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  1. #1
    Player
    Claiger's Avatar
    Join Date
    Mar 2018
    Posts
    1
    Character
    Claiger Xeric
    World
    Hyperion
    Main Class
    Monk Lv 70

    Some suggested changes to make Eureka More Tolerable

    Fighting enemies isn't practical. Large mobs of people are moving between fates. This is true even of players who are far underleveled because the xp is better. I want to offer some suggestions to make the experience, now and in the future, more sustainable and enjoyable.
    1. Make all enemies passive.
    2. Reduce the level difference of monsters to spawn fates and the fates themselves to be maybe 2 or 3. As it stands, I have to kill level 6 enemies to spawn a level 1 fate, and the xp for the level 1 fate is poor compared to any fate level 4 and up.
    3. Lower the level to use mounts since enemies will be passive.


    It's one thing to make something a grind, it's another to make it feel like suffering, especially in a game. I don't mind taking time to complete a task but it's pretty poorly implemented as is. The layout, the triggering of the events, the elemental affinity impact, the travel, etc.
    (1)

  2. #2
    Player
    Hellstorm's Avatar
    Join Date
    Apr 2015
    Posts
    86
    Character
    Silvermist Hellstorm
    World
    Ultros
    Main Class
    Bard Lv 70
    Disagree with making mobs passive as there needs to be danger or there is no point. Only thing i would change gameplay is give more crystals to lamaru and amarok because right now people avoid them because it "to much of a pain" which is to bad because they are fun fights
    (2)

  3. #3
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,646
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    I wouldn't say all mobs but they could pepper some passives into the mix. Not everything was out to get you in the old school MMOs this area is based around. Sometimes there were chill mobs you could wander right past.
    (1)

  4. #4
    Player
    Pastahnak's Avatar
    Join Date
    Sep 2017
    Location
    Goblet (Ward 10: Plot 49)
    Posts
    419
    Character
    Pastahnak Popotonak
    World
    Famfrit
    Main Class
    Fisher Lv 80
    Ya you know this secret island that poofed into existence, devoured our first expedition whole, and now requires the freaking WOL to save the day? Ya let's makes them give out hugs instead of 1hko.
    (0)

  5. #5
    Player
    Avatre's Avatar
    Join Date
    Jul 2017
    Posts
    2,852
    Character
    Avatre Drakone
    World
    Cactuar
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Pastahnak View Post
    Ya you know this secret island that poofed into existence, devoured our first expedition whole, and now requires the freaking WOL to save the day? Ya let's makes them give out hugs instead of 1hko.
    They already give out hugs. Studded with razor sharp claws/teeth/spikes that they impale you with during the hugging process.
    (0)

  6. #6
    Player ManuelBravo's Avatar
    Join Date
    Apr 2012
    Location
    Milpitas , CA
    Posts
    2,142
    Character
    Shinigami Zetta
    World
    Balmung
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Claiger View Post
    Fighting enemies isn't practical. Large mobs of people are moving between fates. This is true even of players who are far underleveled because the xp is better. I want to offer some suggestions to make the experience, now and in the future, more sustainable and enjoyable.
    1. Make all enemies passive.
    2. Reduce the level difference of monsters to spawn fates and the fates themselves to be maybe 2 or 3. As it stands, I have to kill level 6 enemies to spawn a level 1 fate, and the xp for the level 1 fate is poor compared to any fate level 4 and up.
    3. Lower the level to use mounts since enemies will be passive.


    It's one thing to make something a grind, it's another to make it feel like suffering, especially in a game. I don't mind taking time to complete a task but it's pretty poorly implemented as is. The layout, the triggering of the events, the elemental affinity impact, the travel, etc.
    1. Passive? come on they are literately blind you can walk behind them and by pass 90% of them.
    2. Reducing levels? Your either too low of a level or low level in high NM fates, being appropriate level helps .

    3. Lvl 17 is the quest based on story line so it makes sense. Do the story to understand why mounts are not usable before hand. Hint: If you read the story at the start it's common sense.

    New patch helped with the grinding part, IT IS NOT HARD PEOPLE ARE LAZY. For crying out loud people afk while others do the work and complain....It may be boring, but you can take your time. take a break here and there. It's been less than a month that it has been out and some of us have more patience than others. Before nerfing at least let the next part of Eureka to come out.
    (2)

  7. #7
    Player
    Sunspawn's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    127
    Character
    Baudouin Anjou
    World
    Moogle
    Main Class
    Warrior Lv 70
    My problem with is - it's still mind-numbingly boring to solo-grind mobs, most people are with the fate train so can't get a group to grind mobs faster and half the time it takes several deaths just to get to the fate train.

    Basically, Eureka absolutely SUCKS at a low-level.
    (1)

  8. #8
    Player
    Krojack's Avatar
    Join Date
    Aug 2013
    Posts
    772
    Character
    Avellin Adorel
    World
    Excalibur
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Sunspawn View Post
    My problem with is - it's still mind-numbingly boring to solo-grind mobs, most people are with the fate train so can't get a group to grind mobs faster and half the time it takes several deaths just to get to the fate train.

    Basically, Eureka absolutely SUCKS at a low-level.
    Friends are your friend. I went in with FC pals and it's a blast. Starting off was kinda rough but thats why you don't lose exp till you're level 6+ and can't delevel till 11+. A friend of mine didn't get to play as much so got behind. I just gave them a ride on my chocobo. They got leveled up pretty quick.
    (0)

  9. #9
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 100
    Quote Originally Posted by Claiger View Post
    1. Make all enemies passive.
    2. Reduce the level difference of monsters to spawn fates and the fates themselves to be maybe 2 or 3. As it stands, I have to kill level 6 enemies to spawn a level 1 fate, and the xp for the level 1 fate is poor compared to any fate level 4 and up.
    3. Lower the level to use mounts since enemies will be passive.
    To address the suggestions in your list:

    —Mobs become passive once you out-level them. I believe the threshold is 2 levels above, and they stop automatically aggroing you. When you’re low-level, most mobs can be traveled around by either moving behind them or using a NIN’s Hide skill (very few mobs have true sight to prevent you from going around them this way, and they’re Level 20 or higher—the Magic Fans and the Apas are two mobs that will turn around and destroy you regardless of if you are Hidden or are sneaking around them). If you need to go somewhere for a quest (like the level 13 one or the level 17 one where the areas are particularly dangerous still), you can always ask a friend to travel with you. Have them go on healer or RDM so that they can Raise you if you get bopped by a mob, and hover back so that they don’t also get bopped.

    —I don’t really think there’s an issue with the level differences. The level 6 monsters can be killed relatively easy by a party of people 3~4 levels lower than them, and the NM FATEs give you experience based on their level (i.e., Sabotender will always give you the roughly 3,000 EXP even when you are level 19). Higher level NMs scale better the closer you get to their level, but all FATEs scale based on level. For low levels, that 3,000 EXP is a pretty good chunk of EXP; maybe not so much for a level 15, but there are level 15+ FATEs for those players to offset the lower experience from lower level ones.

    —I wouldn’t be totally opposed to this. Maybe lower it to level 13 and include it with the level 13 quest. Then again, enemies become passive as you out-level them, so a level 15 traveling around the level 13 or lower mobs will have zero issue. Plus, the level 16 and 17 mobs will no longer hurt you as much as they would if you were level 3. If you’re participating in the FATE train parties, it’s not uncommon for higher level players in a party to give the lower levels a ride on their double mounts. They just have to be careful in high level areas, since the mobs can still aggro you while on their mount. But people always stop and pick you back up after you die; they are remarkably good about not leaving people dead on the ground when the train is moving.
    (0)