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  1. #1
    Player
    Enla's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    2,748
    Character
    Crushing Fatigue
    World
    Balmung
    Main Class
    Scholar Lv 70
    My issue with Eureka is that frankly for the amount of money and development time being spent on it they don't seem too sure how to /actually/ make it work. Anemos was a decent success in spite of itself because everyone ignored the way the developers wanted us to grind and sought other ways to have our fun. Then when Pagos came out it was as if whomever has been pushing Eureka on the development team was having a full blown tantrum for people not enjoying the content /their way/. The same thing occurred with Diadem and while I know some people have enjoyed every step of this long and blown out process, when the vast majority of players resoundingly seem unenthused by your content I'd struggle to call it a success. At least with things like Ultimate it's basically reskinned and reused assets that couldn't have cost very much to offset the fact that a fraction of the playerbase will ever set foot inside of it.

    I just want the Diadem tantrum to end. Barely anyone liked it when Diadem came out, nor when they 'fixed it' towards the end of Heavensward. Anemos was probably the happiest people have been with the content and that was because they could get around the frankly silly ways the development team thought it should be played. Then in Pagos it became clear that instead of capitalizing on what made Anemos work for a good portion of the populace, they were upset with us and focused on the fact that people weren't playing the last stage /correctly/. Even if Eureka and content like it could eventually be polished into something the majority of players would enjoy I don't trust this current team on FFXIV to be able to do it. Not when they're so laser focused on implementing what they think players should like instead of actually considering the tastes of their consumers and adapting accordingly.
    (24)
    Last edited by Enla; 11-07-2018 at 03:34 AM.

  2. #2
    Player Beckett's Avatar
    Join Date
    Feb 2014
    Posts
    1,289
    Character
    Beckard Arseneau
    World
    Midgardsormr
    Main Class
    Paladin Lv 92
    Quote Originally Posted by Enla View Post
    Anemos was a decent success in spite of itself because everyone ignored the way the developers wanted us to grind and sought other ways to have our fun. Then when Pagos came out it was as if whomever has been pushing Eureka on the development team was having a full blown tantrum for people not enjoying the content /their way/.
    For as much as Eureka was trying to provide "FFXI-like content" the FFXIV devs completely missed the point of what made that game great. Did you know that in XI, Samurai was never mean to DPS and Ninja was never meant to tank? It was the exact opposite! SAM was supposed to be the tank and NIN the DPS, but the playerbase wanted to hit things hard with their Great Katanas, and found out that blink tanking with Utsusemi super effective. And the FFXI devs, instead of screaming, "Nooooooooo! You have to play our game the way WE want you to play!" instead catered to the playerbase and started creating gear and abilities that allowed Ninjas to hold hate better, and Samurai to deal more damage.

    When the FFXIV team found out Anemos became popular because of the NM train, they should have looked at that and designed future Eureka areas to cater to large group play. It doesn't matter what you intended, if your players are having fun with something then that's what you focus on!
    (13)

  3. #3
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,621
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Quote Originally Posted by Beckett View Post
    For as much as Eureka was trying to provide "FFXI-like content" the FFXIV devs completely missed the point of what made that game great. Did you know that in XI, Samurai was never mean to DPS and Ninja was never meant to tank? It was the exact opposite! SAM was supposed to be the tank and NIN the DPS, but the playerbase wanted to hit things hard with their Great Katanas, and found out that blink tanking with Utsusemi super effective. And the FFXI devs, instead of screaming, "Nooooooooo! You have to play our game the way WE want you to play!" instead catered to the playerbase and started creating gear and abilities that allowed Ninjas to hold hate better, and Samurai to deal more damage.

    When the FFXIV team found out Anemos became popular because of the NM train, they should have looked at that and designed future Eureka areas to cater to large group play. It doesn't matter what you intended, if your players are having fun with something then that's what you focus on!
    The story doesn't really work here though. Ya,the NM trains ended up being the most effecient or rather easiest way to level, but if that's the case, why even have Eureka? The whole point of Eureka was so players didn't have to "FATE" grind and yet the moment they entered Eureka they FATE grind, because they know the reward ratio is best in those time based events. SE needed to add more life to Eureka, whether it be through Daily/Weekly content, heck even HUNTs, like a little bit of everything to showcase progression but all they did was have, kill mobs, chain, get xp, or do NM but you have to fight certain FATE NMs to progress relic, there was no additional path one could take.

    While yes they added Bunnies to search for treasure in the 2nd Eureka, it didn't solve the issue they were having which was level progression and using Challenge logs as a means to curb the leveling process was the laziest way they could of gone about it.

    They could of added Beastmen like dailies that players could do in Eureka with objectives that sent you to each area to complete to obtain XP and lootboxes along with crystals but they gated Crystals/Lootboxes behind FATE fights.

    The whole "Solo" aspect to Eureka turned out to be a lie because nothing within the content says a player can solo their relic weapon which could of easily been done from day 1 with HW relic.

    Basically, when SE saw that NMs were the main attraction to the Eureka experience, they should of realize they had made a horrible mistake and fixed the experience so players could do more rather than wait on timers to progress for relic.
    (1)