Well, duh. Eureka is bad so it won't last very long. This one's obvious.That's not going to be of any help in the end if they don't do anything about the content. Just look at what happened with Diadem. Diadem is cross server too, yet it still didn't take very long before you found no one there except DoLs, and Eureka doesn't even have anything for THEM.
They need to fix the various Duty/Instance limitations that exist though, or at least only in Eureka.
Then what is the point of trying to defend it as a cross server duty that's practically DoA anyway? The main "advantage" it offers isn't even going to matter if Diadem was any indication, and it comes with several disadvantages, like how not being able to queue for any other duties in the meantime was mentioned.Well, duh. Eureka is bad so it won't last very long. This one's obvious.
Remember when it was argued how soloers trying to level their chocobos were discouraged (which is, incidentally, another very long slog of an exp grind if you don't just rely on Challenge Log exp nowadays) from using them because they couldn't queue for anything with them out, either? It's a valid gripe.
Let people go in below the level cap, sync them to 70 and give a ton of experience. Work on a relic of your choosing while also leveling an alt.
I already said the 3rd time it has problems for being Duty/Instanced/Cross-server based because of the limitations it brings. I am not oblivious about that.Then what is the point of trying to defend it as a cross server duty that's practically DoA anyway? The main "advantage" it offers isn't even going to matter if Diadem was any indication, and it comes with several disadvantages, like how not being able to queue for any other duties in the meantime was mentioned.
Not sure why it has the same limitations just because it's also cross-server like dungeons or trials but okay?


ok, some constructive idea for eureka and fix this mess:
1) add a board to etherite's camp at the entrance of eureka, that will be used for create group in the zone. something that will replace the lfg option that can't be used here. allowing to clean the chat because right now it's a mess!
simple to implement and will not recquire a lot of work.
2) add some sort of hunter mission into this place, giving an incentive reason for the player to kill monster for other reason than exp. because when you reach high level, you have no freaking reason to go hunt lower level monster. meaning that a large part of the area will be barren of anyone that will deal with this monster. the goal is to keep the whole area alive... plus will give another way to earn exp and reward, because soo far repair and consumable cost gil... but we never get gil from the monster around... meaning spend a lot of time inside eureka is a gil sink that can be quite important depending of the time you spend into it.
3) change the way to upgrade the armor and weapon... the whole protean/anemos system is bad, but like really bad... not enough you need a tremendous number to get one upgrade, it's too extremely unfair... i did play with a friend and in the same time he did get more of 20 crystal i did get 5... a group play together, make the reward personal was an error. but i digress... you have many different monster with different elemental and type spread around the whole place... use it!
make each type of monster drop one item when killed. by example make the bear drop bear skin that can be used for upgrade equipement. each part of equipement will recquire a certain number of this item. and each upgrade and part will have a different type of item needed.
in the end the goal is one more time spread people all around the area, making them aim for different type of monster. but more important drop the super rare random drop unfair. you want to create a grind, do make it less frustrating and not random based. but ask work and dedication. here we don't feel like we did earn a reward mostly because it's totally random and can be fairly unfair.
4) add more thing to do instead to simply kill enemy, like protect operation of construction or escort explorator and make it living. for make simple, give a feeling that the place is not always under control and that the enemy (monster) can deal damage to the operation.
5) finally, reduce the number of player... why you gonna ask? because generally you have one fate at the time and later that will be 180 person on one fate monster.... no one want to redo odin mess!
I would say remove or lower the EXP loss for being in a group. For something that encourages you to be in a party, it sure likes to punish you for being in one. Also I like the idea of a challenge log system so we can better gain EXP/crystals. Maybe have some FATEs that aren't a named mob that gets zerged to death in 3 seconds so we have other options for lock boxes?
Now this is something that's actually properly reminiscent of FFXI in its current state.I would say remove or lower the EXP loss for being in a group. For something that encourages you to be in a party, it sure likes to punish you for being in one.
Many forms of current content in FFXI punish the players for being in PC parties, most commonly by increasing the enemy health (which does not happen if you use NPC parties) or not offering individual chances at loot (something you obviously don't have to fight over with NPC parties). There's many instances nowadays where I've found it actually detrimental to team up with another player in FFXI, and that should pretty much never happen in a MMORPG. If it ever IS disadvantageous (and it's not just because the other player is an idiot), there's something imbalanced about the content.
Definitely a valid gripe, both against FFXI and Eureka.
Last edited by Fynlar; 03-14-2018 at 02:35 PM.
Okay, for actual suggestions.
People have given a LOT of great suggestions, I might only be repeating them, so...
I'd love to see daily/weekly activities added. Daily quests or a challenge log like people mentioned, which will give you generous rewards to make the grind less tedious.
Give more activites to do in Eureka other than killing monsters mindlessly. What about gathering? (Special) treasure maps? Isn't it supposed to be like an open zone? Maybe add things like Hamlet Defense or Guildleves/Behests from 1.0? Something that actually doesn't involve RNG but can only activate at a set time.
To make the grind less boring, killing monsters should grant the chance to drop lockboxes/chests. Speaking of lockboxes, they should get rid of those useless confettis as rewards.


I really don't get the negativity surrounding Eureka. The repetitive combat and design sure, but the time it will take is comparable to that of previous relic steps. In about 7~ week's you could have a full set. I've spent maybe 5 fruitful hours inside and I'm already at 160-ish crystals.
I think a lot of the negativity is arising because SE delayed the content repeatedly, and hinted at a far more inventive piece of content than we actually got. That raised the bar for expectations, and then SE spectacularly failed to meet them, delivering something along the lines of the 2.x Atma grind (which nobody liked, either).I really don't get the negativity surrounding Eureka. The repetitive combat and design sure, but the time it will take is comparable to that of previous relic steps. In about 7~ week's you could have a full set. I've spent maybe 5 fruitful hours inside and I'm already at 160-ish crystals.
What's more, they introduced additional problems that previous Relic grind steps didn't have, because the grind is now done within an instance - forcing players to focus exclusively on the grind. Gone are the days where we can freely send /tells to friends, queue up for Roulettes, easily reset our Retainer Ventures, participate in Hunts, etc., all while generally working on Relic weapon grinds. That's a big sacrifice to make for a grind that isn't any more inspired than previous iterations, and isn't any shorter.
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