

Light works like exp, people outside your party hitting your party's mobs means less for you, that's why people get hostile if you touch the mobs they are chaining.I don't see why we don't all just form large groups [3+ parties] and drag anubis together and just AoE. Each party just needs one person to hit each mob really to get credit for people who never hit the mob.
More people killing anubis = more mutation = more guaranteed light.
I hit 35 in 8 days, got the mount and relic and hated every minute. For me, it was the worst content I ever experienced in my 20+ yrs of mmo gaming. I went back in 1x at 35 and attempted to start the relic for my healer. After getting her first upgrade, I decided never to go in Pagos again. Light gain at 35 is way too slow with no options to expand such as increased light gain for logs at 35, etc.
"Fanboy is gaming jargon used to describe an individual that has gone beyond the point of being a PC or console game fan and, during online chats or discussions, shifts to defend the program at all costs, unable to take any criticism or acknowledge any shortcomings of the game or gaming console."



Tried Pagos, hated it. Did The Rising, found the random nature of the quest to get the tokens for the event items to be really stupid, and counter to the time schedules of the likely majority of players on any server. There's literally nothing encouraging me to play the game until the next main patch, and if these two most recent additions to the game are the shape of things to come, there's a good chance I won't want to play even then.
I know there are a lot of people who miss the old days of waiting around for content, and doing shout chat to find groups, etc, but that's just not the world we're in anymore. I feel like Square has forgotten this when designing content.
Sadly, Content is being beaten to quickly for SE to keep up with it so inturn they are making content last longer. But don't realize the a large amount of there player base may have only 1-5 jobs capped and that takes most of there time. They would like to have Relic on there 1-5 jobs But sadly SE is worried about the players with all jobs at cap running out of things to do.
My FC of 77 People is about to die. With 5 active members left. The leader Quit 50 days ago. The person that got leader ship hasn't been on in 33 days... There is no one who is left that wants to keep it going...
Part of that is a balmung issue.
Thanks friend. I apparently just lucked out. When I went to do the event, he was spawned and was still there when I left. I was thinking I was missing something else, good to know I didn't miss anything.So, you've seen the Rising event has started right? You can do the introduction quest, you get your minion and music. There is another quest, that appears randomly once a day for a few hours that is the Calamity retold instance, you get to run around Uldah streets fighting monsters with other players, just like they did in the original calamity in 1.0.
Basically, that NPC to do the instance quest is a random spawn. If you're not online the time it spawns for the day, sucks to be you.




I want relics to go back to the way they were in ARR and HW, specifically with the importance of dungeon instances. They forced relic seekers to do a variety of content, which in turn helped out new players and anyone seeking roulette parties. Now there is less need to run duty roulettes. I hate light, but the idea behind Singing Shards and items purchased through tomestones and similar rewards helped to move the game along.
With Eureka, it's its own content entirely, and thus far it's content very few people legitimately enjoy. One step forward, ten steps back. SE needs to continue adding content that puts players of a wide assortment of levels together for the good of the game, and the relic quests were a good method of upkeep.




I done all the relics and personally I'm happy Eureka is here and all the effort the dev team put into developing special instances and so on just for relic. Last thing I wanted was a rehash of the same old tune we've been doing for relic prior to Eureka. Relative to Pagos I think it still needs a hot fix to adjust the light requirements because I think they're too high. 31 frosted crystals is too steep given how slowly we gather light at the moment.I want relics to go back to the way they were in ARR and HW, specifically with the importance of dungeon instances. They forced relic seekers to do a variety of content, which in turn helped out new players and anyone seeking roulette parties. Now there is less need to run duty roulettes. I hate light, but the idea behind Singing Shards and items purchased through tomestones and similar rewards helped to move the game along.
With Eureka, it's its own content entirely, and thus far it's content very few people legitimately enjoy. One step forward, ten steps back. SE needs to continue adding content that puts players of a wide assortment of levels together for the good of the game, and the relic quests were a good method of upkeep.


My thoughts are, it really feels like SE is exploring new inventive ways to use lock out mechanics to extend contents life till the next patch if you ask me. Maybe another method of using the "help the new players" line they like to throw around.I'm tired waiting for this Rising event to spawn and I'm more than a little annoyed. Interested to hear peoples thoughts.
Just to make it clear: I believe that there is content that should be 100% left up to the community, like raids, instances in general.. I wouldn't want the devs to feel like they need to drop any hints for anything else. But the Rising event? Why? Why did it have to be so hard?
Problem: We only make two new dungeons a patch! People will grind them for a week for max gear and they will complain about lack of content! The dungeons will be ghost towns! Think of the new players!
Answer: Weekly totem cap.
Problem: We don't have time to add more then one raid every patch or two! People will blow through them fast to get fully geared and all the extras in no time! The raids will be abandoned! We must do something! Think of the new players!
Answer: Weekly loot limit.
Problem: Aenemos was over too fast! People were done in a week! Think of the new players that couldn't level in time!
Answer: Turn Pagos into this super high level mathematical algebraicly calculused infused trigonomarrific equation that would confuse even Stephen Hawking on figuring out the fastest most direct path for getting what you need.
Problem: Each new events all the players log in when its up! In 15-20 minutes they're all done! In a week no one is left to help the new players with the things and the FATES and the stuff!
Answer: YOLO! Lets make everyone keep logging in to check and run around looking for a random quest NPC spawn somewhere in the world.
I could go on with beast tribe quest lock outs, treasure map gathering lock outs, script quest weekly lock out, wondrous tales lock out. Here a lock out there a lock out everywhere a lock out. SE loves their lock outs and this feels like the next generation of lock outs, lock outs evolved.
While I agree that there your weekly limits are accurate, I honestly don't think the random NPC is like that. I think it's a server load throttle. Obviously, I have zero expertise or proof of this other than their instance queues in Stormblood broke on launch and a little bit throughout the expansion also. If it is a server load restriction, they really, really needed to post a NPC with a schedule instead of pretending it's some new fun thing.


I do agree completely. If it was a server load thing the best thing to do was have it as a set time for the event to happen, all other times its closed. It's just that the current way makes it feel like its a new form of lock out. Just because you can't plan around it, you can't just log in and have it done when the servers go live. It keeps you and anyone who has yet to do it logging in and searching. That's why to me it feels like its a form of a way to extend the events life till the end.While I agree that there your weekly limits are accurate, I honestly don't think the random NPC is like that. I think it's a server load throttle. Obviously, I have zero expertise or proof of this other than their instance queues in Stormblood broke on launch and a little bit throughout the expansion also. If it is a server load restriction, they really, really needed to post a NPC with a schedule instead of pretending it's some new fun thing.
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