Because this content was planned and developed months ago and the time and resources were already done for it. It was going to get released no matter what. Nothing major was ever going to change about it. Only small QoL fixes. Numbers really.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
Because they already have a release schedule made far in advance. This is the way that software is always rolled out. You hardly ever see any piece of software, game related or not immediately have its features pulled and completely reworked. I am not saying its great that they are continuing Eureka, but I am sympathetic that they can't really do much without pulling resources from somewhere else. Especially now that they are on the fringe of an expansion announcement and they will be crunching up till June of next year.
I actually like Diadem as a gatherer >_> but yes as a whole the community has been very very very vocal with their dislike for this sort of content.
Perhaps once this development cycle is done and they start planning the next, they'll listen to this feedback. Until then we can just hope that the planned Eureka content is less...well, just less I suppose.
I will quit if there`s a third Eureka. and I`ll clearly explain my unsubscription if it doesn`t made them clears enough. and it`s a ticket of no returning ever for me.
To be fair, Diadem 1.0 would have probably lived a lot longer had SE not stepped up and changed how the instance works. 1.0a diadem was everyone go to dino island and massive train monsters for chests and spawn NMs. Loot is "shared" (contribution based, much like FATEs are). 1.0b diadem rolled out and now it was completely group VS group to the point that mass training was not possible - no group could score enough contribution on a NM to gain chests. SE's response was "we didn't think players would have helped each other."
We see the same thing pan- out in Eureka. Anemos has a lot of players training NMs and FATEs. Pagos pretty much killed that completely. SE just wants to kill efficiency.
Last edited by JunseiKei; 09-15-2018 at 12:22 AM.
I dont want to say the reason it was finally a fail. not my matter there. Just, Eureka is the newborn from the story begining with eureka 1.0. And a failed content is due to the dev team decisions. (i dislike the "players doesnt play the content the way we hoped" ... )To be fair, Diadem 1.0 would have probably lived a lot longer had SE not stepped up and changed how the instance works. 1.0a diadem was everyone go to dino island and massive train monsters for chests and spawn NMs. Loot is "shared" (contribution based, much like FATEs are). 1.0b diadem rolled out and now it was completely group VS group to the point that mass training was not possible - no group could score enough contribution on a NM to gain chests. SE's response was "we didn't think players would have helped each other."
For the "schedule" matter.
People cried for Anemos. Pagos was wosrt (due to the no fate train) and is finally not really better from anemos...
They can also say "ok, we failed, we admit, we stop eureka for now, and... work it for a real good version in 5.X"
What after for relic in 4.4+ ? Old fashion. They arent worst than eureka (not really better). They lower the farm to each part (and do more parts with 5 ilvl each).
Because what that seems to be for Pyros.. .seems going to go deeper than pagos... (how do they do this? ... )
Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
A: [...]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.
I don't essentially hate the idea of Eureka and Diadem, but the execution has been completely off. At this point I just don't think its possible to do something this large scale and expect it to work. When you have 144 players with a common goal the only real method of play is to utilize those numbers towards the cause. I would love to see these maps taken to either a 4 man or 8 man level, and instead of grinding mobs for exp you're trying to kill NM's to get treasure drops. These could drop glamour, trash, material, alag pieces, tomes, and Pink Gear.
I honestly would like to see that come back, but locked at a fixed Ilvl that's between crafted and tome gear.
Meh, I enjoy Eureka. It's certainly much more enjoyable than Diadem (though I do wish it had gathering). I mean, they've been working on this content for months (if not over a year), do you really expect them to just stop and cancel it because some people don't like it? They could do that, but they wouldn't just be able to create new relic content from scratch in the time frame - so it would just mean abandoning the relic altogether and adding less content to 4.4 and 4.5. I'd rather continue with Eureka than scrap it and leave it with an uncompleted relic.
It doesn't just seem that SE wants to kill efficiency but that they don't want groups to help each other and rather see them compete. It impresses me as a kind of PvP mentality without forcing PvP (want to make clear I have no issues with PvP or those that like to play it).To be fair, Diadem 1.0 would have probably lived a lot longer had SE not stepped up and changed how the instance works. 1.0a diadem was everyone go to dino island and massive train monsters for chests and spawn NMs. Loot is "shared" (contribution based, much like FATEs are). 1.0b diadem rolled out and now it was completely group VS group to the point that mass training was not possible - no group could score enough contribution on a NM to gain chests. SE's response was "we didn't think players would have helped each other."
We see the same thing pan- out in Eureka. Anemos has a lot of players training NMs and FATEs. Pagos pretty much killed that completely. SE just wants to kill efficiency.
Euhm that has been done sort of with one of the arr relic weapon steps. You had to complete 3 dungeons, 10 sets of mobs and 3 specific fates with sometimes attrocious respawn rates.Maybe there are tons of definition what a casual might be. For me, casuals are players who may not be skilled enough for savage, but still skilled enough for at least a bit challenging (not hard) content. Who said that every casual player love to doing a boring and long grind? Especially those players, who dont have that much time.
The whole relic questline could a least more fun, if you mix a bit open world grind with a bit challenge in it. Not that much time consuming, no instanced areas, no long tedious grinds and especially no damn RNG.
Just a small idea for a alternative relic quest step:
You can buy a book with tomes (100 per book), but you only can have one per kind in your inventory.
Each book comes in 4 kinds: Blue, Green, Yellow and Red. Each book comes with 5 random objectives (depending on its color), but you only need to complete 3 of them.
- Blue books (the book of grind) can be completed by completing a specific amount of dungeons/raids/fates/pvp/whatever.
- Green books (the book of monsters) can be completed by finding specific open world monsters. Only hints are given you have to make a snapshot from them.
- Yellow books (the book of collection) can be completed by collecting and/or crafting specific items. You only need to have them in your inventory until you finished your book.
- Red books (the book of challenge) can be completed by defeating some extreme primals.
For a weapon, you have to complete 10 books, no matter which kind. Armor parts need to complete 5 books.
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