Because contrary to nostalgic belief, there really wasn't anything engaging beyond that in FFXI. It all had a base system with a fresh coat of paint.
Dynamis - Pull some mobs and kill them for random drops and currency, until you get to a "NM"
Besieged - Pull a mob off to the side and kill it.
Campaign - Pull a mob off to the side and kill it.
Sky - Pull mobs and farm them until a NM spawns. Kill NM for KI and spawn another NM.
Land Kings - Wait around and hope you don't get beaten by a claim bot. Farm mobs if you get bored.
Overworld NMs - Wait, or sometimes sit around and farm the local mobs until it spawns.
Sea - Farm mobs until you get items. Spawn other mobs to get items.
Limbus - Farm mobs until you get items.
Skirmish - Kill mobs until you reach objectives.
Delve - Kill mobs until you reach the NM.
Salvage - Farm mobs until something happens.
Nyzul - Farm mobs and sometimes light lamps until you reach NM.
Exp. Parties - Pull mobs and kill them for experience.
Abyssea - Farm mobs.
WoE - Farm mobs until you get the NM.
FoV/RoE - Farm mobs (usually).
Promyvions - Sneak around, or kill mobs, until you reach a gate where you kill mobs to go up to another floor where you kill mobs. Repeat until you reach the NM.
Overworld Areas - Sneak around, or kill mobs until you get where you're going.
Yes, it looks simplistic when you reduce it all down to that. Not saying it was bad. Some things had a different nuance to make them fresh at the time. It just wasn't the super awesome dynamic content people are remembering. It was just different from FFXIV. It was built differently, and meant to be played differently. I personally had more time back then, so I didn't mind the slow nature of FFXI as much. I had more patience to sit and wait for a monster to turn around before running past it.
And that's the issue here. FFXI was/is a slow game. That is the fatal flaw with Eureka. FFXIV is not built to be played slow. Grinding out mobs on FFXI was mostly letting your job auto-attack and build up TP; sometimes throwing out a debuff/buff. Grinding on FFXIV, however, will eventually give you carpal tunnel syndrome. Just reaching chain 30 a couple of times made my fingers hurt. You can hardly even chat in a smaller group, or you risk losing your chain. Even on FFXI you could talk between pulls.
The NMs in Eureka are seizure-inducing zerg fests. With absolutely no filters on the massive amount of flashing lights. For whatever reason, none of the filters for other people seem to work in there. You can't even see the NM you are fighting, because it is always covered in white light.
Large party groups are migraine-inducing zerg fests, that sometimes camp right next to you, and jack your kills. In FFXI, nobody could even touch your claimed mob, unless you called for help.
The aggro system is completely random. Sometimes you can run around a mob in circles and it completely ignores you. Yet if you stand still and do nothing they immediately aggro you. Sometimes Ninja's Hide works, and sometimes it doesn't (with the same mob.) It's very hard to determine what typical mob behavior is going to be. Even FFXI had some ground rules for that.
So when people say Eureka is like FFXI, they are both right and wrong at the same time. The base systems are like FFXI; you sneak around dangerous mobs, get to a camp and grind, and the quests give you vague hints. However, the entirety of Eureka feels like FFXIV trying hard to be like FFXI, and failing. It simply doesn't work. After two days, I'm already tired of trying to figure it out, let alone grind it all out.
I also have concerns about what happens when everyone is level 20 and ends up camping in the same spots. That's going to be a whole lot of fun.



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