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  1. #1
    Player
    PangTong's Avatar
    Join Date
    Mar 2016
    Posts
    247
    Character
    Reginald Thorne
    World
    Ultros
    Main Class
    Monk Lv 100

    Eureka feedback.

    I'm sure everything I could say has already been said, but I just feel I have to add my voice to the chorus. Eureka is awful.

    I can get behind the idea of a nice big zone filled with dangerous enemies, where the idea is to form impromptu groups and go on adventures in killing mobs and getting loot. This kind of seems like what Eureka is intended to be, but in practice it is just miserable.

    Firstly, the worst thing for me is that there is absolutely no variety at all. It is JUST trash mob grinding. There are no quests, no fates, no leves, no dailies, no hidden spawns or loot, no overarching or randomized objectives of any kind. You go in with your party, pick a group of mobs, and kill them over and over and over, for hours. Occasionally a NM pops and you all run over there and kill it because they're the only things that give decent XP, and then it's back to mob grinding. The mobs aren't challenging, or special in any way, they're genuinely just like dungeon trash. There's no special abilities or mechanics to be aware of, just the same AoE-dodging and tankbuster-defending we've all done thousands of times by now. There is a questline, but you need to level up to progress it, and the only way to level up is, you guessed it, mob grinding.

    The elemental system doesn't improve the situation at all and the magia board on the whole seems half-baked. The strategy of it is obvious. You stack all your magicite in one element, and spin the board to match the weakness of whatever you're fighting, or the defense element if you are the tank. That's it, that's the entire system. There are no mobs which force you to consider an unusual magicite loadout, or mobs which force you to spin your board on the fly as you fight them. Maybe undiscovered ones at a higher level, but certainly nothing immediately available. As is, the entire thing just seems pointless, I don't even understand why this system exists, or what it adds. You could do away with it completely, and the gameplay of Eureka would not visibly change at all.

    And thirdly is of course, the utterly, utterly absurd grind. Grinding is something that isn't uncommon in XIV, but I don't know if it's ever been done on this scale before. I'm not sure if this was done to intentionally resemble the grindy MMOs of the past, or if they genuinely think this is a fun and balanced approach to content reward schemes, but it is absolutely miserable.

    Grinding mobs aggressively, you can expect to get maybe 20-50 protean crystals per hour, depending on your luck. However, you need THOUSANDS of crystals to get a fully upgraded set of gear, translating into literally HUNDREDS of HOURS of mob grinding. Just mob grinding, of course. And then this gear is not even as strong as the gear that can be acquired with tomestones! So not only is tomestone gear easier to get, it's also more fun to get, since there are actually many various ways to get tomestones that aren't just killing trash. What's more, because Eureka is synced to ilvl 300, this gear that you spend so many hours grinding out will not even help you INSIDE EUREKA! Even the tome-grinding of the Heavensward relics was preferable to this, because at least there are many ways to get tomestones, and besides that the grind wasn't nearly half as long.

    You could potentially argue that this gear will be upgraded to be more competitive in 4.3, but that too will require even more grinding, so what is the purpose of having us suffer all this now just for mediocre gear? Even the cosmetic rewards from lockboxes are disappointing. Mostly you just get materia or worthless sparklers and prisms. The only glamours I've seen so far, are just crafter/gatherer leveling gear with the required jobs switched so battle classes can glamour it. That's pretty poor.

    It is possible that the crystal drop rates increase dramatically at higher elemental levels. But that is just as big of a grind! After you've gotten past the first few levels, you're still looking at dozens of hours of mob grinding to even get as high as level 9 or 10, let alone 20. You're probably better off not grinding mobs at all and just waiting for NMs to pop, because for some reason NMs give literally 100x more experience than mobs. It would take maybe 1-2 hours of grinding to equal the experience of a single NM that can be downed in 5-10 minutes.

    Lastly, a comment on the general state of content in the game. For some reason, the developers seem very obsessed with grinding trash mobs. Every time they "take a risk" by implementing a new form of content outside the normal dungeon/raid schema, that content ends up boiling down to mowing down easy monsters for hours. Diadem, PotD, Aquapolis/Canals. The context varies slightly, but ultimately all you are doing is grinding trash mobs over and over. It gets old FAST. I don't understand why this is. It's like the designers are afraid that anything more challenging than killing trash mobs is too hard for the players.

    Is it any wonder that so many people consider the raid and trial bosses the only "real content" in the game? Besides providing a much nicer visual spectacle, they are also actually -engaging-. You're not just standing still and banging out your rotation on easy monsters over and over. There's mechanics and special effects you have to react to and work around. The game rewards you for playing well, and punishes you for failure. It's multiple times more interesting than just killing normal mobs.

    When the event instances for Halloween and Valentine's day were released, they were very well received. People asked to see more of that kind of thing in the game. Why do you think that is? It's because these things are something actually DIFFERENT. It's not just grinding trash mobs! They're not hard at all, but the sheer novelty of the content made them unbelievably refreshing. Why can't we see this kind of thing in normal content as well? Why is it always just killing trash mobs?

    At this point I don't expect to see significant revisions to Eureka's design, but I'm hoping at the very least that the grind will be toned down, because I definitely don't see this lasting long in it's current state.
    (27)
    Last edited by PangTong; 03-14-2018 at 05:16 PM.

  2. #2
    Player
    DarthRok's Avatar
    Join Date
    Aug 2015
    Posts
    41
    Character
    Darth Rok
    World
    Zalera
    Main Class
    Gladiator Lv 80
    I was very, very disappointed today. I am not inspired to do this content in any way. I have several relics completed from ARR and HW, and today my first impresssion is this is just plain awful.

    Oh the segregation! How is this in any way good? If you don’t do this right now, I don’t see how anyone could come in later and finish this. I got to level 3 my first trip. Came back with my wife, formed a party, and got her to lvl 2 and I didn’t even get halfway to 4 after an hour of grinding that got so boring so fast. Most people are not going to do this content because it’s worse than the Diadem. This zone is so unfriendly, it feels like it will be empty in no time.

    My friends in my FC are too far ahead of me and my wife is going to be behind me, and we’re going to be stuck apart from each other. I will have to quit doing everything else in the game to get ahead in Eureka. So the idea is all the lvl 70 players are going to be separated from the rest of the players in the game and stuck in this new area? And then the lvl 70 players will be divided up again in this area? And if you’re behind, it looks pretty difficult to catch up. And it’s only going to get worse as people quit doing this content and disparity in lvls increases in those that continue and the zone becomes empty with no duty finder or party finder?

    So will the dev team please explain how this is a good idea? Am I missing something? How is this content supposed to last? I tried on the upgraded gear with Gerolt and it looks exactly the same! Again, am I missing something? I’m supposed to be motivated to grind my ass off for the characters +2 ? I don’t get it. The zone looks amazing and I want to see it all, but that’s about it right now. I hope I’m wrong.
    (12)
    Last edited by DarthRok; 03-14-2018 at 06:29 PM.

  3. #3
    Player
    FlanKitty's Avatar
    Join Date
    May 2017
    Location
    Pirate land
    Posts
    6
    Character
    Flan Kitty
    World
    Famfrit
    Main Class
    Summoner Lv 70
    Also tried it and got to lv4 on opening night. Came in the next night only to find I'm out-leveled by groups looking for 6+ people. Now I don't want to touch it ever again. If i had to describe it to someone who didn't grind diadem in HW days it would be like an area with a nice shiny weapon hanging from the ceiling but there's nothing to do except spending countless hours killing mobs and using the bodies to make a tower way up to the shiny weapon. It wouldn't be too bad fates never spawn unless are grinding select mobs, and the difficulty is fake to discourage equipping multiple jobs. The elemental revolver is cute but its also broken (can't control rotation direction with ps4 pad on pc).

    If i were to suggest improving, I would flat out increase xp and crystal drop rate by 50%, make the fates forced spawn if the conditionals aren't met by say 4 or 5 hours real time, and add exploration activity to reduce the reliance on mindless combat activity to progress.
    (8)

  4. #4
    Player
    Crostar's Avatar
    Join Date
    Mar 2017
    Posts
    8
    Character
    Adle Vaseraga
    World
    Diabolos
    Main Class
    Summoner Lv 70
    I'm just gonna type word-for-word what I said someone else's video

    I really wish they emphasized exploration more than chain grinding in this content. In my opinion the map looks cool as hell and it's pretty different from other lands we've seen in the game so far, it'd be a waste if it was just all watered down to "Kill a bunch of things". Also there's too many cases in the game right now where much of the map is unused or unexplored because the content doesn't really require you do anything with it. For Eureka, it would've been perfect for the game to have us traverse through the land and discover things since it is (sort of) an area nobody has mapped out yet. I don't know if anybody else feels this way though.

    That being said, I really wanted to like Eureka. But now it's just so hard to do that when it's just a game of "beat things up and maybe get a crystal from it."
    (5)

  5. #5
    Player
    ColorOfSakura's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    391
    Character
    Aerik Tirel
    World
    Mateus
    Main Class
    White Mage Lv 100
    I don't mind grind-focused content but honest to god, what baffles me is the fact that this was delayed by 6+ months. It's basically like the Diadem again with some fixes and an elemental affinity system added in.

    I don't understand how they keep missing the mark on this specific type of content. There's nothing wrong with doing open-world style mob chain killing, but you also have to make it feel somewhat rewarding, interesting, or varied. Honestly, Diadem 2.0 was a move in the right direction for Diadem, but it still had the same overly difficult to kill monsters, and then forced you to do FATEs to fill your objective meter. That's not what people wanted when they said they wanted more defined objectives in Diadem.

    When people say they want XI-style content in the game, they want the parts that were interesting mechanics-wise and allowed for a sense of danger and exploration. There's nothing bad about putting these into the game. In fact, that's the best part of Eureka - the zone *feels* dangerous and you have to be careful. What isn't fun about Eureka is that it is a tedious, boring mob-grind with no variation outside of spinning a silly wheel to change Elemental Affinity. There's not enough in the way of rewards and the content yet again focuses on spawning Notorious Monsters, just like Diadem 1.0 did. Its all people are going in and basically doing - trying to grind out NMs in order to level quickly. The only rewards you get outside of the Protean Crystals are from NMs as well. There's no way to find buried lockboxes or objectives to accomplish in exploration or places to go and complete specific tasks.

    It has the potential to be fun - its there. But I'm getting so exhausted with it feeling like the development team either doesn't know what they want or how to implement content outside their normal structure, or that they don't care to or don't *want* to.

    Reskinning the Diadem in a new zone and slapping a different system onto it isn't a way to make us like the Diadem.

    You guys promised the playerbase that this content would not be the Diadem. But it is. I see very little different about it.

    Innovate. Make things fun. Actually look into switching things up or finding a way to provide fresh content that isn't the same five things we keep seeing over and over again. We know you can do it - you did it with Palace of the Dead and Aquapolis/Lost Canals. But honest to God - find SOMETHING that isn't just "kill difficult to kill enemies for an RNG-based non-guaranteed reward." And if nothing else - dip back into things that are not used in game much or at all: Use Leves again - make them useful for battle classes. Reintroduce Behests. Re-add Chocobo Caravans. Put Hamlet Defense back in. Eureka is a place where all of that content can actually be useful and *fun*. The FATE system is nice, but think away from it for once. You had GREAT ideas that you added in 1.X in order to make the game fun or different. You can still use those - go back to them.
    (14)
    Last edited by ColorOfSakura; 03-15-2018 at 08:37 AM.

  6. #6
    Player
    Acidblood's Avatar
    Join Date
    Jun 2016
    Posts
    359
    Character
    Sylvaria Molkot
    World
    Behemoth
    Main Class
    Black Mage Lv 80
    While I've had some fun in Eureka, I can't see myself doing it much, because simply put, it's just not worth it... i.e. beyond seeing the map there is nothing to explore. Where are the hidden treasures? Where are the uncommon spawns (that can be killed solo / by a small group and give decent rewards)? Where are the interesting buffs to change things up? Where are the quests to give you interesting objectives (and a decent rate of progress for those without endless time)? Where are the random caves with something special at the end? etc.

    Also, (what looks to be) hundreds of hours of grinding for i350 gear, really? This is a joke, right? You got the tooltips wrong? If it was i365 or better than maybe, but for i350 (and better!) it is infinitely easier (and probably faster) to simply do raids, trials, and cap tomestones. (And no this is not comparable to previous relics, as those grinds were, at the very least, mindlessly easy; i.e. something you could do when you didn’t feel like doing anything).

    On the plus side, (unlike Diadem) I would say that they at least got the basics right (mainly: can enter and do at least something with any size party), so there is hope, but yeah, Eureka needs a lot of improvement to turn it into something I'd actually want to do beyond the initial ‘new content’ motivation.
    (5)

  7. #7
    Player
    Kytrin's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    648
    Character
    K'rina Sato
    World
    Jenova
    Main Class
    Samurai Lv 100
    I have to admit I'm fairly let down by Eureka as well. I was REALLY hoping it would be something completely different than it is. I was hoping for time with my chocobo roaming the wilds, and yes killing monsters, but also discovering temples or caves where I had to not just kill but solve puzzles to make to the end for my gold chest. Like a good old fashioned tomb raider. I was hoping for a place I could work on leveling my alt jobs from 60-70 in an engaging way. I was hoping for mini-games akin to the darkmoon fair in WoW where you could play for glamour, furnishings, and even items towards your relics.

    Basically, I was hoping for a lot more than we got. I want to like Eureka, I really do, but this is insane. How in the world did this take an extra 6 months to produce? Are you planning to slowly add features or something? I don't understand, and I'm really sad it's like this.
    (3)

  8. #8
    Player
    TaiyoShikasu's Avatar
    Join Date
    Dec 2017
    Posts
    454
    Character
    Taiyo Shikasu
    World
    Behemoth
    Main Class
    Bard Lv 80
    I don't know why they advertise it as something that can be done solo unless it can and just requires a specific job in which case is also bad design. Go in as a summoner and the tank pet is barely an obstacle for at level or even below level mobs to rip through to get to you and that's with the proper magicite alignment. And don't use Bahamut or you'll die either because mobs hit like a truck or Akh Morn will aggro another mob that's six inches away and you'll die.

    As a concept, Eureka is pretty neat, but in execution it's like literally any free to play MMO where your only objective is grind mobs for a small chance at loot.
    (5)

  9. #9
    Player
    nekohime1138's Avatar
    Join Date
    May 2015
    Posts
    17
    Character
    Nekohime Tsukino
    World
    Brynhildr
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by FlanKitty View Post
    The elemental revolver is cute but its also broken (can't control rotation direction with ps4 pad on pc).
    On PC with a PS4 controller X rotates in one direction, Square rotates it the other. The UI tells you this when you select it.
    (0)

  10. #10
    Player
    Squintina's Avatar
    Join Date
    Oct 2014
    Posts
    1,054
    Character
    Squintina Nightgard
    World
    Faerie
    Main Class
    Scholar Lv 100
    Quote Originally Posted by nekohime1138 View Post
    On PC with a PS4 controller X rotates in one direction, Square rotates it the other. The UI tells you this when you select it.
    Probably couldn't tell because a PC player using a controller might still have the mouse-layout (which shows left/right click, not buttons).

    I had to tell it to switch to console layout to figure it out (and then I switched back because I don't want them gigantic menus when I click for my menu, and using Mouse layout allows us to have both cross hotbars and hotbars displayed together)
    (0)
    Squintina's Comprehensive Controller Guide:
    akhmorning.com/resources/controller-guide/

    Rival Wings Revival Discord:
    discord.gg/pvprevival

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