Arent you kinda misinterpreting this? :P He's saying he does it in a relaxed manner, low-key stress-free like if he was playing 11. Even I understood that
Why on earth would they spend 18 months development time and skip a dungeon for something intended as niche content?
Savage and Ultimate are niche too, but they don't take 18 months and they stem from Normal difficulty which caters to the majority of the playerbase.
I'm rather baffled here...
I think you need to read it again. He says nothing about FFXI in that question or the following questions regarding it.
He is saying they knew people would think it was boring and easy (sleepy and mundane is a nice way of saying that) but did it anyways because they wanted content that you could relax in. This is still the same interview where Pagos was supposed to weed out casual players.
Then he literally says he watches a movie and raises his hand (ノ) when, presumably, a NM spawns. That's what JP afkers do. It is the equivalent of NA's (inv nm).
So - We know it's boring and easy. We wanted to be able to relax in it. We want it to be content where you don't have to do much work. Sometimes I relax in it, since I watch a movie and raise my hand (ノ) [inferenced : when nm spawns. since this is what it is used for].
Thank you Yoshida and the team for Pyros !
Hydatos will be awesome !
I cannot wait to play it !!
I posted earlier in this thread, but I was also in the middle of Pyros at the time. Here are my final thoughts on Pyros:
1. Exp gains
The increased exp gains compared to Pagos or even Anemos were welcome, as well as allowing exp to be gained from bunny fates. This has probably been the most enjoyable level grind in Eureka yet.
2. NMs
NMs were interesting to fight, probably even enjoyable. They were also easily accessible even for those stuck on the ground running. Again, thank you for that. Another thing I'd like to bring up is Penny. I've seen people complain that they never see her. Personally, I've fought her about 5-6 times during my time in Pyros, so...not sure what the issue is there.
3. Zone layout
The map itself was easy to navigate, save for a few bottlenecks. Being careful is also a bit of a requirement, such as walking by some monsters, which definitely added some sense of danger...unlike Pagos, where the devs seemed keen on ruining your day all day every day. There was no "danger" there, just annoyances.
4. Treasures
Bunny fates were a decent concept, but overall I think it falls flat on its face due to how random it is to just obtain a bunny upon completing the fate as well as the randomness of the chests you can receive...on top of poor chances of getting anything meaningful from said chests in the end. Can we just not do this again, SE? They failed in Pagos, I get it. And while they may be slightly better in Pyros...the layers of RNG involved make it very unfun. NMs that drop loot could probably use a bit of an increase in their drop rates as well, imo.
5. The relic grind
I don't have many complaints about the relic grind itself. It takes a bit to gather the required crystals as well as the logograms (unless they are bought from the MB), but overall it wasn't so bad on that front. Penny also pops fairly often from what I've seen so there isn't much of a gate there. Upon completion, you are rewarded the weapon and given the option to farm for additional stats. Here's hoping that this is the devs acknowledging that people are doing this for glamours or a useful weapon. Such a choice would be great going forward.
6. Light farming
Again, a concept that may have looked great on paper, but like the treasure bunnies falls flat on its face due to the random nature of it. It'd be one thing if you got 1, 2, 3 stats at random and were able to focus on them afterwards. Sadly, that is not the case. It is random stats to begin with, followed by the randomness of the numbers themselves. People could potentially reroll for months and not get the desired result. I've got 3 different stats on my weapon but probably won't take it any further unless changes are made. As long as I can get my Hydatos weapon in the end I don't particularly care what stats are on it.
7. Logos Actions
Another good concept, but could also stand to be less random. The actions themselves are very useful though, so definitely worth trying to get as many actions as possible.
Verdict:
Slightly better than Anemos, worlds better than Pagos but could stand to lose some of its RNG aspects.
Last edited by Vahlnir; 12-08-2018 at 06:47 AM.
My biggest issue. With everything locked behind bunny chests, Pagos Lockboxes (normal) are essentially worthless.4. Treasures
Bunny fates were a decent concept, but overall I think it falls flat on its face due to how random it is to just obtain a bunny upon completing the fate as well as the randomness of the chests you can receive...on top of poor chances of getting anything meaningful from said chests in the end. Can we just not do this again, SE? They failed in Pagos, I get it. And while they may be slightly better in Pyros...the layers of RNG involved make it very unfun. NMs that drop loot could probably use a bit of an increase in their drop rates as well, imo..
When the optimal way to farm light is to literally de-level yourself on purpose, something is wrong with that aspect of the content.6. Light farming
Again, a concept that may have looked great on paper, but like the treasure bunnies falls flat on its face due to the random nature of it. It'd be one thing if you got 1, 2, 3 stats at random and were able to focus on them afterwards. Sadly, that is not the case. It is random stats to begin with, followed by the randomness of the numbers themselves. People could potentially reroll for months and not get the desired result. I've got 3 different stats on my weapon but probably won't take it any further unless changes are made. As long as I can get my Hydatos weapon in the end I don't particularly care what stats are on it.
Was now like 2 times in Pyros and i have to say its the same boring bullshit like Anemos and Pagos. Ultra boring Content. Gives me the same bored and empty feeling like the other two Eureka Areas.
This answer:
Q: Might be too soon but I’m quite curious about how the contents in the future will be like after experiences from the Forbidden Land, Eureka.
Y: I’m very glad about how many adventurers are enjoying our contents that many members with Mr. Nakagawa’s lead helped making them. “Freely choosing your own adventure outside of FFXIV’s rules” kind of contents could be possible in the future. What new concept, new place, what could be fun aren’t something I haven’t brainstormed yet….Probably should start thinking right now.
This says to me no eureka styled content in early 5.x yet also says haven't looked at anything to break the mold either and personally i don't know which is worse
If it's between "breaking the mold" and going with Diadem 4.0 or going back to how things were in ARR and HW for the relic...I'd rather they go back to a system that, while tedious, works...and works well.This answer:
Q: Might be too soon but I’m quite curious about how the contents in the future will be like after experiences from the Forbidden Land, Eureka.
Y: I’m very glad about how many adventurers are enjoying our contents that many members with Mr. Nakagawa’s lead helped making them. “Freely choosing your own adventure outside of FFXIV’s rules” kind of contents could be possible in the future. What new concept, new place, what could be fun aren’t something I haven’t brainstormed yet….Probably should start thinking right now.
This says to me no eureka styled content in early 5.x yet also says haven't looked at anything to break the mold either and personally i don't know which is worse
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