I'd like Anemos Elementals to be more common than they are now. There seems to be only one spawned at a time and it can be anywhere in the map..
It being small green glowy thing makes it hard to see too since there are mobs that look similar to it.
I'd like Anemos Elementals to be more common than they are now. There seems to be only one spawned at a time and it can be anywhere in the map..
It being small green glowy thing makes it hard to see too since there are mobs that look similar to it.
Just had someone griefing the instance, pulling a bunch of bears onto the Number NM, over and over and over again, trying to make it fail.
Yeah, this is fun. Totally what I expected.


It's funny that you quoted me and then immediately did the exact thing I just asked the other person not to do. You spoke for a bunch of people you haven't been elected to speak for.
For me, I didn't care for FFXI's endgame. I liked leveling the different jobs. That's the content I enjoyed. In fact I occasionally subscribe to FFXI for a month or two at a time these days to do exactly that. Though now I use Trusts, but that's another conversation entirely. My point though, is that you can't possibly speak for what people mean "when they think FFXI" because you're already wrong. Maybe it's what you think, and that's totally valid. But don't try to invoke some kind of majority of people you don't represent.
Hey neither does mine. I can present my opinions and feedback to SE and they can decide whether they give a crap or not (they don't). We can have discussions here and debate different ideas and exchange funny memes, but nothing here actually matters all that much. Just because it doesn't matter doesn't mean you shouldn't necessarily do it.



After going back in and messing with it for a while, I feel that it's okay but lacks direction and a few crucial touches.
Like, 1 idea I had while I was in there was there what would be nice is if there was a personal objective that had to be completed each time you went into the instance that would enact a crystal drop buff rate for you until you left or the timer ran out that is also ultimately still optional. Don't make it just killing either, have like little sightseeing observation touches to survey a situation or the blowdart game.That fits the situation ( "ah WoL thank you for your valuable research we understand that situation better now") gives a hook to play outside of NM zerg and a hook to stay as long as you can so you get the most out of the work you've already done for that particular dip into the content on top of encouraging exploration in this beautiful area.
I don't think it'd happen but it'd be nice.

repost from another thread but..
eureka is fine.. they gotta flesh it out way more and tone down the grind for casual players and add complexity and depth for midcore/hardcore players . and when i say they "gotta" i mean they should've... like they should know that players aren't dumb.. after playing some content for some amount of time people can learn, so make things harder as you progress.. my suggestions of what could be added :-
1. elite mobs
2. mix elemental monsters or dual/triple elemental monsters
3. separate elemental attack, and def, so mobs can have fire defence and wind attack for example (higher level mobs).
4. eureka only gear, set bonuses etc.. for example fire armor will add resistance to fire, but lower resistance to water, could even have a 6 element set (wear 1 of each element, gives you a set bonus to inc all element def) (an option for some that want to be jack of all trades master of none)
5. monsters less spread out, like not all the wind monsters are clumping together all the time, rn its easy to never switch your board
6. eureka only spells, like there could be really OP spells, or useful spells. for example casters can get role action that lets them switch the element of monsters for limited time(useful for said mix elemental monsters or elite mobs)
7. eureka progression. just getting more slots on the materia board doesn't feel good at all. players could learn passive traits for example which they put skill points into. elemental resist - base resistance up, elemental affinity - base elemental attack up, elemental control - remove negative effects of armor, status resist up trait, chance to inflict status resists up etc.. these will all have their own levels 1-5 so you cant max all..
8. weather affecting elements
9. eureka hunts(basically mvp monsters)(in addition to notorious monsters), killing quests, leves, gathering quests?(yes they're gonna be quite hard cause it might be difficult to reach a spot alone, so you probably need a party), minigames..
some extras are like making healers' healing element based, so a fire affinity healer healing a fire armor tank is 150% healing, water armor tank 50%
maybe some monsters have hidden element, as in the element is not shown so players should do some trial and error to find out
status elements emphasis, since its the overworld we can stun, sleep etc things, they could make monsters designed more OP, like a fire monster casting a water spell, if your tank is on full fire defence its gonna hurt alot so you can stun/silence.
they can also play with elements and statuses, like lightning give % chance to statis, fire % to burn etc.. so you might want to statis a mob (traits to increase chance of statis, burn, etc)
of course all of my suggestion would only come into play in the later levels, like 10+ where players already got familiar with the basics. also those that just wanna get the relic should safely be able to without going into that complexity if they don't want to. they could have easily make it casual enough so that anyone can go in and get their relic, but deep enough to make it interesting. its 100% separate from the outside world, with its own leveling system, so they could've experimented with literally anything inside there, like creating a game within a game.
the old school getting skill points, upgrading skills (but you'll never max all the skills or traits so you gotta choose), levelling traits, skill traits, item traits, stat points etc, hits home with many players including myself.. they were going for the old school MMO feel, so things like this would've been fun to go through.. games that come to mind are ragnarok.. i feel like right now, they are already trying to shake up their formula, which is good, but the things they are trying are still too safe. the potential of this content is huge, and something they could've experimented on. i think theres a major development psychology issue.. the content shouldn't be there just to get the reward, the content should be fun enough to play on its own regardless of reward.. the next time you enter eureka or any content, ask yourself, if there was no reward, would i do this?
current content has ALOT of potential, and alot of things have been done right, like the map, the exploration aspect, monsters looks.. grind is debatable, people complain because its boring, if the content was fun, i don't think people would mind the grind so much. ideally the leveling should be rescaled to be more top heavy, so you level up fast at the start and feel like you done alot of good progress in 2-4 hours, then things ramp up in difficulty from there.
Last edited by hijifa; 03-15-2018 at 05:51 PM.




I love the concept but at the moment Eureka is rather thin. Also, it is so unfriendly to small group and solo players. Unless some changes are made, I think it's going to become dead content very quickly.
As the poster above me said:
Present Problems
Death Penalty - please, remove it or reduce it significantly (no, really it's 2018, just remove it).
PCs and NMs disappearing - At least make it so your party is always visible.
XP Penalty - please, remove this.
At present, players killing mobs to spawn a NM get little to no xp, this leads to a lot of people just standing around and waiting while others do all the work. It's causing frustration and annoyance but after getting 4 xp for killing bears (not a typo 4!), I can see why people don't bother helping.
Boredom - This is the big one.
Large group zerging is the only efficient way to play and solo or small group play is severely punished. I'd like to see more of a balance and some new things introduced to mix it up such as:
Hamlet Defense - I never played XI but I hear so much about this, it sounds like something that would be huge fun and would fit in with the story.
Dailies - not just kill x amount of NMs but giving us a bit more story and encouraging exploration. Give us things to find, research to do, mobs to tranquillise, plants to gather etc
Daily Rewards: could be items from that only work in Eureka - Phoenix Downs, Buff Potions etc. as well as sharlayan glamours/barding for getting to bloodsworn.
I would definitely add in dailies that crafters and gatherers can do for variety (ties in with Hamlet defense but would work without it).
Unwanted Loot - since a lot of the loot is untradeable, I'd like a new vendor who would take any unwanted items and give us currency that we could use to buy the orchestrion rolls, minions, glam etc. that we really want or crystals. I don't care if the price of items is high, just give people a chance to offset poor RNG.
Add a really stunning and exclusive mount to this vendor to keep people coming in.
Treasure Chests - Random spawns around the map.
Aetherytes -Don't punish exploration. Remove the level lock, if players can get there let them attune.
Making things more friendly for small groups (because when the initial hype is over, it's going tohardimpossible to get a NM train going)
Buff XP from individual mobs so solo grinding is possible.
Chain Bonus does not reset, simply stays at maxium.
Loot - Lockboxes should have a chance to drop from everything.
Scale NMs down if only a few people are in the instance. (Edit: looks like they might have done this, Thank you! Nothing more frustrating than running out of time on a Boss fate in the Diadem after spending ages getting it to spawn)
Remove or Reduce the Level Penalty Let me play with my friends without anyone being penalised if we are at different levels.
Last edited by Solarra; 03-16-2018 at 12:26 AM.


I'm aware. I'm also aware that most people pointed to XI's endgame as a model to get ideas from for XIV's endgame rather than Valkurm Dunes exp parties. I think the bigger issue is your using the "speaking for everyone" argument as a defense of your minority opinion and are making a big deal about nothing significant.
Another suggestion, and one I'd like to see for hunts too admittedly, lmao - an in-game tracker for the NMs. For hunts there're 3rd party site everyone has access to and they can keep track on, but Eureka is based on instances. That makes it extremely difficult, especially if you recently joined, to keep track of what needs murdering, or if the instance is "worth" being in at all (they were all spawned and killed). Hell it would let people know what needs murdering at all, so that people will know to ignore the other mobs unless they're just pushing a level.
Last edited by BillyKaplan; 03-15-2018 at 09:42 PM.


No, don't remove the death penalty.
That's one of the only interesting thing Eureka has, it's that you don't want to die because you'll hardly pay for it.
It encourages teamplays this way and you need to be more carefull than usually.
The danger of this place is what could make it intersting.
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