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  1. #11
    Player
    TwistedTea's Avatar
    Join Date
    Jan 2018
    Posts
    500
    Character
    Zaetia Pryce
    World
    Coeurl
    Main Class
    Weaver Lv 90
    Quote Originally Posted by Reynhart View Post
    Let's dive into supposition, now, shall we. Imagine that in ShadowBringers, they create a whole new content aside the Eureka-type one. This one would be cattered to casual players (according to your definiion). What reward structure do you think this new content should use, that wouldn't make any existing type of rewards irrelevant ?
    Glamour,mounts,minions,furniture,etc

    Pretty much like POTD/HOH.

    Quote Originally Posted by Nariel View Post
    Diadem have a pegasus mount as a reward. Still dead.
    Diadem also has/had an accessibility problem:

    1. Get in through FC airship. This assumes you've an active enough FC, where the leaders/officers don't mind allocating airships for Diadem trips.

    2. Public queue via Ishgard(which is dead on many servers,requires 8 people)

    In this regard, Eureka is better than Diadem.

    Quote Originally Posted by Laphael View Post
    New dungeon, new casual raid/Primals (8/24 man), new items for canals of uznair, new things to gather or craft, new content for gold saucer, HoH and so on.
    This will be the last time I address this. The main thrust of my argument is not that we are not getting casual content but that we are not getting casual content on the scale/depth of Eureka.

    Less than 5 mins for doing Doman Enclave,weekly?

    15 mins for doing Namazu quests daily?

    30 mins for Custom Deliveries,weekly?

    An hour or 2 for doing Hildebrand quests?

    A few hours for doing Ivalice Raids in one play session?

    A few hours for HOH?

    Party games suite, Doman Mahjong Edition?
    Anyone who thinks the additions to casual content at endgame is on the same scale/depth in terms of engagement, I'm sorry, we have nothing further to discuss.

    What exactly do you want as "casual" content.
    Using Eureka as a template,reduce the HP of mobs, reduce the reliance on chain killing and party play to be efficient at leveling.

    Reward party play but do not punish solo play.

    Someone mentioned,procedurally generated mobs. I think this would be interesting to experience but in a limited fashion.

    Add in content for crafters/gatherers which can be done without combat if players choose not to engage in combat. For example, have DOH/DOLs build up the areas around the aetherytes using gathered/crafted materials from Eureka.

    Now for some of those existing systems which can be incorporated into Eureka:

    Reward exploration. Eureka is supposed to be an expedition right?

    Add in those sightseeing vistas. Even in the short time that, I've spent in Eureka, some parts are gorgeous. It seems a waste that there's so little emphasis on exploration.

    Leves
    (2)
    Last edited by TwistedTea; 02-23-2019 at 10:21 AM.