I was expecting to not get carpal tunnel.
I was expecting to not get carpal tunnel.
What will forever baffle me is Yoshida's insistence they designed Eureka to mimic the feeling of an early expansion launch; i.e., leveling. I don't recall in ARR, HW or SB where I did nothing except kill mindless mobs on the world map. In fact, I don't think I killed any in Stormblood outside what quests required it. So I'd really like to know what MMO experience they were mimicking because it certainly isn't any I've played.
Regardless, to tackle this topic from another approach. What did I expect after Anemos, which I always thought had a decent foundation to build from? A greater emphasis on Notorious Monsters. Perhaps allow us to spawn mini-bosses through killing mobs, sort of akin to the mutation/adaptation system in Pagos now, albeit far more frequently. And those mini-bosses not only had mechanics, but themselves spawned NMs for the entire zone to come together and kill. I expected daily quests no unlike WoW's World Quests or whatever they're called. Something to break up the murder spree and let us explore with a purpose instead of simply because we're bored. We got none of that. Just a zone which almost seemed offended we didn't farm Anemos the way it was intended. Therefore, we're now being punished with a grind on top of another grind with only one avenue towards completion.
What I hoped for was, as others have said, something like the Timeless Isle on WoW.
What I expected was more or less Anemos, maybe with slightly less mob number inflation.
What I got was a train ride and a whole lot of bear puns. Which was still pretty fun most of the time.
Then Pagos happened and the dream died.
Honestly, I expected Eureka to be like RO.
For those fwe who never played RO, it was a grind MMO where you pretty much went to a place, grinded monsters and....that was it. Not a whole real lot going on there. Just the grind. It was something you could do and just zone out to. Busy work. And I was fine with that. But I think a big part of the thing that I had not wholly considered with RO was monster difficulty.
To put it this way, consider this:
You have two ways you can do grinding. The first way is mobs are numerous, spawn quickly, and squishy. You tear through em pretty quickly. However, netted exp gains were incredibly low. So youd have to kill absurdly high amounts to get lvls. The second method would be the reverse, sparser mobs, slower respawns, and the mobs had absurdly high HP and defense values, so youd chip away at one for a long time, but killing it would net you really good experience.
Both ways achieve the same goal, just a bit differently on how its accomplished. RO did the former. Now upon reflection, the big issue for me is Eureka is the worst of both systems: It is higher mob count of super tanky mobs thatll murder your face, and yeild little to no experience. Because of this, you have to focus on what youre doing to maximize damage and survival, and youre gonna be stuck there grinding the same thing for hours making very little progress exp wise, all in hopes itll yield a NM. Eureka, as a map, wouldve been better served to have the high mob count but squishy mentality, wiht some variables mixed in to make sure it wasnt just simply get the whole mob and do one aoe to reap the benefits.
Its current iteration is a bit troublesome and doesnt make me want to engage with it.
I wanted more dept to it. Soloquests, maps, leves etc.
At the very least:
- Not nearly so much of a grind (for content with XP loss, XP should be very quick and easy to get)
- Not nearly so much of a power gap (seriously, a handful of levels different and friends basically can't play together)
- More interesting and dynamic spawning of NMs
- NMs (and mobs for that matter) that roam the map, interact with the environment, etc. (basically something more than sit and wait to be killed)
- More story, quests, tasks, dynamic elements
- Mobs of varying difficulty (solo, duo, light party, ...) that are rewarding to kill and aren't just damage sponges
I got exactly what I expected, party mob grinding mixed with The Secret World's AEGIS system.
It went down in flames exactly as I'd hoped. AEGIS is a cool concept for horizontal alternate progression, but party mob grinding died in 2004.
There is no amount of salvaging that can correct a system whose central pillar is a corpse.
But you know they will try. Look at PvP "seasons"...they just can't let it go. Diadem 1.0 was a flop. So they did the exact same thing again for 2.0 and threw 280 weapons into the mix because no one would do it otherwise. They weren't happy with the results, so they made Eureka their Diadem 3.0. The very definition of insanity is repeating the same actions and expecting different results. They aren't known for simply letting something die if they truly believe in it...even if it's completely horrible. Basically, they're insane.I got exactly what I expected, party mob grinding mixed with The Secret World's AEGIS system.
It went down in flames exactly as I'd hoped. AEGIS is a cool concept for horizontal alternate progression, but party mob grinding died in 2004.
There is no amount of salvaging that can correct a system whose central pillar is a corpse.
I expected something that would make up for less dungeons, gear sets and whatever else dev time this atrocity gobbled up.
As it stands Pyros could be the best content the MMO world has ever seen, but I will not step a foot inside it seeing how I would have to waste my time in the first two Eureka stages.
I expected it it be crap. Looks like I was right.
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