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  1. #141
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,999
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    Put fates into Eureka, this may make it more involving.

    And give it better rewards at the level of Savage content.
    It actually does have "FATEs", they're just so rare that you might not even see any. The notorious monsters *are* the FATEs, but they will only appear when they are spawned by player actions. Seems similar to S rank hunts, although I'd hope the spawn mechanics are less obscure and obtuse.

    I'd imagine that many of them are only coded to spawn when various higher level enemies are killed, which is why many of them aren't appearing yet.
    (1)

  2. #142
    Player
    Gimorian401's Avatar
    Join Date
    Nov 2014
    Posts
    46
    Character
    Skye Vrcyee
    World
    Excalibur
    Main Class
    Gunbreaker Lv 80
    My wife and I have spent a total of 4 hours in Eureka. I am averaging 6 to 7 crystals an hour. She is averaging 4. At this rate it will be 4.5 before we can even attempt to max a weapon to 350.

    The fastest way to change that would be to lower the amount of crystals needed to get the gear. instead of 100 make it 10. weapon to the +2 version would still cost 130 crystals which would be about 18-19 hours of work. That doesnt even bring it to the 350 version of the weapon.
    (2)

  3. 03-15-2018 01:35 AM

  4. #143
    Player
    Gimorian401's Avatar
    Join Date
    Nov 2014
    Posts
    46
    Character
    Skye Vrcyee
    World
    Excalibur
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by TristanBlane View Post
    I would've loved if they just gave us different things to do. This whole zone dedicated to just fighting monsters and collecting crystals, they should've incorporated treasure hunts and gathering. Solo able activities that would've reaped their own types of rewards.
    I am all in on this as well as dailies or weekly's in there
    (2)

  5. #144
    Player
    KaldeaSahaline's Avatar
    Join Date
    Apr 2014
    Posts
    439
    Character
    Kaldea Sahaline
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    As others have covered the major problem with Eureka isn't that you need x or y crystals or the drop rate is x y or z. It's that it's boring, couple that with the fact that the combat system itself isn't robust enough to make it engaging you end up with what we have.

    I've made a post before in the exploratory section about how I would have liked Eureka to be. I won't rehash that, but below are my thoughts based more recently:

    So I actually think the Magia wheel is a mistake. It's fake depth that really doesn't offer any engaging gameplay. I think the idea behind elemental affinity or level mattering is fine, but I think it should have just strictly been on the enemies and atmosphere and not some binary check.

    I really envisioned an exploratory feel in Eureka that I don't seem to get in the current implementation. What I imagined the gameplay flow would be like zone in, weather is random (clear, raining, heatwave, thunderstorm, snow, etc.) and changes periodically throughout. Mobs are scattered all throughout (different mobs, different levels, and different elemental affinities). At this point you'd decide whether you wanted to do it solo or group up. Grouping up would allow you to tackle a treasure hunt styled map to find it and maybe a clue on where to go. So you explore the map, dodging high level enemies, clearing paths through appropriate level ones before finding the map location while dealing with whatever hazards the weather pattern presents. This then spawns the "hunt" monster with the specified element. The higher level the enemies spawned would be more dangerous, but just not as a numeric indicator, but by more aggressive AI, less telegraphs, etc. This fight would have a few minor mechanics and take a few mins to kill (not EX trial or Savage boss, but a few mins). A few examples below.

    I.e. A high level Lightning Dragon that tail swipes with no telegraph that knocks back and stuns. If a player isX yalms away, the Dragon might decide to leap on them dealing massive damage and slowing nearby players hit and resetting aggro. Pulsing paralysis aura that makes it harder to move around and cast, but not impossible. Lightning Breath tank buster that has a paralysis that makes it so you can no longer be healed for x seconds or unable to act, and take increased damage. Tie this idea in with the weather. Lightning storms obviously buff lightning based enemies. Maybe the Dragon has access to the pulsing aura during a thunderstorm, but doesn't otherwise. Maybe have the thunderstorm reduce screen visibility (making aggroing errant mobs more likely) and have it spawn periodic thunderblasts (a la Ramuh EX, both randomly placed and on players). Then to supplement the higher risk, increase the reward during these time frames.

    A similar dragon, but lower level might not have the tank buster, or might have telegraphs instead of animation tells or lack the aura, etc.

    For instance compare the Lightning Dragon above to say an Ice Dragon. He could have a passive stacking damage aura that deals a fair amount of damage per stack. The Ice Dragons tank buster might freeze you, and you need to be broken out before you die to the DoT effect. Simultaneously people can use the frozen tank to hide behind and reset their stacks.

    Make the elements actually matter and change your gameplay and strategies. Increase the reward for challenging harder enemies during weather that boosts their effects. This way, if lower skilled players want to just sit in a corner grinding mobs, but my friends and I want to hunt actually challenging monsters with real effects and dangers but for higher reward let us. Make these mobs not on scripted attack timers. Since they're not 8 minute boss fights, but likely like a 3-4 minute engagement give them random free reign with like percentiles and trigger conditions, etc.
    (2)

  6. #145
    Player
    zeth07's Avatar
    Join Date
    Aug 2013
    Posts
    276
    Character
    Zeth Hiryu
    World
    Adamantoise
    Main Class
    Dragoon Lv 100
    - Cut the XP required in half.
    - Cut the crystals required in half.
    - Let the FATEs spawn faster or be actually timed.
    - Let us change jobs wherever when out of combat.
    - Reduce the amount of players possible in the instance, NM monsters can disappear as it is now.
    - If not, adjust the priority so NM are #1 and party is #2 then others mobs #3 and other players #4.
    - Do NOT reset the chain after 30, why punish people who are doing good? Just set it as MAX when people reach 30.
    - Give guaranteed crystals at 10, 20, 30 chain.
    - Add a quest outside the instance that we can accept for completing a session of Eureka daily that provides tomes and possibly upgrade items OR at least additional crystals. The flaw here is people could afk and do nothing to get rewards, so maybe not, even if there was an auto kick afk timer people could avoid it.
    - Add Eureka version of daily hunts that players could do solo if their group wasn't killing those particular mobs, then give a small amount of crystals for completing each. Can still have the 1,2,3 tiers.
    (3)

  7. #146
    Player
    Avatre's Avatar
    Join Date
    Jul 2017
    Posts
    2,852
    Character
    Avatre Drakone
    World
    Cactuar
    Main Class
    Dancer Lv 100
    Quote Originally Posted by zeth07 View Post
    so maybe not, even if there was an auto kick afk timer people could avoid it.
    Can guarantee there is an auto kick AFK timer...had it happen to me after my group had disbanded when I had to go help with some real life things.

    The quest would still be a good idea with conditions. Something like "Kill X enemy of Y element", even a weekly one that is "kill X NMs of Y element" - this one not so sure on since we are still learning the spawn conditions for the majority of the NMs, but it could still work if done right.
    (1)

  8. #147
    Player
    Callinon's Avatar
    Join Date
    May 2014
    Location
    ???
    Posts
    1,557
    Character
    Callinon Soulforge
    World
    Ultros
    Main Class
    Dancer Lv 90
    So I quite like Eureka (I wrote a rambling thread about it that people hijacked into talking about relic effects for some reason). But yeah, I would definitely like to see some changes:

    1: While soloing is certainly possible on some jobs, it's not at all practical. I'd like to see rewards for targets below your level increased. Currently you get a completely trivial amount of exp from targets below your level and you can't chain them so the drop rate on protean crystals is also quite poor. This makes soloing pretty much non-viable. I'd like to see increased exp rewards for fighting targets below your own level so that a soloing player can at least catch up.

    2: Why does the chain counter reset at 30? I understand not wanting drop rates to go completely bonkers (although that too may not be the worst thing in the world) but why not instead just cap the chain counter at 30 instead of resetting it? Let us get to chain 30 and then hold it there at that drop rate and exp bonus for however long we can.

    3: Aetheryte attunements being restricted to level 9 or above. Why? Just because there's nothing up there for me at low levels, if I can Solid Snake my way to them, I should be able to attune to them. There's no reason to not let me do that.

    4: Character model limits. I'm sure this has been addressed in this thread before, but while fighting an NM it's not at all uncommon for party members or the monster itself to simply disappear. This happens out in the normal game too and it's bad there as well. If there has to be a limit on the number of character models being displayed, then the BOSS should be the highest priority, followed by my party/alliance members. Everyone else can be whatever, but if I can't see my party or my target, that's a huge HUGE problem.
    (1)

  9. #148
    Player
    Avatre's Avatar
    Join Date
    Jul 2017
    Posts
    2,852
    Character
    Avatre Drakone
    World
    Cactuar
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Callinon View Post
    2: Why does the chain counter reset at 30? I understand not wanting drop rates to go completely bonkers (although that too may not be the worst thing in the world) but why not instead just cap the chain counter at 30 instead of resetting it? Let us get to chain 30 and then hold it there at that drop rate and exp bonus for however long we can.
    Could change it so that it still goes up, but the drop chance caps out at 30, and EXP bonus keeps going up(let's face it...the EXP varies a LOT when in a party, some kills gave me 40 exp, some gave less, some gave more...all from the same mob)
    (3)

  10. #149
    Player
    bidaum92's Avatar
    Join Date
    Sep 2017
    Posts
    38
    Character
    Madam Bidaum
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    please.. reduce the max players per instance.

    Having the NM despawn because EVERYONE is there and the game won't load them is stupid.
    (3)

  11. #150
    Player
    ShanXiv's Avatar
    Join Date
    Feb 2018
    Posts
    131
    Character
    Lae Shan
    World
    Aegis
    Main Class
    Gladiator Lv 45

    Fun things in Eureka, some feedback

    *wrong post*
    (0)

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