Your reasoning is flawed because by making your statement you assume that eureka failed because it was an innovation. No, Eureka failed because it was a poorly designed piece of content, just as Diadem used to be.Eureka is exactly what you're saying what the game needs, yet you say it's one of the reasons the game feels stale and going in cycles. Eureka is something different and refreshing, it's the developers exploring new kind of content. The elemental resistances, the death penalty and the mob chains are all a new twist to the game. It's not the best type of content for everyone but it's a new twist on the game that tries to take it to a new direction
Well, it did fail by a significant margin. Hardly nobody partake in pagos currently. http://forum.square-enix.com/ffxiv/t...o-one-in-Pagos
But you're free to believe it's quality content. I envy your low quality standards, with those it must be easy not to be disapointed.
Last edited by Stanelis; 09-21-2018 at 09:24 PM.
That's your proof ? A topic by someone complaining that Pagos is empty on a major patch week ?Well, it did fail by a significant margin. Hardly nobody partake in pagos currently. http://forum.square-enix.com/ffxiv/t...o-one-in-Pagos
Sure, it's just so much better to reuse the marvelous concept of "straigth line with 3 circle rooms for bosses" and "why put effort into dungeons since people always end up running the roulette because there's nothing to do besides tome farming" for each patch since 2013.
If you didn't see the endless amount of topics discussing eureka/pagos/diadem then I cannot do anything for you. And to be honest I don't really need proofs regarding the overall reception of diadem/eureka/pagos.That's your proof ? A topic by someone complaining that Pagos is empty on a major patch week ?
Sure, it's just so much better to reuse the marvelous concept of "straigth line with 3 circle rooms for bosses" and "why put effort into dungeons since people always end up running the roulette because there's nothing to do besides tome farming" for each patch since 2013.
Also, I was amongst the first one during ARR to discuss the linear dungeons. But that doesn't mean any content that isn't designed that way is good.
Still the same problem. Those "endless amount of topics discussing Eureka" cover an extremely small part of the playerbase, so they're hardly significant to decide wether a content is a success or not. And those topics are already fairly hot between those who don't like and those who do.
And on top of that, there's also the goal set for Eureka. It the devs intended that only 20% people would be interested in Eureka, then 30% participation is a great success. If they expected 50%, then 30% is a failure.
For me, it certainly felt more fresh, even with its flaws. The worse part is that even a dungeon supposed to be set in a whole region like The Burn was in the end only a straight line. It could have been a good opportunity to create a more opened dungeon, with non linear objectives like exploring several spots in any order and killing bosses there before the final confrontation.
They also died because more and more players decided that anything not spoonfed is archaic and frustrating.
Last edited by Reynhart; 09-21-2018 at 11:28 PM.
More like people weeks to spend doing one thing forever for hardly any reward. Times have changed we aren't in middle and high school anymore with all the time in the world.
Don't forget that only people who have been logged in during the last 15 days can post on official forums, so there should be a positive bias toward the game on the forums. Yet that wasn't the case for diadem/eureka/pagos. That by itself should tell you a lot of things.Still the same problem. Those "endless amount of topics discussing Eureka" cover an extremely small part of the playerbase, so they're hardly significant to decide wether a content is a success or not. And those topics are already fairly hot between those who don't like and those who do.
Sure but we ve been asking that since 2013 and SE never provided these sort of dungeons.But that doesn't mean any content that isn't designed that way is good.
For me, it certainly felt more fresh, even with its flaws. The worse part is that even a dungeon supposed to be set in a whole region like The Burn was in the end only a straight line. It could have been a good opportunity to create a more opened dungeon, with non linear objectives like exploring several spots in any order and killing bosses there before the final confrontation
There are no rules stating that playing MMORPG should feel like a chore. In FFXIV there is so little content pertaining to any ilvl that you have to repeat so many times, that the game quicklys feels stale and boring.Seriously, if you don't even have time to cap your tomestone each week by simply doing one roulette each day...why do you even play and MMO ?
The issue is more that back in 2004 wow used to be the less nerdy MMORPG out there and not every game actually tried to make you grind for 1000 of hours to keep you playing to sell you microtransactions, as most games do today. Currently a lot of games are played online, with a decent amount of microtransactions and all sort of grinds. It is mathematically impossible to invest as many time in a single game as it used to be possible back in the day, for someone not aiming to play only one game.
Last edited by Stanelis; 09-22-2018 at 06:08 AM.
Eureka is hardly new and inventive content. For the most part it is a rebranded Diadem without the advantages Diadem had to break up the monotony by being able to do something besides kill mobs. SE even managed to exploit the unseen AoE and invisible targets through the game'sSure, it's just so much better to reuse the marvelous concept of "straigth line with 3 circle rooms for bosses" and "why put effort into dungeons since people always end up running the roulette because there's nothing to do besides tome farming" for each patch since 2013.garbagewonderful object culling algorithm.
For me, it was more engaging than doing roulettes after roulettes, like I do for 5 years, especially that other main way of gearing already ask you to do that. There's no point in having multiple gear that you can "buy" with same currency.
But again, it has its flaws and could surely be improved.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.