One big thing i'd like to see is more quests! not necessarily for magicite, even just for stuff like XP. I'm really enjoying having a group of friends run around and spread out and seeing a bunch of other people running around too.
One big thing i'd like to see is more quests! not necessarily for magicite, even just for stuff like XP. I'm really enjoying having a group of friends run around and spread out and seeing a bunch of other people running around too.
I think that Eureka (and Diadem before it, and FATE grinding before that) shows a fundamental problem with FFXIV: outside of raids, the combat isn't fun. Monster Hunter for example is incredibly grindy, but the combat is intrinsically fun and satisfying, at least for the first 20 hours or so.
Now, I'm not expecting any revamps to the combat or anything like that, but improving Eureka means diversifying the range of activities and not just putting a microscope on the fact that FFXIV's combat is boring. Like delivering supplies to camps or other settlements, or defending bases, maybe crafting usable turrets or something
- More quests. It'd not only make the area feel a bit more "active" beyond mindless zerging on mobs, but also give people something to do more often than "every level or so, go talk to Krile for 2 seconds about something vague and go back to grinding."
- Up the XP. No, seriously - up the freakin' XP. Level 3 characters getting only 20 XP for level 5 mobs per kill is atrocious. If there was more to do than simply zerg monsters, the XP being so low and on-par with the true overworld would be fine. But given there is literally nothing else to do but endlessly kill things, the XP should be upped by at least 25% per kill for mobs 2-3 levels above you. Nothing crazy, especially if the grind was part of the desired play, but... something better than what it is now. It's horrible as it is now, grindfest intended or no.
- More dynamic monster spawns/fates. Make the area feel alive and exciting, make the challenge feel real instead of an arbitrary "Bash your head on the wall until crystals pop out" brick road.
- Up the crystal drop rate or at least the amount of crystals per drop.
Something like Hamlet defense would also be really cool, honestly.
Rewards are just too bad, tbh. Gears in this game are boring vertical stat sticks and adding the ever-elusive "extra effects" or "gear set bonuses" to this tripe would have made it reasonably palatable despite the mediocre implementation (previous relic quests were garbage too past the initial step, let's not mince words here). No decent carrot? I'll just slap that stick out of your hands and snap it in two then, thank you very much.
I'm positive that crystals have more likelyhood to drop on mobs of about your level, been farming exp with bears as lv 5-6 and got extremely low, went to do some lv 6 mobs and like it rained
Besides I have the feeling that NM spawns is related to certain types of enemies killed rather than just time
Two concerns. First the notorious monsters. You need them for certain items so how is that going to work when most people move on and stop playing anemos? Like a year from now or two years, if there aren't enough people playing to be able to beat NMs, need alternative progression for solo play.
And other concern about the exp loss / level down system. Seems like an unfair punishment for an online game where lag or server error could erase a lot of work. I don't think people get nostalgia about level down; we can leave big death penalties in the past.
I think it's to early and soon to really hate on the grind but personally I much rather farm crystals than a thousand-hundred tombs to upgrade the relics with again.
One thing that would fix everything - just remove this and diadem. scrap it all and give us more dungeons and trials.
I find Eureka fun and challenging.
People gives up too fast, and it's really sad to watch "pro players" giving up on this kind of content. I mean, I've seen parties grinding on same/lower level mobs and then talking bad about Eureka because they were getting too low exp, while it's all their fault.
I guess people wasn't ready for this. They forgot how to manage pulls, how to use CC properly (stunn, bind, sleep etc...), they forgot everything, and that's because they're too used to complete scripted fights.
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I like Eureka a lot, I want this to be clear.
The problem is very simple, we don't want to stay in one area pulling one enemy and repeating the same process 30 times for 30 chains. That's the core of the problem.
Where's the enemies that come in groups when you pull 1 of them?
Where's the mini-bosses that spawn? NMs ok but those take a while
Where's the golden enemy that's a rare spawn?
Where's a horde of enemies that appears when there's a lot of players in an area?
Basically eureka needs variety and more events. Eureka is fun in my opinion and I like it a lot but it for the second version of it we need more variety in the exploration.
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