The problem is that you need to slog through Pagos to access Pyros. Delete Pagos and Eureka would be okay (not great but not terrible) to most of the players. People play through Anemos and just stop at Pagos.
Anemos was ok and I admit I enjoyed Pyros. Pagos was terrible.
Eureka did feel very experimental though. It's like they didn't fully test it before release, it changed constantly.
First of all, the lockbox system in Anemos was released highly flawed, you got thousands of them, they were very slow to open and they stuffed your inventory with countless fireworks. This was patched and later polished in Pagos onwards. Protean crystal exchange started off 1 by 1 and had to be changed. Exp has had to be buffed several times, as well as exp for smaller groups. It felt like the NM train was entirely unintended and they tried to "correct" this in Pagos, then realized players preferred it and put it back for Pyros. Bunny fates were ignored in Pagos and since have been made mandatory for Pyros. Aetheryte attunements were too high in Pagos and were subsequently made very lenient in Pyros.
One dislike I have for this experimental system is they seem to be simply polishing the next version of Eureka, but leaving the old one untouched. Pyros saw many improvements yet Pagos, which is mandatory to even reach Pyros, is untouched.
The other is that we're paying, as customers, for a finished product and recieving an unfinished one still in beta testing. I've never been a fan of "release it half done and patch it later" in modern gaming. That aside, Pyros does show slight potential. If they focus on everything that worked and polish the bumps out of all modes of Eureka, as well as the much requested group level sync, they could still make something out of it.
Last edited by Liam_Harper; 12-30-2018 at 01:42 PM.
I personally like it. It isn't perfect, that's for sure - as someone who's still progressing through the content, I think the leveling process would go a lot more smoothly if a few changes were made here and there, such as allowing party level sync, and I actually hate how you're able to level past 20 in Anemos quickly enough that other players expect you to enter Pagos fully leveled already and just run through the questline for mounts. The major problem I see with it is that so much is being locked behind content that ultimately isn't survivable, with whole areas that likely won't be touched again once the expansion hits and the next relic takes us elsewhere. That being said, there are some interesting elements of the design and gameplay of these areas that I'd have liked to see used in open world content to give the game a larger and more dangerous feel. It's a good idea with some not so good implementation that I'm hoping the devs figure out how to correct for future content.
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I enjoyed it as well BUT a lot could have been done to make it better such as the logos system being added from the start like it was supposed to be.Yeah, I said it.
I had fun and thought the items you got for the effort you put in were pretty good.
It also had much more social interaction than most areas of the game I've seen.
Was it perfect? No.
But what is?
I would have put Anemos last because I thought it was the best of the three.
Plus, I'm getting a little tired of snow covered areas.
But all in all, I thought Eureka was good.
Come at me bro.
I also liked Eureka more than the previous Relic weapon quests.
Relics will always be about grinding but at least I did the grind on a whole new place along with other people and not ran 4 year old dungeons again and again or wait for the only 3 mobs on the map to re-spawn.
In that regard it was an improvement.
It wasn't perfect but I hope they will make an improved version in 5.0.
Eureka was painful, and I hope we see nothing like it again. Diadem 3.0.... no thank you
It was fun for about 5 minutes...
"Had to be me. Someone else might have gotten it wrong." - Mordin Solus
If users end up using your system in a way that you didn't plan for/think of, and on top of that are hard to make run the content at all without it, stomping your foot down and creating one of the least user friendly experiences I have seen in a game is nothing short of a childish tantrum. How dare they play the game not the way we intended it to.
Award rates were tuned too low, overcompensating for Anemos' bounty. The map itself was a nightmare to navigate and punished low level players who teamed up with high level players because if you wanted any hope to reach an NM the higher level player had to be with a mount, a two-seater at that, and was likely to miss out on the NM because if you want to go from point A to point B in Pagos, you have to zig zag across half the map and pray you remembered the walk toggle before the dragon. Now imagine that without someone to taxi you, and it gets all the worse even if you stick to the low level areas. Half the map is one way only, so if you jumped down a cliff - which you oftentimes have to do, and oftentimes you miss - you have to go half a map around, and hope you've attuned to the nearest aetheryte, which you won't even be able to do for half your time in there.
The map is, by design, one of the unintuitive, user-unfriendly, spiteful designs I've seen in a game in a long time.
And while I respect that sentiment, the userbase spoke very loudly by actions by riding the train in Anemos, and then hefty portions of even the people who completed that didn't touch Pagos because we saw enough of their vision in Anemos and the response was a resounding 'no'. So instead of listening and giving us what actually worked for us (which they did two areas later in Pyros, I suppose) they did everything in their power to not let us do that. Which is childish, petty, and arguably unprofessional. If your users say they don't want something, you don't go 'but you actually do'. And then you backpedal on it for Pyros. So Pagos remains as the unloved child and it makes sense because what SE poured into it wasn't love and care - it was spite and vengefulness at their paying customers not adhering to their vision.Pagos just would have been Anemos with snow, and that’s not what they were trying to make.
Last edited by BillyKaplan; 12-30-2018 at 04:03 PM.
I'm all for emergent gameplay, but sometimes a crafted experience is nice too. I haven't seen any statements from SE that they were mad at players for using Anemos "wrong" to indicate that they had any reason to want revenge. They just didn't succeed with their goal and didn't feel the game needed another train.
I just don't see the spite, vengefulness, childishness, or any of that. If I'm an example of the target audience they had in mind when they made Anemos, then I can tell you I would have quit Eureka if Pagos was more of the same, and instead I didn't.
So rather than continue making *more* braindead easy content for the zerg train, who already had FATEs, Hunts, and Anemos, they finally made some content for another crowd in Pagos. So while from your perspective they let you down or even assaulted you with Pagos, from my perspective they stuck it out despite the negative feedback and made something that works for an underserved audience.
Pagos is certainly the loved-by-less-people child, but there are people in this thread and who I see in Pagos regularly who love it. SE set out to make content that was for a specific group of people, the way Anemos shook out they failed there (but succeeded for a different, albeit larger audience), and they took another swing in Pagos.
I'm not sure where the need to recreate all the terrible aspects of old MMOs came from but now that it's ending I hope it never comes back. That we lost all-inclusive content and had so many resources diverted to niche content meant for a tiny amount of players is unconscionable on the part of SE. To lock relic behind that garbage and claim we could still solo the instance and work at our own pace was just insult to injury.
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