Anything from the past they want but no Eureka-like anymore.


Anything from the past they want but no Eureka-like anymore.
Go back to the very first ARR relic where it's quick to get but has some challenge. Getting your relic after clearing fights like Chimera and Titan HM at a low ilvl was far more satisfying than any of the grinds that came after could hope to be.



I honestly just want a good amount of options for progressing it.
The more options you have, the more likely it is that there is at least one you'll find palatable, if not enjoyable. A single option is always heavily hit or miss, no matter what it is.


Imo eureka is lot better than ARR relic. I farmed 3 days in easter thanalan for one atma and played like 6 hours day. Do you know how frustrating it was? In eureka every mob bring more or less progress and you can play multiple different jobs and not forced playing only one and use crappy weapon.
It was, but this "copy" of XI is 100000000 times worse.Imo eureka is lot better than ARR relic. I farmed 3 days in easter thanalan for one atma and played like 6 hours day. Do you know how frustrating it was? In eureka every mob bring more or less progress and you can play multiple different jobs and not forced playing only one and use crappy weapon.
Yes, the atma-stage was indeed pretty bad - funny enough, I'd say was for the same reasons that I consider Eureka "not fun": You couldnt really play with your friends, because someone might get their atma after the first FATE and the other person ends up being stuck in that area for the next week (happend to me aswell, I was ready to believe that Gemini wasnt a thing). The second "not fun"-thing is the sense of progress - you say that in Eureka every mob gives you progress, but at least in terms of exp the progress the mobs give feels more dis- than encouraging. Oh, I need 600k exp and a mob gives 200? Cool! I dont even want to look at the numbers, because they remind me what a slog-fest this is, instead of giving me a feeling of progression.Imo eureka is lot better than ARR relic. I farmed 3 days in easter thanalan for one atma and played like 6 hours day. Do you know how frustrating it was? In eureka every mob bring more or less progress and you can play multiple different jobs and not forced playing only one and use crappy weapon.
The Atma-farm can be done with any ARR-job you like, btw - it just required you to have the Zenith-weapon for the job, the atmas werent bound to be used for said job. I farmed my first set of atmas as a whm and got my pld-relic with them.
And seeing how the FATEs are lowlevel FATEs that level synch you, the quality of your weapon hardly matters... also: at the time the atma-stage was current, the Zenith-relic was one of the best weapons in the game, depending on your class BiS. Yes, you had to use it, but it wasnt a crappy weapon.
Eureka on the other hand synches us down to ilvl300 (at least Anemos does... is Pagos 320? I dont remember right now - read the text once and now its all a blur...), which devalues the 370 gear that I'm wearing and makes me feel that the stuff I already achieved doesnt matter. It even synches you down way below the ilvl of the gear you get from that very instances! Yes, yes, keeping the bar of entry low, but still it adds to the whole feeling of "This gear is only for glamour - is grinding mobs really worth that effort...?"
I dont mean to attack your opinion or say you're wrong - you might remember things different than I do or experienced them a different way (just let me assure you that the atma-farm sucked for me too - why did I do it for 3 weapons and the 2 Yokai-mounts again...? Ah, self-hatred, thats why...), I merely wanted to offer a different view on this subjects - I'm glad your everyone who enjoys Eureka in some way and who feels that killing mobs that give less than 0,1% on your level is progression... I just wish that next time there is an alternative way to progress (or at least some variation from relic-step to relic-step).




Agreed with this. I hate missing out on a Relic because I cannot stand the type of content I /need/ to do in order to obtain it. It would be a lot harder to find a good balance with this, but I'd welcome variety. If only because I cannot stand Eureka and content like it, but I can see why it appeals to others.
The rest of my thoughts are just echoing other people in this thread.
1. Don't make it tied solely to content like Eureka just because you need a proverbial carrot to get most of the fanbase into that content.
2. More lore. Hell, even bring back old ARR NPCs for it if you must.
3. Have the relic drop Day 1 of the Expansion and actually be a worthwhile investment. What has killed the Relic for me in almost every incarnation is that it's rarely if ever been best in slot. The time and effort put into a relic should be worth the hassle, not just for bragging rights about how much time you were willing to spend grinding it for glamour. Make it grow with us if you must, but it shouldn't be replaceable within a month.
+1 On having more lore again. The Anima weapons weren't about the weapons, but they still had their own story you could follow, and it felt personal because you were basically raising a child (through mass murder, but I digress). At least there was something, and it related to the weapon. ARR relics gave even more, with both an overall story about the weapons in general, and more specific lore per weapon that can later on make appearances. BLM's weapon's story got a nice twist in SB with the job questline.
I'd like to see the return of full customization. To hell with the materia melding, I want the system that was in HW where I could max out whatever secondary stats I wanted on both stats.
More options on how to get it. I would've minded Eureka a lot less if it was optional. I mean ARF and A1S might've been the optimal ways of getting light and poetics, but if I wanted to, say, get poetics from hunts, I could've. Then people who want to run things with others and people who just want to chill by themselves can do whatever.
Daily/weekly quests like for that stage in Anima with the creepy twins in Idyllshire.
I want a combination of old and new content. Have fun new trials or heck even a zone like Eureka (but with better mechanics) as part of the relic but also older content. Also less about fates please.
In the end I want something where I have a choice on how to do it. For example get loot from beast tribes, or dungeons, or other grinds so if I need something for the achievement or maybe certain glamour I could simply get both done. I dont want another relic which is completely only possible through one content that is completely away from the rest of the game. I just dont have much faith in SE and having it all in one content will mean that people have to only focus on this and if they dont like it they either have to grind something that they dislike to get their relic (which can destroy the love for a game) or just ignore the relic completely..since the relic is one part of keeping the people busy its just bad that this can happen.
Last edited by Alleo; 08-15-2018 at 08:34 PM.
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.




The relic could fit perfectly into a system people have been requesting for ages: Mythic+ dungeons. You can incorporate numerous ways to improve the relic, be it through completing certain challenges, killing certain mounts, random drops or just finishing the dungeon itself. Another idea is bringing Notorious Monsters to the open world ala World bosses who can be spawned through repeatable world styled quests not unlike what WoW does. Have them appropriately scale based on actively participating players and now you have open world content.
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