Let's get something straight right off the bat; Eureka in general isn't fun for the majority of players. You can go to pretty much any FF14 community forum (here, Reddit, etc.) or even go in game and talk to people and the answer to the question "Do you like Eureka?" will be met with a resounding "No." 80% of the time. I'm not going to pile on the devs for making Eureka because I genuinely don't believe that they intentionally made something that they knew wasn't going to be well recieved. This is just a misstep, albeit a pretty big one, and it should flag them that maybe they are out of touch with what the players are expecting from this game nowadays. But that's a whole other thread. For now, because I understand that completely rewriting Pagos is unrealistic, let's focus on how to improve Pagos using the current design.
1) NM Spawns rates need an increase.
Let's get this out of the way right up front. The only reason Anemos really worked as content is because people found enjoyment in running around as a giant group of players killing monsters and spawning bosses to kill. Regardless of whether or not that was the "correct" way to do it, that's what the players came up with to make the content fun and engaging for them, and basically removing that style of play from Pagos is the primary reason why the majority of players are not happy. Anemos should have taught SE that running around and spawning giant bosses that have actual interesting mechanics to kill should be the primary feature of the content, so the number one fix for Pagos should be to increase the NM spawn rates back to Anemos levels, or even higher. Chain groups can still do their mob grinding and it'll probably be faster, but this gives the majority of players who hate that style of gameplay but still want their shiny purple weapon an avenue in which to advance in Pagos toward that goal. Will there be players who AFK with the "train"? Yes. But there's already players doing that by standing at the spawn point waiting for NMs to pop. There's not going to be a way to combat that beyond removing NM spawns altogether and that's a terrible idea.
2) The Elemental Conflict FATEs need to give Exp.
The major reason that no one wants to do the bunny FATEs is because even if all 144 players in a Pagos instance got together and destroyed it, only a few players would actually reap any rewards from it. That's just not good design. No one wants do something if they feel like their time is going to be wasted and they don't want to rely on what is effective a dice roll to figure out if they got something for their time. Players need to be incentivized to come together and do these fates by giving them all some kind of reward for participating in it. I'm not saying you need to drop bunnies on all of them but giving even a small amount of Exp will rally a larger portion of the players into doing it whenever it's up because it, at the very least, will advance their progression with the bunny being an extra reward.
3) Monster HP and Damage needs to be nerfed, OR chain bonus timers need to be increased.
Players have pretty much figured out that the "efficient" way to level in Pagos is to sit in a group of 8 and pull mobs 5-6 levels higher than you for chain bonuses. I don't neccessarily have an issue with that if that's what players want to do, and if SE wants to make that the fastest way to level, that's fine. I won't do it, but I understand there are players who enjoy that kind of gameplay and if they want to make that viable, so be it. But the problem with this is that because mobs at those levels are so tanky and the chain bonus timer is so quick at higher chains, players are literally being forced to constantly press buttons for hours at a time lest they want to lose their chain bonus. This worked in FF11 (which is what Eureka is paying homage to) because combat was slower and there was time in between pulls for players to take breaks. But FF14's combat is much too fast for this to be viable and people are quite literally hurting themselves playing this way because of the design. So I am suggesting that either the chain bonus timer be extended to allow players to take short breaks in between mobs to avoid wrist fatigue or the mob HP/damage scaling be reduced to alleviate the need to constantly be pressing buttons. This might seem kind of a silly reason for it, but spend 3 straight hours typing up a paper for school or a report for work and let me know how your wrists and hands feel after that. It's no joke, and playing a video game shouldn't be causing people physical pain.
4) Experience gains across the board should be increased.
For those unaware, the amount of experience you need to go from 33 to 34 is roughly 4 million experience, and from 34 to 35 it's roughly 6 million experience. To give you a sample of NM experience at those levels, Louhi, the big boss NM of Pagos, gives roughly 250k experience at 34 (according to my insane friend who facegrinded through Pagos this week). To go from 33 to 35 just killing Louhi when it spawns requires 40 gold kills. Even chain grinding at those levels feels bad because you barely notice your experience bar moving, and it makes you feel like your wasting your time. That's not particularily great, so I think a bump in overall Exp gains need to happen as well.
Those are my suggestions on how to "fix" Pagos without redesigning the whole thing. The reward structure and requirements are, in my opinion, perfectly fine and the above fixes would do a lot to increase the acquisition rate of those requirements. I know people are complaining that the relic will be obsolete in a few weeks but honestly even raid weapons are obsolete once you get them as they have no real purpose other than to look cool. They don't give you access to a new raid tier or anything better once you have them, you just get to kill the current raid faster and that's it, so I don't really get the "obsolete" complaint. Once again, I don't think the devs intentionally made "bad" content. I think they thought players would like this. But unfortunately, that also shows they are a bit out of touch with what we expect. We don't expect to be handed rewards for free. We DO expect the path to those reward to be fun to do, and I think I speak for the majority of people who were looking forward to Pagos when I say this isn't fun.
Feel free to leave suggestions here. Hopefully the devs will see them.
EDIT: Please try to keep your comments and suggestions respectful. There's no need to insult other players or the developers. We're trying to make the content better, not alienate people or vent frustrations. People aren't "wrong" for feeling let down or frustrated by Pagos/Anemos/Eureka in general, and the developers don't deserve to be insulted for making this just because of that frustration. They both want to and enjoy making things people will like to play. This just isn't that.

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