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  1. #21
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,380
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Its a good start, but it needs alot of work. And by alot I mean ALOT of work. I would rather run old leveling dungeons to help new players than this crazy grind.

    Mob farming are days of the past. It wouldnt be so bad if there were:

    1. Posted bounties for the area
    2. Increase the respawn for the special fate bosses that appear( In 3.5 hours of grinding I saw only 2 pop)
    3. Either increase the drop rate for the cystals or reduce the costs.
    4. Decrease the xp penalty if someone else outside of your party hits the monster( literally all someone has to do is hit the enemy once for this to happen).

    Add fun to the concept. Exploration factor is lost
    (1)

  2. #22
    Player
    NovaLevossida's Avatar
    Join Date
    Sep 2013
    Posts
    984
    Character
    Kaiser Sturmwind
    World
    Famfrit
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Fhaerron View Post
    Eureka is not FFXI.

    /thread
    This. FFXI had well-structured, varied endgame. This is not what FFXI had. What this is... is FFXI exp / merit parties. This is the Valkurm Dunes experience. Here's a good post describing how Eureka totally misunderstands what FFXI's endgame was:

    http://forum.square-enix.com/ffxiv/t...=1#post4612918

    "I think when people say they want content XI style they mean structured stuff not an exp party.

    For example Sky, Sea and Dynamis Were all massive grindfests but the key point is they had structure. Something that's missing from all of XIVs endgame. XIV is pretty much enter an instance arena kill a boss and done or go back and enter again if you didn't get a drop... no structure to any of it as it's all pretty much just single instances.

    Compare to Sky for example in XI. Your group would go up there and begin by grinding the hell out of robots sometimes for an hour or 2 to try and make an nm pop (Despot) then you'd go and grind Golems for maybe another hour or so to make another nm pop. Or weapons for another one. Each of these grinds had an objective and a purpose. And it was all structured. All of those nm dropped keys.

    If you got 2 keys (I'll use keys for simplicity) you could then unlock and fight one of the bosses which then gave you a seal if you beat them. And once you farmed all the keys and defeated all the 4 bosses you were then able to use those 4 seals to spawn the god boss Kirin and fight him.

    Dynamis was also a mega grind but once again structured. Work your way through a dreamworld Bastok or Windhurst etc. slowly clearing the zone defeating bosses for things like time extensions and currency along the way. It was a grind but not brainless there was a strategy involved if you didnt want to get your entire group wiped by pulling the wrong thing at the wrong time and thus blocking your path.

    Sea was kinda like Sky with its jailers. But there was also Limbus and Einherjar again structured endgame. Einherjar you had to clear 3 wings before you could advance to the next 3 and those before the final 3 and only when you had the feathers from all 9 could you go and do battle with Odin..

    Limbus was the same had to clear sections of Temenos or Appolyon depending on whether you were after Ultima or Omega. And collect the keys from all the sections in order to unlock the bosses....

    Virtually all of FFXI endgame was a grind but it had structure, objectives and progression. And I think that's what people want when they want XI style content. Not diadem 3.0 merit party grinds. But grinds that actually go somewhere and have purpose.

    Virtually all of XIVs endgame is warp to arena kill boss done. There no structure to any of it. Every fight is completely segregated from everything else "
    (7)

  3. #23
    Player
    Chevronone's Avatar
    Join Date
    Sep 2015
    Posts
    412
    Character
    O-o O-o
    World
    Brynhildr
    Main Class
    Marauder Lv 1
    Quote Originally Posted by Derio View Post
    Its a good start, but it needs alot of work. And by alot I mean ALOT of work. I would rather run old leveling dungeons to help new players than this crazy grind.
    You'd think with the amount of time it took them to develop this ( on top of it's delay as well), it wouldn't need any work. One would think.......
    (1)

  4. #24
    Player
    cakesphere's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    120
    Character
    Deadbeat Dad
    World
    Gilgamesh
    Main Class
    Summoner Lv 100
    The problem is they gated a relic behind this mess.

    I don't want to play ffxi when I log on. I want to play ffxiv. Why the **** does relic require this
    (3)

  5. #25
    Player
    Nixxa's Avatar
    Join Date
    Oct 2012
    Posts
    57
    Character
    Ayreon Athantos
    World
    Behemoth
    Main Class
    Scholar Lv 80
    Quote Originally Posted by NovaLevossida View Post
    Snip
    I agree with this, as someone who had played FFXI for over 12 years this is absolutely nothing like FFXI. It is a failed attempted imitation, but sadly nothing more. The other thing people seem to be forgetting is the longevity as far as gear in FFXI had. While the amount of time needed to grind these pieces of gear may be similar to some pieces you would grind out in FFXI the value is nothing even remotely close. When you grinded out an item in FFXI that item had value, you would use that item for years and it would retain it's value. It took me well over a year in the old days to get my relic weapon in FFXI, but the weapon I got over like 10 years ago is useful even to this day. A lot of pieces of gear there are the same, the can be upgraded and evolved and stay relevant so the grind was acceptable...what we have here in Eureka is an intense grind for something with very little...very temporary use and in most cases it's inferior to options in the game already. The biggest kicker is that by the next patch the gear will be entirely useless outside of a token glamour piece...

    The take home message here is that they are trying to do things that you can do well in a horizontal progression based game like FFXI in a linear progression based game like FFXIV. This does not work as the items you are grinding insane amounts of time for needs to have value for it to be worth all the suffering, in FFXI it did...in FFXIV the value is nearly nonexistent and on a timer on top of it all since gear is made obsolete faster than you can blink.

    I feel sad when people compare this pointless nonsensical grind to anything like FFXI, outside of finding a camp and grinding out merits like some others mentioned (which was a very small part of endgame content in FFXI) it's nothing like it. The endgame was strategic, structured and fluid by comparison and this is, at the moment sadly just a mess. :/
    (8)

  6. #26
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Nixxa View Post
    When you grinded out an item in FFXI that item had value, you would use that item for years and it would retain it's value. It took me well over a year in the old days to get my relic weapon in FFXI, but the weapon I got over like 10 years ago is useful even to this day.
    Keep in mind that the context was very different. FFXI kept the level 75 cap for a looong time, which helped relics and mythics staying at the top. When the cap was raised, they became worthless...until they were bumped up. And when Adoulin was released, with its absurd skills bonuses linked to item level, the same happened.

    The Eureka weapon will follow the item level progression and eventually become the best weapon in Stormblood like previous relic did (And maybe the armor, too). And since it's the first time that they actually design a content specifically tied to the relic, there's still a chance that Eureka will be expanded after Stormblood and those items will also be bumped to lvl80 when the next expansion launches. After all, you can always increase the elemental level, create new mobs, new NM, new quests, etc...It's basically what FFXI did with the three Abyssea, where each zone bumped the level of your.

    So, you can still end with an upgradable weapon that will follow you until the end, like the R/M/E weapons did in FFXI.
    (1)
    Last edited by Reynhart; 03-14-2018 at 09:05 PM.

  7. #27
    Player
    Stanelis's Avatar
    Join Date
    Oct 2011
    Posts
    929
    Character
    Irvy Ryath
    World
    Ragnarok
    Main Class
    Lancer Lv 85
    Quote Originally Posted by Reynhart View Post
    X
    Please do not forget that FFXI items used to have unique effects, and the relics used to allow the use of special weapon skills. Thus the long grind in FFXI needed to obtain such item was rewarded. With the current system, the long grind isn't rewarded at all.

    And the second part of your post is pure speculation of your part. In my opinion it will be like everything else in FFXIV : There ll still be ways to obtain gear of better ilvl (that isn't really usefull in the first place unless you're doing the so called raids of ffxiv) faster than doing Eureka.
    (1)

  8. #28
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Stanelis View Post
    Please do not forget that FFXI items used to have unique effects, and the relics used to allow the use of special weapon skills. Thus the long grind in FFXI needed to obtain such item was rewarded. With the current system, the long grind isn't rewarded at all.
    Whatever the effect were, it made them a better weapon than everything else. This is basically the same in XIV, even if we have less metrics to use. Which, by the way, made the comment of Yoshi-P on why he doesn't want to give unique effect to item kinda off. If he fears some weapon will be considered mandatory because they're better, he'd better stop making them mathematically better already.
    Quote Originally Posted by Stanelis View Post
    And the second part of your post is pure speculation of your part. In my opinion it will be like everything else in FFXIV : There ll still be ways to obtain gear of better ilvl (that isn't really usefull in the first place unless you're doing the so called raids of ffxiv) faster than doing Eureka.
    If it's like everything else, the only way to have the same ilvl as Eureka during Stormblood will be raiding. Sure, I'm speculating, but it's far too early to judge the future of Eureka and the items tied to it. You can't assume they will work exactly like old relics, since they didn't have to make profits on content created for them back then.
    (0)
    Last edited by Reynhart; 03-14-2018 at 09:27 PM.

  9. #29
    Player
    Andevom's Avatar
    Join Date
    Aug 2013
    Posts
    718
    Character
    Andevom Vonskivaux
    World
    Diabolos
    Main Class
    Dragoon Lv 100
    My experience has been...soloing is far more fruitful than partying for EXP. Only join parties when there's an NM to go after.
    (0)

  10. #30
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    If there's one thing I like about Eureka, it's the notorious monsters.

    They're a lot more fun to fight then any of the S rank hunts, as their mechanics feel more like the sort of stuff you'd expect to encounter in a raid.
    (0)

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