cut the number of players allowed in the instance in half. At least half. Then maybe things won't disappear.

cut the number of players allowed in the instance in half. At least half. Then maybe things won't disappear.
The biggest excitement I had with this content was that I was able to find a group to do mob grinding with. I have missed that sense of community in this game.
My suggestions are:
1. Increase the rewards for mob grinding parties by implementing something like dailies with the addition of repeatable exp quests (optional) for killing x amount of mobs of a specific element. One idea could be to consider Fields of Valor from Final Fantasy XI.
Source Link: http://ffxiclopedia.wikia.com/wiki/C...ields_of_Valor
2. Change the condition to how FATEs work. At the moment they are hurting the content in my opinion.
3. Introduce an option for players who have already completed the content, to Level Sync, so they can support other players. This could also be a daily quest which that player is rewarded.
4. This is just throwing it out there now, but what about some kind of 'Prestige mode' that encourages players to go back for better rewards.


Good way to make Eureka even worse LOL. RNG spawns are the antithesis of fun or good game design.Easiest way to fix eureka:
1.Increase exp per mob and make chain bonus stay at lv30 as long as chain is connected. Also add anemos boxes to regular monsters drop and increase protean crystal drop rate
.
2.Change notorious monster spawn conditions. Make it random spawn limited to 1 time per day for each of them. Maybe adjust their drops accordingly.
In short: main method of leveling in Eureka should be by grind, not by NM train.
See, I disagree. Those solo challenges were incredibly fun and rewarding. I'd love something similar here (As an alternative to the relic grind). Let me spend tomestones to try and clear this fight to earn my relic in an engaging manner rather than burning myself out on an awful grind. The fact that you can be every job would make this system even better.Not a fan of sth like that. It eats way too much DEV time for a tiny subsection of the playerbase.
Lets face it: MMOs are not solo games, while some solo-ability is needed and appreciated, there is no point in turning it into a fleshed out, challenging solo experience for every spec. To be blunt: DEVs have way bigger fish to fry that would benefit a lot more players.
Neither of these suggestions are really engaging though. A water monster appearing is nothing more than a binary switch of a bland/shallow UI element.To enhance and add extra layer to camping/spawning. Let a rare mob of same family spawn with a different element weakness. Allow
this monster to give bonus exp or another type of bonus completely different from anything available.
example:
Your exp group is doing wind fly monsters. You kill most of the monsters and small notice pop up message that a rare monster has spawned.
You look through the wind flies and see a Water, this will cause either caution, or spending more wheel spinning. The rewards could
be higher exp and a bonus to attack or randomly place extra magicite that is temporary.
maybe even be a level higher than the other members of the monster family
another could be a completely unannounced mob that travels the zone, see it, shout and chase it down.
Much like the "Quick Synthesis" Option, Grant an option that allows players to either exchange a set amount of Anemos Crystal or auto-trade til they receive up to 999(with the ability to set how many you want to work towards)
Same can be said for the current Lootboxes or add in new lootboxes and increased the success rate and remove certain items from the pool.
Something like say Exchange 10 for a Silver Box, 25 for a Gold Box and 100 for a Platinum Box, all with their own RNG maybe with Plat having a unique item that isn't found in the other boxes.(And you can remove the fireworks from all three, maybe the tier 4 materia from Silver+ and removing the glamour gear from the gold Box) And also add Protean/Anemos as new reward.
Encourage Mob chain party over Fate train by increasing Chain XP and lowering Fate XP.
Allow us to level sync a party so we higher levels can form a party and grind mobs with lower levels.
Dont make party lead switch after entering Eureka.
Make people lose XP for dying even when they get revived.
And please dont reply to my post saying this suck blabla. I dont care what you like this is what I would like to have, and is suggestion for the devs, and not the start of a discussion.
Last edited by Laladyn; 03-20-2018 at 02:13 AM.
I'd appreciate an item that would negate the exp loss on death, honestly. I think it's the single worst mechanic they could have put in, but as some people seem to enjoy it I'm ok with not taking it out. I would just rather an option to not make a needlessly long grind needlessly longer.
Then the usual increase in mob XP, build upon early Eureka rather than adding things on at the end, reduce the levels you need for mounts and teleports, more solo-friendly etc.



Can we get the ability to convert more than one anemos crystal at a time? I've got a ton of these things that need to be converted and i'm going to be spending probably a good 30 minutes mashing the same button over and over again my poor controller.


That's only part of the reason.
There was a complaint from the raiding community that diadem was invalidating everything about savage raiding
There should always be a path for players who don't raid to get a similar level of gear. Raid community is a tiny portion of the overall playerbase, catering only to them is financial suicide. (and I am a raider, I just understand this fact.)


Technically speaking tomestones were to be the luck barrier to raid RNG and the path for non raiders to get gear, now they are only the non raider gear because of raid tomes beign essentially the bad luck protection
Frakly speaking diadem should've been the non needing uncapped tomestones/dungeons way to get to endgame, but the flopped it by making it requiring the absurdity of ilvl 179 invalidating 2 tier of rewards and both easy and normal diadem.
Imho I'll insist that what really killed diadem 1 and 2 is them not showing any support for it, Eureka's fate will be linked to post-launch support too, because if the only thing avaible from it will be relics by next week ppl will have all of them and they won't have anymore reason to go there.
Unless they fancy NM monsters that is and since they scaling is more or less confirmed there might be a few ppl doing but I don't know
Last edited by Remedi; 03-20-2018 at 08:16 PM.
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