I mean, they're putting "eureka, the ??? (probably 24) man instance" inside "afk: the instance", that will use specifically eureka mechanics you have to get inside eureka.
Where the hell else would you put it.
I mean, they're putting "eureka, the ??? (probably 24) man instance" inside "afk: the instance", that will use specifically eureka mechanics you have to get inside eureka.
Where the hell else would you put it.
Eureka is only "the" afk instance because most players prefer it if others do the work for them.
Pretty much. There's prep groups out and about usually, but an awful lot of people sit around the aetheryte. I'm not gonna lie and say I haven't done the same on occasion, because I have. But 9 times out of 10 I prefer to be out and about doing something, usually NM prep.
I really wish they made it so the more prep work you put in, the better your rewards were. Case in point, say you helped kill 200 Malboro before Cassie spawned. Your odds of getting her earrings goes up to 5-10% instead of 1%. Do the same with NMs by increasing their crystal drops.Pretty much. There's prep groups out and about usually, but an awful lot of people sit around the aetheryte. I'm not gonna lie and say I haven't done the same on occasion, because I have. But 9 times out of 10 I prefer to be out and about doing something, usually NM prep.
Of course, this isn't a flawless system by any means. You'd still need a better system than enmity since plenty of people would just attack once before AFKing. But at least you'd have to be in a party where people can kick you for being lazy. That being said, I don't necessarily have a problem with people who want to AFK in town. I've done it on occasion myself, especially if I'm multi-tasking. What bugs me is when you do all the work and the mob comes running in to reap the rewards. It's infuriating when they have rare drops or hard spawns like Skoll and Cassie.
They said that there will be a public dungeon/raid in the end of Eureka a loooong time ago. Not sure why you complained it now. Besides, Eureka itself is content whether or not it is interesting. Gated content behind content? I do not see any problem with that.
Stop blaming the playerbase for terrible designed content.
If eureka allows players the leisure of watching youtube/netflix while being "completable", it means eureka is just terrible, that simple. Good designed content will captivate, capture and REQUIRE the full attention of its players. But again, most of you people don't even see eureka for what it is. Instanced map, full of reused assets and mechanics, with FATEs, and a terribly long, unnecessarily convoluted and artificially inflated grind to generate a sense of "progression", that is meaningless to top it, cause most of it rewards will be displaced in value (and value alone, since this game only knows one trick, to rise numbers) by NPCs rewards during mainquests of the next expansion.
I remember good ol mmorpg grinds, months grinding for a reward, but i also know, they lasted relevant a lot, and some even returned years later to be part of new mechanics, new stat weights, new builds and new interesting ways to play a class players didn't thought about before. That was the goal of the grind, a good lasting and interesting reward. Eureka gives you, meaningless numbers that are just higher than before. Good game design right there. /sarcasm.
"The will of my friends has etched into my heart, and now ill transform this infinite darkness into eternal light
Unmatched in heaven and earth, one body and one soul that challenge the gods!"
Every trial, dungeon or raid outside of Savage can be done with some people being AFK if the rest of the group is skilled. And, if we trust the "carry" groups, even Savage can.
You know why ? Because if it was more difficult, people would complain that they would have to learn how to play properly.
So, yeah, I blame the playerbase for being crybabies who can't put effort into the game. And it's no more true than in Eureka, where people complain leveling up taking ages but keep AFKing in the train, when actually killing proper targets would make them reach level cap really fast.
Last edited by Reynhart; 12-31-2018 at 03:05 AM.
Because good players can carry bad players, thats an intended game design, even if it was a flaw, is small and insignificant as trails, dungeons and raids obviously have a much larger attention requirement of a far larger part of the player base. I can see dungeons, as their formula hasn't changed in 5 years, to be on the same level by now that Eureka.
But Eureka as a whole can be AFKed, alt-tabbed, is not like is an "intended design" - Cause if it was, well, that says enough. But it isn't. Players alt-tabbing in Eureka are a consequence of a terrible design. Players being good or bad at a game are another thing entirely. I have yet to see any of what you describe, yet Eureka "META" - Basically AFKing, is a factual point.
"The will of my friends has etched into my heart, and now ill transform this infinite darkness into eternal light
Unmatched in heaven and earth, one body and one soul that challenge the gods!"
Players alt-tabing in Eureka die at every NM spot, and are only able to level up because some benevolent players actually make the effort to raise them so that they won't lose everything they earned. If Death Penalty was incurred everytime, even if only a fraction of it when you're raised like it was in XI, those players would never have reached Pyros.
By the Twelve, something else tied to Eureka? I regret that I just upped my six month sub, because this insistence on forcing old school MMO grind rather than newer modern MMO ideas on everyone just makes me want to un-sub and find a game that has joined the modern era. Didn't they learn their lesson with 1.0?
At this point, I can go back to EQ and have a more modern experience with new content because they learned how not to be stuck in the past.
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