

How about this, remove the dragons and give improved lights to all 35+ mobs. This resolves the travel deaths issue and massively improves the light targets. At 35+, almost the entire north side is usable. Though, I would massively boost the lights on NMs as well.I'm guessing there are a couple of ways to address the issue, though I'm not sure what is best. Placing another dragon in proximity to a couple of the single dragons might be one way to tackle the problem. Make no mistake, overcamp is a problem though. If it's working as intended, it is not efficient and needs to be called out as such. And yes, there are other things to farm, say chimera for example. Probably the second best option (unless someone knows something I don't). However, instead of a little over 30 min farming x amount of light, you'd farm 50 min for the same. It's not ideal. As you say, maybe upping the amount of light on the other mobs would boost the issue as well. But for now, dragons are really the only viable legal option for maximum light.
Kinda why I wish they would have just done bonus light windows with it rotating between mobs every 1-2 hours. So many mob camps that are just there for show cause they offer no benefits. Actually have people communicating and working together to see what has a bonus instead of fighting over 2 camps. Our options for farming light in a steady manner should never be restricted to 2 parties in a instance that allows 144 people.




I stand in awe at the number of people unwilling to simply dismiss Eureka as trash. It's always a "it's bad but I hope," or "maybe some day" when it really should be an uncompromising "directly contradicts the impetus for A Realm Reborn."
You don't "Reborn" content by bringing back designs superceded a decade past.



I stand in awe at the number of people unwilling to simply dismiss Eureka as trash. It's always a "it's bad but I hope," or "maybe some day" when it really should be an uncompromising "directly contradicts the impetus for A Realm Reborn."
You don't "Reborn" content by bringing back designs superceded a decade past.
I think the problem is that the way the game is designed only exacerbates the pitfall experienced in both versions of gameplay. we are being asked to chain grind monsters without the socializing, for a reward that is outdated with easier efforts, and a reward that doesn't do anything impressive or grant anything other than look pretty. Is it worth busting your hands for a glowy weapon that is of limited effectiveness?




"At odds with the design of the combat and socializing systems" is a longer way of saying trash. Even if the reward was second to none, it would still be trash content at odds with the combat and socializing systems in this particular game.I think the problem is that the way the game is designed only exacerbates the pitfall experienced in both versions of gameplay. we are being asked to chain grind monsters without the socializing, for a reward that is outdated with easier efforts, and a reward that doesn't do anything impressive or grant anything other than look pretty. Is it worth busting your hands for a glowy weapon that is of limited effectiveness?
This isn't even bringing in the garbage with antiquated systems that were replaced years ago for ironclad reasons to *not* do things the way they were done before.
Last edited by van_arn; 09-12-2018 at 09:46 AM.
Eureka at it's core missed the point as to what players wanted, they didn't want an extension to the relic grind aka having to level in a unique zone to reach the point to grind for relic, they wanted a challenge. Eureka's 2 stages have none of this, it's just a zerg.
When you think about it, 2.X's starting relic had it right, unique encounters, that were challenging for the time, Mantictore and hydra 8-man content but then they rolled back and made it grinding content for the sake of grinding.
Relic should feel like something that is earned and takes time but there should be some challenge to it, a challenge that makes players better. not quite Savage level but maybe closer to Extreme Primal content with other options to achieve relic. Relic only having one path of achievement also hurts, if players want to just grind grind grind away, let them have that option but then also provide an option for 4-8, 24 man groups to not only get relic quicker but to also have something they can sink their teeth into.
If SE learns anything from Eureka it should be that relic shouldn't be pure grind, there should be a challenge that goes past spend X hours doing the same thing til you get everything.
I'm genuinely surprised. I seriously thought they would make adjustments this week in preparation for 4.4 next week.
And yet here we are. 3 weeks with no changes. No adjustments. Despite all the promises that they would continue to do so.
I tried the dragon grind last night. It was awful. Not because of the issues being experienced on the NA servers with open hostility. On the JP servers everything is very courteous; if a group already has a spot it's either (a) go find another spot or (b) wait your turn. My issue was the feeble light gain. All the way to a 30 chain, it was feeble of feebleness all the way. Didn't even make half a bar.
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