OP, if you're clearing EX's within an hour of them releasing and find Savage to be THAT easy; honestly the game might just be a bit too easy for you? Some games aren't meant or intended to really be all that hard.
And yeah they can go ahead and add the occasional Gordias, or Ultimate Bahamut, but really, I think it's really obvious now this game is a New Super Mario Bros. On the difficulty meter, and not Cuphead.
There is quite a lot new with Eureka, to be entirely fair.
But it's not solo friendly in any interpretation of the phrase.
I wouldn't consider unsubbing since I love this game far too much, but coming from someone who's grinded a relic or two this really does just feel tedious. I tried my best to like it but I got to level 5 before I just left out of frustration. People keep saying "oh it gets better at higher levels" or "just follow fate trains" but at the end of the day it's just a mob grind and nothing more.
If you like it that's fine, more power to you. How anyone can say it's "innovative" is beyond me though.
I hate to say if this is how you played 11 you played it a lot different then most everyone Ive ever played with. I played it by exp chaining trying to always get 100 exp chains so single mob fighting is not the majority of how at least I played 11; and that to me is a major role in Eureka.
In ffxi old style exp you fraught monsters, a SINGLE monster as a party of 6. You needed to pull carefully or hope your healer/dps caster knows what sleep is, and people that do not go nuts trying to rush both down (yeah if you wanna know why I had to use annoying noises in sleep macros..)
.
Last night just me and my gf duo chained to 25, when we added more we could press into the mid 30s. We had to think of pulls and make sure we had MP and were paying attention to what we were doing at times we actually felt in danger and even once all died that was FUN and everyone didn't complain and even laughed about it. It actually felt like a party exploring content instead of FATE spamming, spamming levs, or DF spamming and overall just blowing threw content. In 1.0 there was Exp parties come 2.0 pretty much the whole idea of party play was dead and in the trash can. The reason I'm enjoying Eureka is because to me it brings back that feeling of actually having to talk to your party and do things as a group while having to pay attention to surroundings. I havnt joined the zerg trains and probably wont unless I want fast and easy drops but even that idea of zerg trains was a thing in 11 as well.
So again I still don't see why everyone is complaining yes its not your wheel house; well tome grinding the same 2 DF with random people who say nothing and then you never see again is not my wheel house. So do content you enjoy and let others do the content they enjoy. Problem solved and if there is nothing you enjoy stop playing find something else come back or don't games come and go so just stop all the threads saying your quitting because it really doesn't fix anything. The dev will see sub count drop so you making a thread only start community fights like how this thread has turned out to be.
Last edited by Forte; 03-18-2018 at 06:57 PM. Reason: spelling and clarifications
You give people different ways of grinding for the price. If I can get the necessary item with Dungeons/PotD/gathering/crafting/Fates/PVP then I have a wide range of activities that I can choose from. I still have to get x amount of the items but I can grind them in different dungeons while leveling an alt character, I can do it while gathering and leveling that job. Or I can do all of them in small doses thus have a bit of a difference. But Eureka is just: Kill Monster and NM. There is simply no other way to get the item. And this is such an obvious and bad grind that even if its not that long its still boring.
What exactly is new?
-The monsters in there (beside the last NM) are just re-used models from other content who do the common attacks from the rest of the content.
- The NM are just a combination of hunts and fate. Fate by being able to level down when you are too high (+ icon and fate text) and the rest are just S rank hunts but instead of having difficult spawning conditions you just have to kill certain monster x amount of times and sometimes is has weather too. So nothing new there.
-The rest is just monster killing like outside of Eureka.
Only thing new is: Elemental wheel that is nothing but a mindless gimmick. Just switch to the element that does more damage as a DD and the one that protects you more as a tank (and maybe healer) and thats it. And if you are in a bigger group you can completely forget it. Take that out and nothing much would change.
Maybe you can count the spawns of some monster as new but honestly thats not something that should really count as great.
The most positive thing about Eureka is its look and it saddens me that this was used for content like Eureka instead of a complete new zone that we can have in the normal game.
Last edited by Alleo; 03-18-2018 at 06:58 PM.
Ill agree the making relic grinding more broad so there is multiple ways to get would be good but getting stuff while lvling other jobs I would say no too this is end game evolving gear needs to be locked to the job you use it for not to lvl some other job but adding alternate methods other then that I'm ok with but sadly wont happen
Monster Spawn isn't new. You already had to kill stuff to be able to spawn some S hunts.
Grinding in Eureka and farming savage aren't the same thing. In savage, you kill the given boss once a week and you're done, time to go do something else. Savage bosses can also actually fight back, unlike the Eureka trash, which is the same repetitive thing over and over again. Tomestone grinding gives you lots of ways to do it. Eureka does not.
With all the systems in this game, the only thing they can come up with is "mindlessly kill stuff to spawn a bigger thing"? How about spawning some gathering nodes but only let me change jobs in town, so now I can go as a miner to get those nodes but need some combat classes in party to help escort me over (by having Stealth not work)? Once I get those items, hand them over to crafter(s) who can make something that can be turned in for group credit.
Daily challenge log? Randomly located chests to find in the field? Hell, put some randomness on the NMs so it's not just a train running around whacking one mob to spawn them?
If you look at most of the grinds in the game, there are lots of ways to do them. There's tons of ways to level alt jobs (grinding, fates, dungeons, PotD, command missions, leves to 60, hunts after 50, etc). Once you unlock collectables, there's multiple ways to work on gathering (collectables, custom deliveries, grinding, leves). Tomestones come from all over the damn place, including outdoor content like hunts, which is about the only reason to do anything in the world aside from gathering. Hell, a friend of mine capped Mendacity this week in Eureka.
All those grinds give you some bite size objectives, multiple options, and ways to break up the grind into pieces with some gameplay variety. I mean, even getting mentor status has that, since "run 1000 dungeons" gives you LOTS of variety in dungeon scenery, monsters, music, and encounter design. Eureka has none of that. It's so uninspired, and frankly baffling that in a game with so many systems already in place, that they'd use NONE of them.
It's like what I said in another post: There's grind, and then there's grind. This is the bad kind of grind. Pile the technical issues on top of that, which they frankly should have known about because they've existed forever, and you get this dumpster fire. Any content where as a healer all I'm doing is spamming Broil and when I actually do need to heal, I can't hit half my party because the server can't keep up with the load is broken on a fundamental level.
Last edited by Tridus; 03-18-2018 at 09:37 PM.
Survivor of Housing Savage 2018.
Discord: Tridus#2642
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.
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