Original atma farm.


Hmm, nah. Depends when you did them.
The original Atmas were, a pain in the butt, and you could spend all week trying to farm them without getting one. I recently tried this with a different relic weapon and it was first-try every time except for one. Given, solo'ing all the FATE's as well. So it could be chalked up to how FATE's were being farmed before, being awful.
However. The steps spent the most amount of time/money on have not changed. It costs an insane amount of money to get the required crafted weapon to start the relic weapon on all servers, so that is an insurmountable obstacle to even starting the ARR Relic for players who can't spend their entire amount of gil made to date to get them and the materia (which is about 300k up to that point.) The Novus step is also insanely expensive.
The Atma and Zeta steps are just time consuming because of RNG.
The Anima weapons on the other hand have tediously annoying steps that is only shortened by the re-pricing of poetics with 4.0, that being because every step involves spending large amounts of poetics. Particularly the reconditioned step.
With Eureka, the weapon you get from doing all this work, is already surpassed by doing other content. So there's no point in even doing the content, and I think that's the issue SE either forgot or didn't take into account. If they wanted us to get the i330-i380 weapons from this content, they would have had to have not released any other content with any better gear. But that didn't happen and instead HoH is the most efficient way to get a i365 weapon while the best weapon in the game is i375 (UwU or Sigmascape 4.0 Savage) , and the i370 (Dai-Ryumuaku gear) can be had by doing the 24-player raids.
So what is the point of doing Eureka? Like this content would have to last six months to be worth the effort, and it's looking like Eureka should have been released before Sigmascape to have mattered. Pagos only gets you to i370 with the weapon... which is what you can already get with Dai-Ryumuaku gear. Again we're basically given content that has already been surpassed. Whatever comes out next (Alphascale) will surpass it, so for most players, it is simply not worth the grind.
Eureka may not be the single worst thing SE has done (that I would award to losing the V1.0 cutscenes/engine/models) but it's certainly the worst thing that seems to run counter to the design goals of the game.
Like if I could even offer a suggestion as to how to change this, go back to the drawing board and actually come up with gear that "evolves" like how the previous relics have evolved, but have them evolve across patch versions. So that means go back to 2.x and 3.x and allow those weapons to "fuse" into a 4.0 weapon, and from that point, in every patch, have the weapon gain a few levels through direct use in late 4.x and all 5.x content rather than "grinding light" for one step and then throwing the weapon away. Like for the 5.0 MSQ instead of being offered i4xx weapons, offer no weapons at all. Offer one pot during MSQ that level-ups the weapon you're using, and if you want to level up other weapons at the same time, you'll have to repeat the dungeons again with that other weapon, but they have to be roulette or minimum ilevel to count (no unsync) aka "leveling" route, or you have to craft the upgrade parts (crafting route) to skip it.
And if we're really going to get into how to improve things, just put three separate substats pages on the weapon. One for PvE, one for Raid and one for PvP, and allow each segment to change, even if it's glamored over by other gear. Bonuses applied to PvP and Raids only apply when in that content, thus allowing PvE content to actually be tighted up without having overpowered raid gear making it too easy.


Yup, this here.
Close runner-up is the Mog Station. Even overlooking the pricetags and the part where XIV is a subscription MMO with paid client/expansions, I cannot get with selling seasonal event items on there the following year instead of them being available again during subsequent events of the same name/type. I also echo the sentiment that character-related stuff should be rewards from in-game quests/content, like there's absolutely no reason Edda's attire should be on the Mog Station instead of being rewards for PotD. Don't even get me started on that tattered Hildibrand set nor the Heavensward garb.
Following that up, all the minions/mounts/orchestrion rolls packaged into physical merchandise. If they want to make that stuff (the physical merch) available to fans, that's great. Adding in the "bonuses" is a bit much for the same reason as above.
You may or may not see this, but for me:
lv50 gear = 124 slots (Ironworks + Dreadwyrm) [Retainer]
lv57 gear = 60 slots (Halonic + 5 crafted rings) [Retainer]
lv60 gear = 144 slots (Shire + Alexandrian + Proto-Ultima) [Retainer]
lv67 gear = 60 slots (Yanxian + 5 crafted rings) [Retainer]
lv70 gear = 107 slots (AF3 + accessories) [Armory Chest]
Glamour gear/items = ~50 slots [Retainer]
Relic weapons = 23/13 slots [Retainer/Armory Chest]
Total = ~463 slots taken on Retainers (due to layout; don't have all of the raid gear yet, particularly the Alexandrian stuff since I've yet to bother entering A12S)
Purged lv30~49 gear when RDM and SAM released at lv50, would do the same with lv50+57 if 5.0's jobs start at a higher level. Was a hell of a mess in HW when I was leveling everything through to 60; one of the primary motivators was so there would be less inventory clutter. Don't really need all of it, in particular 3 of each accessory type in the lv60 bracket, but I care enough to swap stats so I feel this should be more or less the minimum available for free. Doesn't factor in things like my tacklebox (Chocobo Saddle), foods/potions, and other miscellaneous items such as stockpiled materia (G5/G6 only). I don't carry or hoard crafting/gathering materials on my character; that's what the FC chest and an alt are for.
I compromised and put the bulk of leveling gear into retainers #3 and #4 so I would only have to pay for them in the first ~2 1/2 months of expansion launch, but that's still not really ideal. More ideal than bothering with Tomestones and upgrades again, though.
I started playing FFXIV few months before the release of Heavensward and I can say that the worst part of the game, to this day, was the way new people got left behind in the two MSQ dungeons. Nearly quit the whole game after doing them. That was truly the lowest point in this game to me, glad it got better after that.
As for the Eureka many people are still complaining about, I remember not enjoying the beginning of the Anemos, that was mostly because everything was unknown and no-one knew what to do, the fate train got really boring later. I personally quite enjoyed my first two weeks in Pagos. It had a nice sence on exploration, mystery and danger. Fates were fun, people died left and right and they felt special in the beginning. Even finally unlocking teleports felt more rewarding than beating savage sigmascape. Relic weapon glamours seemed also ok, at least dragoon looked neat, item levels have become so meaningless I just view all loot as glamour, even savage drop.
The whole mob grind never seemed that much of an issue, same as mindlessly doing same old rotation in the mind-numbingly easy dungeons, trials and raids for the thousand time. At some pulls it could actually get quite stressful. Was nothing special really.
Pagos felt like something new in this game, it had that feeling of community, people helping each other, sharing information and trying things out. After the patch it became quite a hell hole with the people who don't want to even be there shouting and fates popping so fast there was no time to do anything else but run for them.
If anything, I'd rather do Eureka than PotD.


I wasn't talking about Atmas though, I was talking about the god awful books which require you to go back and forth across various areas (often ones that are really annoying to traverse) just to kill some easy mobs, or wait 30 minutes for a specific FATE, or do the same Levequests over and over.
Say what you will about how Eureka is designed, if you're following the FATE train at least you can take a break, you don't need to constantly move around various parts of the map just to kill 3 mobs, only to have to go back to kill those same 3 mobs later on...
I've always thought that relic weapons should be something you're able to obtain naturally by just playing the game at your own pace and doing what you want, both Eureka and the ARR books step go against this, but the former at least has the decency of being a mindless grind so you can just turn off your brain and/or AFK if you really dislike it that much.
Also relics have always been behind raid gear until the very end of the expansion, usually they'll make it so even patches have weapons on par with unupgraded tomestone ones, then odd patches are the same as upgraded tome while still being 5 iL below raid.
3.3 had 240 weapons, with A8S dropping 245, then 3.4 had 260 weapons even though upgraded tome ones were 270 and raid was 275.
Eureka is simply following this formula (well, they lowered the even patch weapon's iL by 5 but yeah)
- Cash shop: Especially the prices and that they have put the carbuncles mounts in there (at least give us one of them in the game)
- Diadem 2.0: The first version was not the best content ever, but at least I enjoyed it a bit. There still could have been way more things to do and thus I had high hopes for the second version since after all the feedback, I still believed, that things would change..Only for it to get worse. The only thing that was important was one big boss and he spawned randomly..so people went afk so fast..and the fight itself was horrible with so many people and you only needed a few to mess it up. This content was death so fast and I lost a lot of trust in the team after that.
- LoV: I love to collect minion and the idea that we got a battle with them was awesome...until I played their idea of this. Just going through all the turtorials was a pain..
And well Eureka. (Which not surprisingly is mentioned quite often here) I am just frustated that they have learned nothing from two failed Diadems..and that somehow the second part of this got even worse.
Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.


My personal opinion is that Eureka is the worst. Not because of it objectively, but because of everything surrounding it.
- It was devoted resources to from other areas in order to be something new.
- It was delayed.
- It didn't have a shred of depth in it.
- Mindless grinds with no alternative for other player types.
- It was created out of a wish for "FFXI like content", not realizing full well that content like that was better left in the early 2000's where it died.
- It clearly wasn't tested by anyone other than a jr. level intern with no experience playing games, let alone testing one.
- Most importantly - It's ok to try something and fail. You learn from that. Eureka however is the third attempt (arguably 4th if you consider Pagos) that still is derivative uninteresting battle content. If you try something 4 times in a row and fail that's not endearing, that's incompetence and I'd go as far to even say hubris as well based on some things YoshiP said.
A large minority sounds like a very importance subset of the playerbase to me. Especially if they have critical feedback.
As an avid member of the FGC, there is NOTHING like 1 frame links in this game. Especially when you consider that you're not fighting a living breathing opponent capable of capitalizing on those drops. You're fighting a scripted AI with trivial consequences.
FF14 could actually benefit by adding some stakes to the game other than insta kills.
I'd be curious how you knew who skipped and who played through the game. I had no issue finding HUNDREDS of players who can't do the most basic of mechanics, who are mentors and have every single job leveled up to max, or the players who do less DPS than I did back in beginning of HW, despite being 200 ilvl higher.
I'm a big story guy too, but the skip isn't a problem. In fact it's a solution to a much BIGGER problem.
Real talk bud - would Eureka be good and draw a lot of players if the Relic wasn't in there? My highly unscientific poll very strongly suggested otherwise (~40 people polled, of them 38 had overwhelming negative response, 0 had positive, and 2 were undecided).
Diadem was awful. Agreed, but Eureka is literally take 3(technically 4) of Diadem, and it still misses the mark. That's why it's worse.
Last edited by KaldeaSahaline; 09-06-2018 at 02:44 AM.
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