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  1. #1951
    Player
    Kazgrel's Avatar
    Join Date
    Jul 2015
    Posts
    364
    Character
    Kazela Arniman
    World
    Zalera
    Main Class
    Warrior Lv 80
    2.5 weeks in and I have all the weapons complete (plus an additional dozen or more feathers) and I’ve upgraded DRG armor to +2. I’m about 500 Anemos short of having that armor set done, then I have no need to set foot back in there...although the idea of needing the armor to upgrade the weapon in a future step still gnaws at the back of my mind.
    (4)

  2. #1952
    Player
    Vidu's Avatar
    Join Date
    Jan 2014
    Posts
    3,993
    Character
    Vidu Moriquendi
    World
    Odin
    Main Class
    Bard Lv 90
    Quote Originally Posted by Ceasaria View Post
    Maybe but SE said the players need to communicate and share their informations to be able to advance in this content like it was in Diadem (ok, you can solo even with that, but it's better together).
    They let the players decide how they want to handle things instead of giving goals.
    We know that solo PodT is different than with a party (honestly, solo it's boring for me).
    So you can come up with this idea : if it's not work (or don't please me) solo, should I try to look for a party (this is where the fun can emerge) ? (after all, it's a mmo).
    maybe thats me but I dont see the "communicate with other people to figure this out" has ever worked out very well when it comes to "static" content like this. I mentioned this before, but the issue I see here is: the whole "figure it out together" thing can happen once, after that the information is public, so anyone who wasnt involved in it the first few days, has no riddle to solve anymore. I'm nowhere close to needing Pazuzu feathers to finish my relic, yet I know that those are the item required in the end - and not because I looked it up, but because its information I cant escape at this point anymore.
    I'm sure that if I'd asked something in an Eureka instance on how to handle a certain thing or how to advance, I'm more likely to be greeted by people telling me "You just need to go there and do this and then that" instead of having a group of people figuring it out together.
    They've tried this "figure it out together"-thing with relics before, when they wouldnt tell you where to buy certain items and it was always nothing but a joke.
    Once a mystery is solved, it cant be unsolved - so theres nothing left for those who are late to the party. If that was supposed to be some core-element of Eureka, they should have considered how long it would last.

    Its also not as if we're not having goals in this content - they're just very basic goals. And they're goals without alternatives.
    In order to get Anemos Crystals, I have to do FATEs. In order to get those feathers I have to kill Pazuzu - its not that my goal would be to get Pazuzu feathers and I now have the options to kill that thing, sneak up on a sleeping one, find its nest to steal some from there or just go out in the wild and try to find some it lost. Each problem has excatly one answer and as I explained before, once that answer has been discovered, that part of potential fun is lost to everyone whos joining in later.

    The thing about the solo vs. party thing is obviously valid, but - correct me if I'm wrong - wasnt Eureka "advertised" to be able to be solo'd aswell? I honestly went in with the expectation that I could solo this content (to an extend). Queueing up for it sort of implies that aswell - yes, you can form a party later, but it lets you in without even giving you the option to match you.
    PotD tells you that if you go in solo, its a lot harder and risky.
    (7)

  3. #1953
    Player
    BillyKaplan's Avatar
    Join Date
    Dec 2015
    Posts
    2,913
    Character
    Lho Polaali
    World
    Moogle
    Main Class
    Conjurer Lv 23
    Quote Originally Posted by Kazgrel View Post
    although the idea of needing the armor to upgrade the weapon in a future step still gnaws at the back of my mind.
    I wouldn't be surprised if they did it, it'll be a means to keep the older Eureka zones relevant and alive when the new relic steps show up because I doubt everyone will have upgraded EVERYTHING
    (1)

  4. #1954
    Player
    Metsonm's Avatar
    Join Date
    Nov 2016
    Posts
    289
    Character
    Met Rhukon
    World
    Shiva
    Main Class
    White Mage Lv 80
    My main concern is that the updates where they add content will only be available in the second area of Eureka and not Anemos because it's "old content" and see no need to fix it. Meaning it's still locked behind this awful grind.
    (7)

  5. #1955
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Mimilu View Post
    Suggestions
    =You could...
    To add to the my list suggestions of content you could add
    -You could experiment with Assault-type of missions, where we have to go in and clear/conquer some kind of enemy on the field and/or their lair/nest/home base.
    -You could experiment with something like XI's Campaign Ops. In XI, Campaign Ops are small-scale missions players can do for the city of Jeuno. Lore-wise, these missions help boost the coffer's of Jeuno's battle funding but you don't really get to see it...THIS is where you can expand the idea more, I think! We already have Rowena and the East Aldenard Trading Company backing us, so we could do missions that would benefit them and we could get different perks for doing so, as a community, like unlocking more items or services, getting instance-based buffs, etc. Campaign Ops mission range from things like procuring resources, transporting supplies, gathering intel, offensive and/or defensive operations, and military training. These could be locked to the instance, with each instance need to do missions that raise the coffer more to get more benefits from it.
    -You could experiment with something like XI's Besieged battles. In XI, Besieged is a type of battle where you have to protect a city from enemies that want an mystical artifact that gives the players buffs while they are in the area. Enemies prepare their armies and once their time is up, will attack the city, where anyone who can wield a weapon must help defend the city (including NPCs). The mystical artifact is held in a special chamber that can only be entered if you have 1-of-5 special keys held by 5 NPC-generals. Protecting the Generals is very important. Other aspects include battling NMs, defeating as many weaker enemies as you can to lower the enemies number, and rescuing NPC prisoners from the enemy. If the enemy does get the artifact, it is the city's turn to attack them and get it back. I think this could easily translate to the Eureka main base being attacked and use having to defend. You could make these locked to the instance, that way what ever you use for the artifact will always be there when players start an instance but you have to defend it if-and/or-when it is being attacked.
    -You could add special items that will teleport partymembers to harder-but-rewarding NM lairs. Think of it like XI's Burning Circle fights mixed with XIV's maps. These special items could be found in lock boxes, NMs, and/or chaining normal mobs.
    -
    (6)

  6. #1956
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    I finally got around to trying out Eureka and my initial impressions were that it is "okay" but very very very rough around the edges and definitely will need refinement.

    The NM hunt stuff is okay and it reminds me a lot of doing focused Hunts in the regular open-world, which I actually fairly enjoyed. The forced spawn conditions are nice as well since I really liked that aspect of S-mark hunts. The only thing that I could think of to improve this aspect is to add in progressive layers of complexity for rare and valuable NM's that require more group coordination on different parts of the map since it felt a bit too much like riding a train from point A to B to C and so on. Also potentially adding in more interaction with points of interest on the map, such as towers, keeps, caves, etc that are only accessible after certain conditions are met.

    An example combining those two things would be something like, there are three lighthouses, altar, whatever spread out on the island. To gain access to them or to activate them you need to spawn a specific NM. Defeating that NM then allows you to activate the lighthouse which stays lit for a specified time (30min?) before being reset and having to be activated again. If all three lighthouses become active together it causes a powerful and valuable NM to spawn. Something like that would be nice.

    My main issue is that it seems like there is no real difficulty curve and that the difficulty progression is fairly linear. Basically what I mean by this is that it feels like right off the bat you have to group up to accomplish anything instead of being eased into it at lower levels and then increasing the difficulty as you level and go to new parts of the island then making it more necessary to group up as you progress. This leads to the situation that I encountered of "join the train or accomplish nothing" my very first time going in and being level 1. There were very few to no players killing low level mobs which meant that if I wanted to level without immediately being thrust into the NM train (which I had to be toted around on a tandem mount since I was level 1), I had to solo and that as anyone can attest to is insanely slow.

    They really need to make the lower level stuff way more solo friendly so those that are just getting in or have yet to try it don't get left behind. Once people have gotten their feet wet, have gained a few levels and have unlocked being able to use mounts, then ramp up the difficulty to force players to group up.
    (4)

  7. #1957
    Player
    Ruf's Avatar
    Join Date
    Nov 2017
    Posts
    414
    Character
    Rufuso Aesir
    World
    Leviathan
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Souljacker View Post
    So, SE, there is nothing fun about this event if you didn't hit the train at the start. There just isn't. Soloing isn't really viable with how low the XP is and how dangerously close you've put all the monsters to each other (not to mention how hard-hitting they are), the train isn't viable because the high levels are all using the warp points\mounts to get anywhere, and there's no other options to level up because there is no level sync and you can't use the pf inside.


    In all, I don't know who you made this content for. You can't stick a handful of beloved XI nms and glamour gear into a garbage event and call it your tribute to XI. You completely missed the point of what made XI great to begin with.

    How to fix?

    Give us stealth medicines and spells. This half-baked aggression system where you just time it to walk behind everything or hit \ is silly. It was silly at launch, and it's silly now. If you want to put in content that is XI-like, take ALL the aspects of XI that helped us navigate the world
    No no no!.
    Quote Originally Posted by Mimilu View Post
    You could experiment with Assault-type of missions
    You could experiment with something like XI's Campaign Ops
    You could experiment with something like XI's Besieged battles
    Nononononono,stop trying to include other games into this, they take enough of other final fantasy games already leave xi out of it & I proclaim the same for WoW,while ive never played it I dont want xiv to take any other models,be innovative ffs & soo far this is not.
    (0)
    Last edited by Ruf; 03-31-2018 at 03:48 AM.

  8. 03-31-2018 03:45 AM

  9. #1958
    Player
    Altanas's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    748
    Character
    Altanas Aidendale
    World
    Excalibur
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Mimilu View Post
    You could experiment with Assault-type of missions

    You could add special items that will teleport partymembers to harder-but-rewarding NM lairs
    This is exactly what Eureka needs.
    Something beyond the grinding and FATE trains.
    Even if the said special items/pop items came from grinds/trains, players could then go with their own parties to do events beyond those simple things.

    At the moment, to draw a comparison, Eureka feels more like fighting the first tier of Sky NMs, but without getting drops to spawn the 2nd tier and so on. The devs should build on what came before, the way they created tier levels of content throughout FF11, it makes little sense to innovate by just throwing out what was built up before, Eureka basically feels like FF11-Beta version before content was added....
    (5)

  10. #1959
    Player
    Souljacker's Avatar
    Join Date
    Apr 2011
    Posts
    1,220
    Character
    Last Hero
    World
    Coeurl
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Ruf View Post
    No no no!.

    Nononononono,stop trying to include other games into this, they take enough of other final fantasy games already leave xi out of it & I proclaim the same for WoW,while ive never played it I dont want xiv to take any other models,be innovative ffs & soo far this is not.
    I don't know what you are on about. It's impossible for this game to be innovative - they tried and it failed so miserably that they had to infuse a metric ton of cash into it, change producers, and it STILL is struggling with things that should be very basic MMO staple.

    This content was meant to give the XI players who miss partying and other aspects of a game many of us played for OVER A DECADE a sense of belonging and something we could participate in. It's miserable garbage, but that doesn't mean they should stop trying to hit that perfect balance of modern mmo holy trinity dungeon crawl and open world party-based hunting.

    Eureka does get better. Since my post I brute forced through some levels and once you get the aetherytes it's easier to get to the train and move around. So it's not SO painful anymore, but it just reinforces my belief that they shouldn't be gated if this content will continue to function in the way it does. Players need ways to navigate this map if it's going to remain this dangerous with no other real options for lower levels.
    (4)

  11. #1960
    Player
    Minako_Nightsong's Avatar
    Join Date
    Oct 2017
    Location
    Gridania
    Posts
    111
    Character
    Minako Nightsong
    World
    Excalibur
    Main Class
    Bard Lv 70
    I'd like to complain about the fact my dots won't apply to a Zerged NM. I depend on those dots to do my best bard rotation and it procs several of my abilities.

    I also think solo and group grinding should reward enough crystals and experience to make it competitive with the NM train. I just do not find it fun to only hit these spawning monsters once or twice before they die because of the herd. I don't mind a grind as long as I get to use my abilities and be rewarded for the effort in a meaningful way.

    I also wish we could use our chocobos. We have these darn things and we can keep leveling them and finding new barding for them but once you cap your level they only get used briefly on hunts. I also wish we could have some meaningful rewards for slaying monsters in the world in general like the MMO's of old but I guess that is not really related to the thread topic.
    (1)

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