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  1. #1
    Player
    Vstarstruck's Avatar
    Join Date
    Dec 2017
    Posts
    1,128
    Character
    Beastmistress Milk
    World
    Balmung
    Main Class
    Black Mage Lv 60

    After 2 hotfixes lets give a compiled list of improvements to eureka

    I will like to start off with this, if you like it, great, if you dislike it, great. You have a right to feel the way you do. This thread is not for that.

    First, the biggest requests I believe people are asking for:

    Level sync:
    This by far is the biggest one, even before the lockbox adjustments. When you read posts about how hard it is for friends with a big level gap to play with each other, well this is the fix to it. In FFXI there was a function in the open world where you gather 6 people, level sync to someone, so everyone can level together.

    Search functions/interface
    This also includes letting friends join you from the outside the instance so they can join up with you. It would be nice to have better functionality of friends from different servers to be able join up in eureka. Look into how WoW does CRZ (cross realm zones) It just feels like the game is running on older tech/coding that makes it hard for some reason for FFXIV to have the same functionality WoW does when it comes to forming parties.

    Daily/ weekly quests:

    This is to help people that they do not have to do so much in one sitting.

    More social options that work inside instanced zones and eureka:
    right click blacklist, right click report, NN kicking/blacklist/ LS/FC lists, etc, I really like to see more social options in general for eureka and other instances.

    Add gather/crafting content:
    Implement a system that allows DoL/DoH to contribute to the "ecosystem/environment" of Eureka. Get various DoH jobs to build specifix things like fortifications or tents (they're not permanent on the field). Have DoL gather supplies for the DoH people or special "coatings/ammunition" for DoW/DoM. Have rewards set on a weekly basis and incremental in regards to how much you get done with the three overall disciplines. To go along with this, Workshops can be added into Eureka that DoH had to go with the help of other players or warping back after clearing to gain access to unique crafts, while DoH gets access to unique nodes where the materials lead to higher upgrades for forts and what not while also being used for minions and such for the outside world. Also one can request these be materials to let one change colors of the glows for the relic weapons.

    -- sub idea for gathering:
    -----If they don't want us to gather on the surface, then give us underwater zones (which could serve as shortcut too).
    -----Add something dangerous as water flow which eject you (if you go inside) on the surface with impossibility to go back by this point.
    -----For integrating DoL, we could have like guildhests where you assemble a group of DoW/DoM and DoL, and the objective is to have the DoW/DoM clear out the mobs guarding the nodes so DoL can harvest.

    ---Add relic like tools for DoL and DoH classes since nether has really gotten anything like that. It would tie them into the content and give both something to work towards. Maybe even do a set of gear for them too. (note af gear/tools from scripts isn't the same)

    Level requirements for travel
    Aetherite attunement and mount riding are set too high. For me I would abolish a level requirement for attunement and mount riding bei n the area of 5-10, there is really no point in making the requirements so high in the content in its current state.
    [Should be noted some are in disagreement on this, my note that I hope community managers see/ dev team is if you expect people to feel "danger" you did not do a good enough job when your putting 144 people in a small area. I never felt "danger" in Eureka.]

    Lockboxes: > change to currency: (Got a second from a post with 4 likes, so moving it up here)
    You simply get too many, it is too hard to hand in all these lockboxes and keep getting different unique items. Our small inventory can't handle 1600 lockboxes. I really wish you just make these a currency and let people buy w/e items you allow them to have. (even if "rare" stuff like mount =1000 lockboxes, I do not care, it is too much inventory bloat with how things are done currently.)

    More rewards added for exploring.
    1) Buried treasure - Not like the Diadem where coffers are placed at exactly the same spot in every instance and don't respawn (someone will have a map up in hours and enterprising players will just go round cleaning each instance out). Either chests that spawn randomly and at random locations or simply copy WoW's Timeless Isle and make the treasures more numerous but with much smaller rewards, e.g. one lockbox, one crystal, a buff that lasts for 30 mins etc. That way it wouldn't be worth mapping all the locations but they'd still be fun to find.

    Have crystal exchange and weapon upgrades be available outside of Eureka.
    There's no reason why I should go in there and take up a spot in an instance if all I'm going to be doing is clicking Gerolt for 15 minutes. Put Drake, his assistant, in Kugane next to the lockbox opener and have him say something like "Master Gerolt will be pleased with this! I'll have it shipped to him immediately!" to get around the fact Gerolt is still on Eureka and he's the one making the upgrades.

    Might be more personal to me, I am not sure if people share these:

    With the daily and weekly quests, some may feel it would be enough to add, but for me I would like to see more content in this place in general. (story and battle content, i/e more then just doing fate trains)

    For story, take a look at HW relic it made you feel like you where making something important, raising this spirit along with you, it was very touching to me. I liked how you got the spirit as a minion on top of things, like a reminder what you did. The spirit even would "combine" with your weapon to explain the final glows.

    Aggro suggestions (added challenge):
    make some mobs attack based on sound to give a sort of gate to areas to allow a true open world dungeon to be made. It looks like they tried this in certain high lvl zones but it wasn't implemented well. Also maybe handle aggro ranges better (I/e lower level players have increased aggro attraction range then higher level players do)

    Making the area feel more interactive:
    Extreme weathers (noted might get that in future areas.)
    For example, a weather that behaves like Quicklevin (Ixion) where random AOE thunderbolts strikes all over the map (only outside?) or a Blizzard where everyone in eureka takes constant damage due to the cold. (just enough to be annoying but not to the degree where it kills everyone) I would also like some of these to be randomly replacing other weathers so people can't just look at the Skywatcher to predict them.

    The hotfix for the exchange .. I am glad you did that. I would not got any relic without it. I got level 20 with my SO then quit the place because the 1 to 1 exchanges be too hard our hands. (and no time to deal with it) The 50 is good enough but.. I would not mind a 100 option.

    The exp changes:
    not enough, I do not think that really attracted new people to it. I think the level sync and better search options would went a lot further to address that.

    I'll be editing this with other good ideas people may have, hence the title "compiled list of improvements"
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    Last edited by Vstarstruck; 04-06-2018 at 06:23 AM.