Quote Originally Posted by Ayer2015 View Post
To me it just seems like the attractions are being added at the detriment to the core game.
From a purely technical point of view, there is no detriment in compartmentalized gameplay, eg the theme park.

It's when that stretches into horizontal progression (eg "I'm done with MSQ, time to grind Eureka for another month per job") you might wonder why Eureka's low level monsters have a quarter million HP that you have to shave off 5k at a time, and deliver almost no experience. Like how is that even a remotely fair use of a players time. Compared to PotD where the monsters can be flattened in 2-3 hits. Which feels more fun?

I, simply do not enjoy how Eureka feels because relative to the rest of the game, it feels like this was designed as an abusive time-sink. Just like every relic weapon. Going by patterns established with the relic weapon quests, these are also going to be quickly obsolete by the 5.0, So just wait till 5.0 comes out when it becomes glamour fodder. At least "light" grind's have a point, that if you're doing roulettes for that level you should gradually get it. However the prerequisite steps to get there often involve large time sinks or gil sinks, and unless you got the materials when it was new, those materials are likely things you'll be farming, not buying off the marketboard, thus even more time sinks.

Like if anything is a detriment to the game, it's creating separate "savage" tiers of content at all that only 1-3% of the players play and unwilling to help others learn it. There needs to be some better incentive to get players to help, and not by making players pay for unsync clears. Like maybe don't even unlock the "expert/savage/ultimate" tier until 10-20% of the subscribed players sync-lock clear the previous tier.