Of course the game will survive another eureka because there are a lot of people who will do it. I did it i hated it and that will never change.I’ve never once held back my hated for all of Eureka. Something about it makes me turn the game off. Adding it to 5.0 will seriously hurt the game. With the exception of starlight, all of the holiday events were horrible and lacking. This is of course my opinion.
Do you think the game can survive more Eureka?
Eureka would be more fun if:
- It started with the way it was nerfed.
- If logograms weren't a pain to get, and expensive on the marketboard.
- If crystals were given out from Notorious Monsters regardless of level.
- If quest locations at the very least had no enemies around them. I don't mind wading through enemies to get to them. It just sucks to die mid quest.
- if each zone had unique music. I am sick of the same song again and again.
- If Pagos, and Pyros were different aesthetically. A fresh zone with a different aesthetic helps to mentally make things feel fresher.
- If there weren't over complicated means to get items. I.e. Optics Hat.
- If Elemental armor didn't require 50 logograms. I hate it. I just hate it. Not all of us want to craft for gil, or suffer through low rng.
Last edited by DamianFatale; 03-07-2019 at 10:38 AM.
Oh good, the board was just crying out for another "WAH WAH I HATE EUREKA" thread
i think ths one will do: http://forum.square-enix.com/ffxiv/t...Eureka!/page63I’ve never once held back my hated for all of Eureka. Something about it makes me turn the game off. Adding it to 5.0 will seriously hurt the game. With the exception of starlight, all of the holiday events were horrible and lacking. This is of course my opinion.
Do you think the game can survive more Eureka?
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Problem is Eureka draws a big crowd that stays there for a very long time. Even Anemos is still fairly active for some reason
Devs are going to use data over the loud minority in the forums every time
The game needs more ways like Eureka to get useful endgame gear like the elemental +1 armor. Eureka was fun content.
the overworld is designed to be a place for people in one server to do quests, gather, and travel. Eureka is a megaserver for people who want a more open world game.If SE listen to feedback, then future Eureka content could actually work.
Most of the issues that turn people away from the place are pretty easily fixed. It's just a matter of will they bother to fix them? Will they listen to feedback?
That said, I'm still very confused why they don't just... You know... Make Overworld not suck... Since that's all Eureka is. Overworld. But instanced
Boggles my mind that they didn't just have a level 70 zone with all the bells and whistles that make Eureka "Fun" (I.e. Cross-Server play, powerful NM's, some actual worthwhile rewards from doing FATEs...) but without all the unnecessary garbage that sucks all the fun right out of it (Random independent leveling system that serves no positive use, damage and health scaling on enemies jacked up to 11 mimicking DS2's worst DLC, no actual rewards through non-FATE based means... FATEs having terrible spawn rates outside of farming mobs for ages to force them... Oh, and Light Farming because who doesn't love that /s)
But I dunno... I guess we'll see how things pan out. Eureka as a concept isn't bad, it's essentially just having an Overworld that's actually relevant, which is actually really enjoyable when done right (Guild Wars 2 had some pretty great overworld content both for PvE and PvP. As did Warhammer Online. Rift too, but then again, I'm a sucker for puzzles... Both jump and otherwise). It's just a matter of, will they learn from this and improve? Or will they just copy/paste Eureka as is post nerfs and call it a success?
they are at cross purposes.
the overworld could never have a chance of competing with a eureka like place unless it is a crossworld instance, and some altered rules/mechanics which is basically the type of content eureka is.
the e level's main purpose is to create a progression system that gives players benefit to killing monsters and progression into the area. It, ir something like it, is necessary. Other wise there is no reason to interact with most of the enemies in the area. Knowing what to kill, and when and how to do it effeciently is a big part of interacting with the enemies of the area.Yeah I think there's room to improve on Eureka.
I kind of wish there was more actual plot too. The Eureka story drags its heels a looooooooot. Feels like it would have normally been like one main zone worth of plot stretched into 4 + BA.
The elemental leveling system was just there for a grind to pad things out. It may have served a purpose if like in POTD you could level other jobs in it or something, but no.
The magia board sounded neat in theory but in practice it's just 'spin the wheel to the weakness of what you're hitting. Or maybe, if you're tanking or prioritizing survival over dps, flip it to the monster's own element. There's rarely any need to put thought into it. Sure a couple NMs here and there may have adds of a different element so you would swap, kill adds, then swap back but that's about as deep as it goes. It was ultimately disappointing and shallow. And even if you grind/buy the items for the two extra magecite it wouldn't really do much to make you think about where to put your elements.
The main thing though I think they need to do is diversify things. Everything comes down to chaining mobs. Chaining mobs for exp, chaining mobs to spawn NMs, chaining mobs for lockboxes, chaining mobs for light, with only NMs themselves to punctuate things. Oh and bunny fates I guess. They need to add more to do, add more sources of crystals etc.
One thing I did like though was a lot of the grind being front loaded. Once you get your first relic in a zone, getting the rest becomes easier. Granted, there's still a significant time sink, especially if you're unlucky with Pazuzu etc spawns, but still, you have a headstart on the next one which is interesting.
The elemental wheel, ties mostly into choosing your enemies and handling a long term resource, as well as an extra layer of progression. It actually ties into what you fight, and how you choose to deal with enemies. Mutation is a big part of it. get more exp/drops, but have to deal with more elemental shifts. Overall, its partially aesthetic, they wanted eureka to be a lot about elements.
and yeah defeating monsters has to be the meat of open world type content. There needs to be something people can do, in small to medium size groups, and 95% of your charachter is designed to be killing monsters, so most of that will involve killing stuff.
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