What could SE do to make Eureka new, fun, exciting, etc.?
What could SE do to make Eureka new, fun, exciting, etc.?
Give me a brief summary or info on what Eureka is described as first. I haven't seen any info on that.
Hell I am giddy just with the mysteriousness of it.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
All I've got, same as anyone who watched the Live Letters first discussing Stormblood, is that it's to be an exploratory mission of sorts to be introduced in this expansion (I would assume around 4.2, maybe?). There should also be a concept art image floating around if I can find it.
Apart from that, take advantage of said mysteriousness for now. Go ham with your ideas.
No worries about what is likely. If you don't like what seems likely from an SE project, here's a place for your own ideas.
But yes, most likely so. Sadly.
Last edited by Shurrikhan; 07-14-2017 at 02:52 PM.
ATM I feel like it's a mix of Diadem and Relic Chain....Which historically has early FATE stages.
So probably the same as Diadem 2.
Well whatever it is, it has to tackle and fix recurring problems other content has if it is an open concept.
So how would you fix issues like:These aren't the only issues mind you, just a few.
- Congestion with Ixion?
- Prevent it from being lagfest or overcamped.
- Make encounter interesting with minimal latency/lag.
Optional Fixes:
- Instanced zones
- Less or No out of context stuff like gathering or mining or normal fates, aka only veteran/high level battle content
- They could utilize a guildleve like pop/claim system. Meaning other groups can see you fighting the big baddies but only your group can battle the claimed enemy.
- Maybe an item pop like the original 1.0 stuff.
I would love to see actual hunting mechanics, because if it is just wait and show or zone into a nice instanced fight with no pre unlock mechanics preceding it. It is just another trial, dungeon, or hunt system to me imo.
Last edited by Sandpark; 07-15-2017 at 01:56 AM.
The issue with ixion is the amount of people trying to farm it, creating more instances wont really tackle the issue at hand, it'll just give people more farming options which will cause some of them to get the mount faster but not for all. Due to the amount of people trying to farm that fate it has caused a lot of stress on that map which causes players to either lag to death or disconnect them.
if you want to talk about a good way to fix that then it would be to hard lock the instances themselves to 100 players instead of the 500 previously done. Not only would this fix the lag issue but it would also fix the stability of the players too.
it wont fix the camping issue but it would spread them out over several instances.
Looking at what you wrote here makes me think you just want to punish players when other players leave the team cos they're not happy with its makeup or due to how some of the players are playing. Having more stuff to do is good cos it doesnt waste peoples time like the idiots who leave parties so i think if there is no gathering content or fates that would be more of a punishment to the players who are left in the party.Optional Fixes:
- Less or No out of context stuff like gathering or mining or normal fates, aka only veteran/high level battle content
- They could utilize a guildleve like pop/claim system. Meaning other groups can see you fighting the big baddies but only your group can battle the claimed enemy.
With regards to the claim system if its like whoever pulls the monster first gets the claim then i can only see resetting fights breaking out over a system like that as has been seen in a lot of other mmo's.
Punishing players is the last thought I ever have, I am against every nerf that takes away from players. If it was up to me, no job skills or traits would have been decreased, smn would still have sustain, etc, etc.Looking at what you wrote here makes me think you just want to punish players when other players leave the team cos they're not happy with its makeup or due to how some of the players are playing. Having more stuff to do is good cos it doesnt waste peoples time like the idiots who leave parties so i think if there is no gathering content or fates that would be more of a punishment to the players who are left in the party.
With regards to the claim system if its like whoever pulls the monster first gets the claim then i can only see resetting fights breaking out over a system like that as has been seen in a lot of other mmo's.
My whole post talks about introducing hunting mechanics to do while hunting the enemy so the players in the party are not sitting doing nothing between fights. Rather than just queuing up and sitting around doing nothing while waiting for members.
Actually I did not mention a claim first system. The claim system would either be done via a guildleve type phase system, no competition. Or an item trade to a specific node in X conditions. In both systems, whichever party or alliance is popping the enemy. Outsiders can see the battle but cannot participate in it.
Yes the issue is like you say. Multiple instances would fix that though as one solution. If 2500 people are trying to farm it and you only hard-cap it to 100 without multiple instances, all you have is a big mob of players ranting about being in queues and not being able to do content.The issue with ixion is the amount of people trying to farm it, creating more instances wont really tackle the issue at hand, it'll just give people more farming options which will cause some of them to get the mount faster but not for all. Due to the amount of people trying to farm that fate it has caused a lot of stress on that map which causes players to either lag to death or disconnect them.
if you want to talk about a good way to fix that then it would be to hard lock the instances themselves to 100 players instead of the 500 previously done. Not only would this fix the lag issue but it would also fix the stability of the players too.
it wont fix the camping issue but it would spread them out over several instances.
One fix to the camping issue only has two solutions:
1)Remove the need for camping(no global time spawn, no enemy respawns based on time)
2)Or add a character cooldown to times a monster can spawn or be viewed by the player
A pop item or guildleve system takes both of those out of the mix. No party vs party competition. The reason why I said remove things like gathering and non veteran stuff is because all that content adds to server stress in a place like Eureka.
It's as if players could gather in your dungeon of let's say Sohm Al. It's cool you can see other people outside your content. But if you have 100s-1000s of players in the same zone, they add to instance stress. Not 100% certain but I believe this is why all the nuanced hard fights are in dungeons/trials versus open world, which most open world stuff is less mechanic intensive.
Last edited by Sandpark; 07-15-2017 at 09:56 PM.
No reliance on FATES please. I know there has to be a better way to make accessible open world content that can cater to solos and parties alike.
I'd take a dynamis-ish free for all where you get currency towards relic, with hunt marks scattered all over over grinding fates.
Open world raid might not work considering the emergency missions go about as well as a train wreck on fire while a meteor is crashing down when there's no coordination.
A reskinned Timeless Isle from WoW would do wonders to keep my attention- A small island filled to the brim with monsters, world bosses, treasures and other loot.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.