Quote Originally Posted by splinter1545 View Post
I feel a lot of people with this argument either never played XI, or played it very little to understand that Eureka nor Blue Mage are anything like their XI counterparts. Granted, you can argue that Eureka has elements from XI, but they literally took Vulkurm Dunes leveling and just expanded it across multiple zones. If Eureka was a lot more like, say, Abyssea or Dynamis, it would have probably been received better (whether it would actually be better is a different discussion. But at least it would be more than farming mobs for 3 hours).
I've played XI for ages, and still sub, but I'm failing to see the major correlations between XI and Eureka. To be fair, my Eureka experience is incredibly limited, so maybe someone can clear things up for me. But from my experience, the similar features I've noticed in Eureka are:

1) Shouting for an XP group (in this case, a FATE train party)
2) If you're a low level, enjoy that deleveling while you try and run to your party!
3) Elemental weakness/strength system (although quite basic in XIV)
4) Placeholders for the FATE NMs

Aside from that, it just seems like a crazy zerg fest with people simply running from one NM to the next. The RNG item turn-ins were already in game with PotD. The "NMs" are already in XIV as FATES. The zerging is very much a XIV style as seen with hunts. Light farming, thanks XIV! There are a few little details sprinkled in that may have been inspired by XI, but the actual game play feels nothing like it to me.

Again, my experience in Eureka is limited, so maybe someone else can chime in on other similarities if I'm missing something obvious here.

As an aside, I did actually like the Dunes partying :X Met some of my good friends there. Sure, sometimes the parties sucked, but you're bound to get some bad mixed in now and then with anything (see our "Tales from Duty Finder" thread).