spawn with item drop from normal mobs and then the group that spawned will get higher chance to get the loot (and then must be rolled on the group). That will make the party to work together and plan ahead when they want to pop them.
Add some random NM that spawn every 2 hour or so to make people camp them. To encourage people to play together.
Sound good things to add looking forward on FC stuff to work on.
Really check Abyssea stuff, i know you can get some triggers that will make it to work on this plataform so we can avoid the Zerging.
Take care.
Last edited by Thalesia; 02-15-2018 at 10:41 PM. Reason: more space



Of the side content they have added to this game PotD was the best, not just because of the weapon but because it was a great tool to level your jobs and its slightly randomized nature. Yes, it is still usable today but the crowds in Quarrymill are drastically diminished as is the exp gain and usefulness of the weapon for current content. not like Diadem, it was dead by the next patch.You can still do PotD today and it surely was way much longer alive and well used than Diadem. The problem with Diadem was, that you only got the interesting weapon as RNG drops and you needed a group to defeat the mission. At the same time fate farming monsters is just not fun for most. Palace can be done solo below 100 quite nicely so you can still grind for your weapons or exp all on your own. But it seems that Eureka goes the Diadem way where you need a certain amount of people at the NM to defeat them, which makes it something really bad if it fails too or gets old somewhere down the line.
i think something I should add to my list of "want to know" would be the scaleablity of the NM's and more details surrounding how that works without giving too much away (we still want to figure out for ourselves pop conditions, locations, etc) It was said to use FATE mechanics so i would hope there is a scaling mechanism based on the amount of participants so hopefully a single full party would be enough to take one out if they were spec'd properly and geared enough. some of the things that i'm hoping will make it less of a zerg rush than actual FATES are would be the "not giving up the chase", so combatants wont be trapped in a tiny arena bubble allowing for more strategy in the fights. I also dont think there will be markers on the map to denote that a boss has appeared either so that makes things a little more interesting.
But yes, so far the only hook into eureka is the relic stuff, once people get that out of it, what reason do they have to continue going back? or if that does not interest people enough then why would they go in in the first place. even though it should be scaleing with patches, will relics be enough? will more things be added as rewards? Players are reward oriented, without proper incentive it will die faster than Lords of Verminion.


I'm thinking this will be kinda a 'FFXI lite'. I played FFXI for 7 years, and while Abyssea wasn't the best, getting the proper atma and such and then hunting for/collecting all the needed items to craft my WHM and NIN AF3 gear was still fun. I think Eureka will be kind of like just a huge Valk Dunes or Cape Terrigan where there will be mobs that can be soloed, but are far easier to just chain pull with a party. It seems that we can form parties freely there, just like people used to do at the Dunes outpost or Selbina. I'm betting there will be established 'good grinding spots' where parties can chain pull for xp, etc. (i.e.: like Garbage Citadel's basement or lever door).
I think it will be fun, actually, and may be just the thing to make people maybe a lil more social ^_^v Plus, the 'death penalty' isn't even applied to your actual job and when bored, there may even be wandering WHMs who just roam around raising fallen people [one can dream, though I used to do this all the time in the Dunes or Quif, etc.).
m



Do we know how drops work yet? I'm honestly asking cause I may have missed it. If it's 144 people on one S-rank have they said it'll drop one item that everyone loots for or will it go to per-party loot pool? Or individual drop rates per person? All the things you mentioned besides spawn timers are part and parcel of playing with other human beings. Some will be assholes but most won't and that's just how it is. Maybe they'll add a slower alternative for people who like grinding stuff without having to depend on more than 2-3 others for personal drops from dungeons and old content.The difference is this is in competition with 143 other players while simultaneously needing those 143 other players to help with killing the big mobs that drop stuff.
Campers, greifers, mass player rage, strict spawn time frames that meant real life could keep your from progressing for extended periods of time.
As for what *I* want instead, a new version of the old relic grinds..



You mean like with EX mount tokens? That would be a good alternative to alleviate RNG.Do we know how drops work yet? I'm honestly asking cause I may have missed it. If it's 144 people on one S-rank have they said it'll drop one item that everyone loots for or will it go to per-party loot pool? Or individual drop rates per person? All the things you mentioned besides spawn timers are part and parcel of playing with other human beings. Some will be assholes but most won't and that's just how it is. Maybe they'll add a slower alternative for people who like grinding stuff without having to depend on more than 2-3 others for personal drops from dungeons and old content.
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