Every MMO is Hungry Hungry Hippos at it's core. I hate MMO's because of this, but play this one because it has a JRPG attached, a great crafting/gathering game, and a wonderful community. If you don't want rock paper scissors because it's boring but think furiously pumping pumping your tail so you can eat more marbles in another MMO is the way to go then you are incomprehensibly alien to me. If they really want to fix this let people level sync to help friends and fellow players, if they want to make everyone happy do gathering instances and get rid of upgrade NPCs or keep them but let the high end crafters upgrade weapons and armor. Nothing to extreme maybe an extra materia slot if they HQ make it.
Well, it did fail by a significant margin. Hardly nobody partake in pagos currently. http://forum.square-enix.com/ffxiv/t...o-one-in-Pagos
But you're free to believe it's quality content. I envy your low quality standards, with those it must be easy not to be disapointed.
Last edited by Stanelis; 09-21-2018 at 09:24 PM.
That's your proof ? A topic by someone complaining that Pagos is empty on a major patch week ?Well, it did fail by a significant margin. Hardly nobody partake in pagos currently. http://forum.square-enix.com/ffxiv/t...o-one-in-Pagos
Sure, it's just so much better to reuse the marvelous concept of "straigth line with 3 circle rooms for bosses" and "why put effort into dungeons since people always end up running the roulette because there's nothing to do besides tome farming" for each patch since 2013.
FFXIV has so much "potential energy" right now, for me I look at this as connecting the different attractions to one another. I'll have a post on this in more detail in the future, but with what I perceive as little effort, the game could be vastly improved.
1. Make XP worth something at level cap.
2. Make the content scale so that it can stay relevant. There is enough old content that you could easily have a weekly cadence of different content to run each week, which would provide some variety, and challenge, but shouldn't require a lot of rework, it needs to be dynamic so the devs don't have to try and remake it. Things like modifiers (POTD/HOH) already exist, scale the dungeon to level 70/75/80+ and start adding weekly modifiers.![]()
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If you didn't see the endless amount of topics discussing eureka/pagos/diadem then I cannot do anything for you. And to be honest I don't really need proofs regarding the overall reception of diadem/eureka/pagos.That's your proof ? A topic by someone complaining that Pagos is empty on a major patch week ?
Sure, it's just so much better to reuse the marvelous concept of "straigth line with 3 circle rooms for bosses" and "why put effort into dungeons since people always end up running the roulette because there's nothing to do besides tome farming" for each patch since 2013.
Also, I was amongst the first one during ARR to discuss the linear dungeons. But that doesn't mean any content that isn't designed that way is good.
It was exactly what the community was asking for: a true callback to ff11 and old style mmos. The community failed to realize that long boring mechanics like those found in this content is what made your nostalgia and sense of community possible. All that happened is that the community realized that those mechanics are stupid if you its within optional content.
The community if they would bother to learn how their hobby has been built over the last 10-20 years would have realized thse mechanics died for a reason would have taken off those rose tinted glasses and asked for something else.
WhaaaaatJust a note POTD was not as well received by ppl when it was launched as it seems now
PotD kept Quarrymill a godsdamned lagfest for the longest time since the day it was released. It was never "not well received"
Still the same problem. Those "endless amount of topics discussing Eureka" cover an extremely small part of the playerbase, so they're hardly significant to decide wether a content is a success or not. And those topics are already fairly hot between those who don't like and those who do.
And on top of that, there's also the goal set for Eureka. It the devs intended that only 20% people would be interested in Eureka, then 30% participation is a great success. If they expected 50%, then 30% is a failure.
For me, it certainly felt more fresh, even with its flaws. The worse part is that even a dungeon supposed to be set in a whole region like The Burn was in the end only a straight line. It could have been a good opportunity to create a more opened dungeon, with non linear objectives like exploring several spots in any order and killing bosses there before the final confrontation.
They also died because more and more players decided that anything not spoonfed is archaic and frustrating.
Last edited by Reynhart; 09-21-2018 at 11:28 PM.
Eureka is kind of what the game needs... it's just that the devs kind of got it all wrong. Think of it like a city with a river through the middle of it, and people want a new bridge to make commuting less of a burden. SE gave us a bridge, but they built it too narrow, oh and also it's not even in the city, so nobody ever really uses it anyway.
Eureka's wild feeling shouldn't be confined to a grind instance. That is how the game's entire open world should be! Eorzea shouldn't be a joke to run through naked. It should be incredibly difficult to go where you're not ready to be, or where you haven't prepared to travel.
As for Eureka itself, it's easily the laziest implementation of an NM system I've ever seen. I love Yoshi, but it is clear he is too stuck on the "everyone gets credit for everything" philosophy that prohibits mobs from being claimable. Eureka should be the content that gives free companies actual meaning... like, free companies of all sizes should be able to go to Eureka, farm pop items, and pop NMs for powerful materia, exotic armor, special glamors, etc. That would actually make it fun and functional! Instead, it's a team-up-with-strangers zergfest that requires zero brainpower other than navigating the "open world." There is no point to make plans with a group, to work toward progress with others, etc. It's basically all-you-can-eat pancakes day at IHOP that leaves you feeling gross and unfulfilled afterward.
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