I am farily certain their Eureka image was: Groups gather in grind parties and slowly level, giving people something to do till the next patch hits.After 2.0 Northern Thanalan FATEs, specialty FATES like Odin and Ixion spanning 2.0 to 4.0, S rank hunts, and Diadem, they clearly could not have expected players to zerg rush or even anticipate DoT / model display issues with so many years of relevant experience with the problem. Clearly.
What they didn't anticipate is the NM train. Henche the game being absolutely not prepared for that.
Then they're incompetent. It's that simple. NMs give overwhelmingly more return on time invested, and players can directly influence spawning them. If they don't know that players are good optimizers and will always optimize for return on time invested, then they haven't been paying attention to what players have done in the past at all.
Much like how the combat design encourages healer DPS, Eureka's design encourages the NM train. If they didn't intend that, then it's on them.
Quote of the day, right there. The issue STILL happens with Ixion to this day on my server. There is no possible way they can't know about it, and they designed content that encourages it to happen by making the most valuable thing to do clumping up on a single mob, along with putting more people in the instance than the server can handle when they group up.After 2.0 Northern Thanalan FATEs, specialty FATES like Odin and Ixion spanning 2.0 to 4.0, S rank hunts, and Diadem, they clearly could not have expected players to zerg rush or even anticipate DoT / model display issues with so many years of relevant experience with the problem. Clearly.
I mean, who decided it was okay to release in this state with known problems like this?
Last edited by Tridus; 03-18-2018 at 08:13 PM.
Funny enough, when hunts were first released on 2.0, we had this exact same issue with culling mobs before unpartied players. They eventually implemented a fix on that, but that just makes it even more astounding that they let this slide again in a instanced content that packs so many players. That and the debuff limit (and enmity list) makes it utter hell for classes like MCH to generate heat or apply wildfire. They've designed content that does not take into mind the limitations they have in place (debuff limit specifically), or outright forgot the problems that similiar content has already caused (model culling)Then they're incompetent. It's that simple. NMs give overwhelmingly more return on time invested, and players can directly influence spawning them. If they don't know that players are good optimizers and will always optimize for return on time invested, then they haven't been paying attention to what players have done in the past at all.
Much like how the combat design encourages healer DPS, Eureka's design encourages the NM train. If they didn't intend that, then it's on them.
Quote of the day, right there. The issue STILL happens with Ixion to this day on my server. There is no possible way they can't know about it, and they designed content that encourages it to happen by making the most valuable thing to do clumping up on a single mob, along with putting more people in the instance than the server can handle when they group up.
I mean, who decided it was okay to release in this state with known problems like this?
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Yeah. It sucks as a healer because my party also vanishes and I can't do my job effectively, just resorting to the "cast AoE healing and pray to the server gods" method. It sucks as a class like MCH because it breaks how the class plays.Funny enough, when hunts were first released on 2.0, we had this exact same issue with culling mobs before unpartied players. They eventually implemented a fix on that, but that just makes it even more astounding that they let this slide again in a instanced content that packs so many players. That and the debuff limit (and enmity list) makes it utter hell for classes like MCH to generate heat or apply wildfire. They've designed content that does not take into mind the limitations they have in place (debuff limit specifically), or outright forgot the problems that similiar content has already caused (model culling)
I mean, they should know what their own server limits are. They can see them in production today. Set the zone limit low enough that this can't happen and you solve a major problem by tweaking a configuration variable. For something that was so delayed, there's no excuse for this problem to exist.
This brought a possible temp solution in mind, though I still rather have a party lvl sync. What if they split instances by lvls temporarily due to so many ppl playing it, 72 players in instance and the option to join Elemental Level 1-10 or 10-20? Idk, just a thought. Likely too much recoding and adjustments though.I mean, they should know what their own server limits are. They can see them in production today. Set the zone limit low enough that this can't happen and you solve a major problem by tweaking a configuration variable. For something that was so delayed, there's no excuse for this problem to exist.
A 72 person sized instance would eliminate most of the technical issues. IIRC that's the largest sized PvP instance where everyone can be grouped up and it's not really a problem there. You'd probably still have too many DoTs, but the mobs and your party wouldn't vanish. That should be easily doable, because the zone cap should be a configuration variable if it was designed correctly. Frankly, I don't know why this wasn't done prior to launch.This brought a possible temp solution in mind, though I still rather have a party lvl sync. What if they split instances by lvls temporarily due to so many ppl playing it, 72 players in instance and the option to join Elemental Level 1-10 or 10-20? Idk, just a thought. Likely too much recoding and adjustments though.
Adding a 1-10 and 11-20 queues would be more work, but would also help low level people get into instances where they're not the only ones not high level. That's becoming a problem.
Survivor of Housing Savage 2018.
Discord: Tridus#2642
If they did not want it to be people killing all the NMs then why did they give them so much exp and loot and make it possible to spawn them by just killing a certain amount of monsters? They could have simply made the NM spawn at a certain time or give it way more different ways to spawn. So its kinda their own fault when they put so much behind it and do nothing to prevent such a zerg.
At the same time I kinda wonder if people would still even do it if it was so slow.
About topic: It was really annoying to be in an instance that was constantly lagging and DC symbols on everyone nearly all the time. Killing stuff was horrible and I even got a DC right when a NM died so I got nothing..Its utterly frustating on top of being boring. Not a good combination.
Last edited by Alleo; 03-19-2018 at 08:08 PM.
Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.
Even if they changed the spawning technique players would still mass together to kill the NM as it is the most efficient way to play. Ixion and Odin are examples of this.If they did not want it to be people killing all the NMs then why did they give them so much exp and loot and make it possible to spawn them by just killing a certain amount of monsters? They could have simply made the NM spawn at a certain time or give it way more different ways to spawn. So its kinda their own fault when they put so much behind it and do nothing to prevent such a zerg.
There is no excuse for SE not anticipating the NM train as players have exhibited this type of behavior time and again. With limited and timed resources players are always bound to massively group to play.
If they were anticipating this I see no reason for the Eureka instance player limit being that high. The game takes a massive nosedive, no matter how good your hardware is if there are too many things happening on screen. The object culling and inability to read boss tells, something that is apperantly emphasised in Eureka as opposed to floor indicators, make this an absolutely horrid experience.
In other words: I doubt they have enough of an QA team to scale these things the same way they scale in the live environment. If you only have 24 people QA testing in Eureka you get a very different experience.
Last edited by Gun-Cat; 03-19-2018 at 10:43 PM.
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