"It's not the content that is awful, it's the players playing it wrong." - Yoshida on the next live letter
"It's not the content that is awful, it's the players playing it wrong." - Yoshida on the next live letter


One thing I noticed in the last few days is how this system fragmented the player base:
- The NM train is nefted, so this leads to people have to chain grind for lvl. Now this can be argued it's the way meant to be played, but there are a couple issues with this.
+ You want to kill the highest lvl of mob your lvl allowed, and right now it's 5lvl above (for tank) and 6lvl above (for DPS) for optimum return. The exp gain killing just one lvl higher mobs is too significant for such a long grind to be ignored.
+ And to keep up the chain, you need everyone to be just within 1lvl below or above. I.e 24-25, 29-30 ...etc... more and it's not worth it for the higher level, and less means you're dragging the party down.
So this system is even more restrictive, harsher than the old open world FATE system in ARR. At least with the old NM train, people are more tolerated toward level difference, hell I even saw people trying to accommodate lowbie to get them up to speed. But Pagos system now only encourage people to be as ruthless as possible. Can't blame the players, the system specifically make you play like that.
https://imgur.com/a/YzL8N1k
For example, right now there are 8 different group for different level range all unfilled. (One is mine, and we're been there for 30min).
Last edited by Raven2014; 08-12-2018 at 03:15 AM.


you know ... the more I keep hearing people saying Eureka is like FFXI, it kinda makes me glad I was playing WoW/GW2 during that time and missed the boat.
People who say Eureka is like FFXI have never actually played FFXI.
FFXI actually had a point to grinding mobs, you leveled and got new gear and abilities to use. Chaining mobs was infinitely more engaging because mobs weren't just HP sponges and had abilities you had to watch out for. Combat was also slower paced so you weren't killing your hand to play, and that slower pace also meant you had time to talk strategy during the fight or just socialize.
Last edited by Kaonis; 08-12-2018 at 04:48 AM.


Dude no joke, I just had someone today told the party to "stop chatting" while we were grinding. And we weren't really chatting, we were just arranging pull for maximum up time.
Indeed, plus the mechanics on how they aggro'd you made for some interesting pull strategies. Like how the undead's aggro range was bigger the lower HP you had, which I saw some groups use to their advantage to get large groups of mobs to take care of.People who say Eureka is like FFXI have never actually played FFXI.
FFXI actually had a point to grinding mobs, you leveled and got new gear and abilities to use. Chaining mobs was infinitely more engaging because mobs weren't just HP sponges and had abilities you had to watch out for. Combat was also slower paced so you weren't killing your hand to play, and that slower pace also meant you had time to talk strategy during the fight or just socialize.
Last edited by RyuDragnier; 08-12-2018 at 06:29 AM.




I don't like when people compare Eureka to XI. They really don't feel the same to me. There are similarities in how dangerous the world feels, but that's where things end.
Yes, XI had grinding, but it was a lot more laid back than how it's presented in Eureka. XIV's combat system is much more involved and requires you to be pressing buttons all the time for maximum contribution, whereas XI only had you using abilities and hitting macros at a much decreased rate compared to XIV.
Beyond that, XI's worlds felt much more alive. There were always far more things to actually see and do in the areas. Eureka is very pretty, but that's simply the aesthetic- aside from killing monsters, there's nothing to actually do in the place. There are no quests aside from the mandatory fetch quests Krile gives, there's nothing of substance.
If I had to compare Eureka to anything from XI, it would be like Abyssea, but again, Abyssea was more engaging. Abyssea had tons of quests found at each of the zone's base camps where you could get a myriad of rewards. Monsters actually dropped stuff in Abyssea. Sometimes you'd have NMs like an Amphiptere that would randomly encircle the zone and decide to land on unsuspecting players, so that added an interesting element of surprise and caution. That may sound annoying (and it was), but it added a sense of adventure that Eureka doesn't have. And ultimately, if you died, the penalty was much lower than how it's presented in XIV. The rewards outweighed the risk, which is something that doesn't match here.
As Eureka exists right now, it's a half-realized thought. Despite the fact they had additional time to perfect it before its release, the zones feel devoid of life and do not live up to their full potential. They could have been so much more.
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