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Thread: I liked Eureka

  1. #101
    Player
    Reynhart's Avatar
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    Reynhart Kristensen
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    Ragnarok
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    Dark Knight Lv 80
    Quote Originally Posted by Deceptus View Post
    You can solo the sprites and Ashkin in anemos as well. The snow sprites up north are pretty easy and the coffinkeepers at 20 are doable but you need eureka potions and good damage.
    Some jobs might have a hard time, that's why you might need a litlle help for those. But yes, when I go as a RDM, I can kill those easily, and even lvl21 Wind sprites.
    Quote Originally Posted by Alucard135 View Post
    It's like people forgot about Atma, luminous crystals and light grind + the horrible RNG in some of those.
    They probably also forget that, when released, the dungeon items for the Zodiac were not guaranteed. So you basically ran full dungeons for nothing.
    Quote Originally Posted by Alucard135 View Post
    2- No level syncing: This would help a lot of new players wanting to group up with others but can't now due to the level gap and impact on EXP gain (This is probably the biggest reason why some can't find a party as they said in this thread).
    Personally, I'd go for a "handicap" sytem like in The World Ends With you. So, basically, by reducing your level, you'd increase what you "drop", wether it's crystals, lights, logos shards, etc...So, not only would you have benevolont people helping low level friends, but even strangers could party with you since it wouldn't completely hinder their personal progression either.
    Quote Originally Posted by Alucard135 View Post
    4- Losing EXP when dying: If there was no penalty in dying you'd see more people out there and exploring instead of just parking near aetherytes cuz it's safer.
    I think the exp penalty is a big part of why Eureka connects people. No one wants to lose Xp, that's why they're willing to run around raising you expecting you to do the same for them. Without it, people would simply ignore you. And on top of that, giving an Xp penalty even when raised (About 1/10th of what you would lose by recalling) would also make less people simply AFK in the zone and pay more attention to some boss mechanics, while still being easily recoverable.
    (1)
    Last edited by Reynhart; 01-03-2019 at 01:03 AM.

  2. #102
    Player
    Ceasaria's Avatar
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    Ceasaria Pheonixia
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    Moogle
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    Samurai Lv 80
    A totally different experience (even from Diadem) from what we used to see in game.
    Eureka is a land where the rules are differents and that's why I find this concept very interesting.
    Every zone is different and each sucessive zone add something else to the previous one.
    The danger is real. It's not about learning a 5-10 min and predicable dance the only difficulty thing we see in game.
    It's learning how the world of Eureka is working, how each zone is working. And with all that knowledge, we can cross all the lands and progress of the best (minimize risk, maximize efficacity) possible maneer.

    We have to take in mind that :
    - Dying without raise is a penalty so it's adding tension and stress when we explore.
    - Escape can be hard, and if you fall during aggro you die (it's apply outside of Eureka too but it's very less impactful)
    - There are different types of aggro mobs
    - There is no mount until later levels
    - The use of the magicites and logos to act better depending of the situation
    - All the tips and tricks to discover and learn about doing the relic, xp faster and grab some loots.

    The maps are well done and beautiful (special mention to Anemos).
    We can feel the unity and cooperative aspect between the players (talk, tips, raise).

    For me, it's the only content which change the essence to how you play FFXIV, and it's really refreshing (since Pagos for me, Anemos was too simple and less interesting).
    I usually do everything in this game and raiding very often (and did all savage/ultimate) and I like that.
    But Eureka is a type of content I didn't expect to love so much
    I think with Hydatos, I will have nearly the same playtime in raid (in Stormblood) and in Eureka.

    I don't think it's perfect and I don't want to see the same exact copy of Eureka for the next expansion.
    But, I really hope SE could take that essence, and do a different content with several activities to do and several things to take into account (for example, begin with something like Pyros intead of Anemos would bring a lot more diversities at the start).
    (5)
    Quote Originally Posted by Jirah View Post
    All I want is one expansion where they reanalyze the jobs and make massive adjustments to unhomogenize them. This is Final Fantasy 14 not Club penguin I dont wish for jobs that only have 5 buttons going for them or play exactly the same as 2/3 other jobs.
    Quote Originally Posted by MitsukiKimura View Post
    This current card system needs to be unwritten, destroyed and never returned.

  3. #103
    Player
    Xatsh's Avatar
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    Xatsh Vei
    World
    Hyperion
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    White Mage Lv 90
    Came back to the game about 3 weeks ago from a fairly long break after 4.1, me and alot of my guild just got burnt completely out by the endless repeating daily, weekly instances after 3 whole expansions of them non-stop.



    Have to say Eureka is actually good in my eyes, still not through it all but in my opinion what the game needed. I actually enjoy doing this more then other stuff in game right now. It is something fundamentally different then the endless log in do your daily expert, do you weekly savage raid, do a new primal for a few weeks. (rinse and repeat). Still honestly not a huge fan of Fate/Notorius Monster Zergs... I wish they would move away from the whole zone being able to kill single targets.



    Is it perfect? far from it, but this alternative to the game should be continued in my opinion.



    Would be nice to see something like this keep evolving a become a whole new form of progression along side the mainstream stuff though. Those who like the old progression could simply do that as they are now, those who want the other have the option. Each rewarding equivalent gear to one another. Only issue I am seeing now is the rewards from Eureka are subpar compared to token/raid gear, and the delays made it come out too late.
    (4)

  4. #104
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    Alucard135's Avatar
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    Diaval Alucard
    World
    Cactuar
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    Red Mage Lv 100
    Quote Originally Posted by Reynhart View Post
    Personally, I'd go for a "handicap" sytem like in The World Ends With you....
    That sounds like a good idea. It should also not impact the EXP gain for low level players as it does now when chaining for mobs. So I should rephrase my point there as that there is no incentive for high level players to help low level players except if they were their friends or paid them in gil (I read somewhere that someone was giving people a ride on their two seat mount for gil lol).

    Quote Originally Posted by Reynhart View Post
    I think the exp penalty is a big part of why Eureka connects people...
    I like Dark souls games lol. So I enjoy the risk associated with making bad decisions or mistakes. But judging from the amount of casual players vs hardcore players in FFXIV player base, I know they would find that aspect to be annoying. BUT! maybe if they removed the deleveling aspect, it would give players who are not afraid of losing EXP to go out more and help those who are about to. So a level 50 player in Pyros wouldn't have an issue going out to help a level 45 at 90% of their bar to 46. So that can keep people working together while not being very punishing for those at max level.
    (0)

  5. #105
    Player
    Darkplanet's Avatar
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    Aryl Ritz
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    Faerie
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    Astrologian Lv 100
    I liked it as well. has its issues of course as you said. And I appreciate that they are trying new things even though that led to lots of intense discussion about the topic.


    I've personally had some of the most fun in eureka specifically in the first week or 2. there is always this rush of excitement and the struggle to kill the ever increasing in difficulty nm's as you lvl is an adrenaline rush. Also it has led to some of the more adventure moments where you or a small group of people have to brave the wilderness together to get to an aetheryte or quest spot, truly the closest I have felt to really being an "adventurer" And honestly I still have fun logging into the zones, just sorta can be a chill grind here and there.
    (4)
    "A heartbeat without harmony
    Is moonlight without dark"

  6. #106
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    Darkplanet's Avatar
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    Aryl Ritz
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    Faerie
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    Astrologian Lv 100
    Quote Originally Posted by Alucard135 View Post

    I like Dark souls games lol. So I enjoy the risk associated with making bad decisions or mistakes. But judging from the amount of casual players vs hardcore players in FFXIV player base, I know they would find that aspect to be annoying. BUT! maybe if they removed the deleveling aspect, it would give players who are not afraid of losing EXP to go out more and help those who are about to. So a level 50 player in Pyros wouldn't have an issue going out to help a level 45 at 90% of their bar to 46. So that can keep people working together while not being very punishing for those at max level.

    yea I like that and I agree. I also enjoy dark souls and I think that the key difference is that you can't actually lose a lvl you just lose the exp to gain more lvls, you also have a possibility of getting that exp back. I think that the risk aspect is good but the delvling is just a bummer and it ends up making players less likely to help each other, and just in general more frustrated with the content.
    (1)
    "A heartbeat without harmony
    Is moonlight without dark"

  7. #107
    Player
    Vaer's Avatar
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    Ein Vaer
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    Excalibur
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    Scholar Lv 90
    I wish Eureka had a PF system. It would kind of ruin the nostalgic lfg spam I guess but it would have made it easier to coordinate things if you knew who was where, if people were prepping something, etc.
    (1)

  8. #108
    Player
    Mansion's Avatar
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    Mansion Viscera
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    Zodiark
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    Sage Lv 100
    And even now, XP penalty is not that bad, once you're in Pyros you lose roughly 20% of your current level EXP bar, which you gain back in two fates as Pyros gives you XP like crazy (plus reflect farm on sprites etc.) I think the penalty was there to force a sense of cooperation when discovering the concept of Eureka back in Anemos, which was kind of ok, but unnecessary now.
    (0)

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