Quote Originally Posted by Physic View Post
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.
These things are not mutually exclusive.

You can easily have multi-server zones. Many other games have been doing so for YEARS.

To say nothing about how certain zones are going to waste, such as The Lochs, which barely anyone actually goes to outside the handful of MSQ that are involved there and the occasional gatherer going to grab Unspoiled/Ephemeral nodes.

Since, it is a zone designed for level 69 players which means it has limited use for actual leveling (Especially given how garbage overworld is for leveling compared to dungeons, deep or no)

There's no real reason that they need a Eureka style end-game zone to be a duty. To say nothing about actually improving overworlds (More so than sticking the band-aid of Twist of Fate buffs to make people give a damn about FATEs for half a second...)

To say nothing about how beneficial making all zones cross-server could be. Given that with quests being independent (MSQ's and Job Quests put you into solo duties rather than killing overworld stuff), gathering is independent (Unlike other games where there is competition for harvesting) and zones are pretty barren outside of expansion launch surges.

Even more so when you consider the datacentre changes that are coming.

Quote Originally Posted by Physic View Post
the e level's main purpose is to create a progression system that gives players benefit to killing monsters and progression into the area.
Except it fails horribly at that.

You don't feel like you're progressing when you go from fighting level 1 enemies who hit like a truck and take a million years to kill to fighting level 60 enemies who hit like a truck and take a million years to kill.

There is no actual progression from leveling. All the progression comes from the Quests. Sure, you can argue that leveling does open access to quests, but that's a bit of a cop-out.

To say nothing about how part of the draw of Eureka is supposed to be how "Dangerous" it is to travel through, yet the elemental levels means that when you're at level cap for the zone, 90% of it ignores you.

Meanwhile, there's plenty of ways to add reasons to kill enemies. Such as:

* Challenge Logs
* Chain bonuses that don't suck
* Hunts
* Quests
* Crystals that are needed to progress your item upgrades
* Leves
* The fact that enemies are supposed to be dangerous so you might need to kill some to get through an area (Such as how the quests take you to places that have enemies around. Only currently those enemies are higher level than the quest and so are impossible to kill solo due to the stupid balancing...)

I mean, honestly, who tf kills enemies for Elemental Experience outside like Sprites for level 59-60 refarming?

Most of the killing of enemies is in the form of just doing the 60 kills for Challenge Log each week (+40 Ashkin +20 Sprites) and some Light/Logos farming when getting to that point. Due to, much like the current overworld, EXP gains from individual kills sucks and chain bonus multipliers barely does anything (200 times 0 is still 0...)