


this is also 100% my issue. now this relic is going to die as well with the eureka content next expansion. before anyone could back and make a past relic from 2.0/3.0, good luck with that now.
Relic should not be pigdeon holed behind 1 piece of content.


90% of the game is already "stuff that you like". Isn't it enough to allow people who like a different type of content to have something for them ? And frankly, dungeons are done once for their novelty and then you'd simply end with whatever the roulette put you into, with no interest whatsoever to the reward of the dungeon itself.
You would have said the same thing for the Zodiac before it was revealed that past content would be unsynced. Just allow people to go there at lvl80 with whatever ilvl they really have (Since healing doesn't scale with elvl, you will take the same damage as now, but with much more HP and much more healing power). And Eureka already have a scale mechanic to adjust the zone to the number of people.
Last edited by Reynhart; 02-19-2019 at 03:48 PM.



Making Ultimate content takes more resources than Eureka ever did (Yoshi P even stated how much effort and resources go into making an ultimate fight). Just the fact that we only have 2 of them is proof enough. Should we tell them not to do them now because a lot of people don't do them?
You feel the relic is being held hostage in Eureka. People who like Eureka feels that relic shouldn't be held to grinding the same dungeon and old content. In the end, the numbers show that more people are doing Eureka than the old relic method. So to SE, these numbers are what matters.2) The relic should not be held hostage to that content. At the very least an alternative method of creating the relic without having to deal with Eureka should exist so those like myself who absolutely despise Eureka style content with a passion, have a way to get the relic.
Making 1 fight that reuses all of its assets takes more resources than creating entirely new zones, tons of enemies, new cutscenes and quest dialogue, new mounts/minions/furnishings/glamour gear, and a new gameplay style...Making Ultimate content takes more resources than Eureka ever did (Yoshi P even stated how much effort and resources go into making an ultimate fight). Just the fact that we only have 2 of them is proof enough. Should we tell them not to do them now because a lot of people don't do them?
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You clearly have no idea how battle design works. Forgetting the new attacks and animations, battle content needs to be scripted, balanced, and tested. While I agree with you that Eureka took more assets, the whole content series is an experiment that benefits the game even if its a failure. The logogram system, the magia board system, the public dungeon system, and the open world instance system can all be reused in different ways now, and wouldn't exist without Eureka.Making 1 fight that reuses all of its assets takes more resources than creating entirely new zones, tons of enemies, new cutscenes and quest dialogue, new mounts/minions/furnishings/glamour gear, and a new gameplay style...
Hey buddy, I got some swampland down in Florida you might be interested in!


yeah while attack and animations are never used again because they all are totaly new and didn't used any of the original fight and Eureka need no script nor balance and didn't need any test. its obvious they need more people working in a single fight than in 4 whole new maps filled with boss and new systems and Baldesion Arsenal, Eureka need a whole patch but cost so little money and work I start to ask myslef why they just don't add it in every single patch to begin with.You clearly have no idea how battle design works. Forgetting the new attacks and animations, battle content needs to be scripted, balanced, and tested. While I agree with you that Eureka took more assets, the whole content series is an experiment that benefits the game even if its a failure. The logogram system, the magia board system, the public dungeon system, and the open world instance system can all be reused in different ways now, and wouldn't exist without Eureka.
Last edited by Nariel; 02-19-2019 at 05:48 PM.
The battle design argument goes out the window now that BA exists.You clearly have no idea how battle design works. Forgetting the new attacks and animations, battle content needs to be scripted, balanced, and tested. While I agree with you that Eureka took more assets, the whole content series is an experiment that benefits the game even if its a failure. The logogram system, the magia board system, the public dungeon system, and the open world instance system can all be reused in different ways now, and wouldn't exist without Eureka.
Come to think of it, there's also all the FATE bosses in every zone. And while I'm sure developing fight mechanics for a FATE boss is far less effort than an Ultimate fight, there are a lot of FATE bosses that all had to have effort put into their mechanics.
Last edited by Beckett; 02-19-2019 at 06:01 PM.



We have someone who knows more than Yoshi P in game design here lol. Care to tell me then why we only got two ultimate fights? If you think only modeling is the most resource intensive then, that's where you're wrong. 90% of the mobs in Eureka are already reused assets along with their simple mechanics. Mounts, minions, furnishings and glamour are things we already get in new patches. As for the cutscenes and quest dialogue, those didn't require any additional resources since they easily can dedicate the same resources they did into making 2.0 and 3.0 relic cutscenes So nothing really lost here. Instead of making them for the previous relic style, they just made them for Eureka. So just for the sake of argument if we looked at what we lost from making four Eureka maps, the arsenal and two ultimate fights, we find out it's three dungeons. So it seems by that, that a lot of resources are going into making these boring hallway simulator dungeons. And to that I say good move SE. More interesting content rather than boring 10min dungeons that you only need to do once and never bother with it if you don't need any loot.Making 1 fight that reuses all of its assets takes more resources than creating entirely new zones, tons of enemies, new cutscenes and quest dialogue, new mounts/minions/furnishings/glamour gear, and a new gameplay style...
Hey buddy, I got some swampland down in Florida you might be interested in!
Last edited by Alucard135; 02-20-2019 at 01:05 AM.
I actually enjoy the relic process in Eureka far more than 2.0 and 3.0. Those 2 to me literally felt intentionally tedious and made for the sole purpose of trying to force players into replaying content they probably wouldn't have replayed at that point otherwise. Not a bad thought in practice if you were trying to populate that content for new people but aggravating in numerous occasions because certain steps involved duties disliked enough that people would instantly bail on it because they got roped in from a roulette. Bear in mine I am actually talking about making those relics when they were relevant content. I often feel like a lot of people saying the old way was better never actually did it when it was new.



The best course of action is to maybe not tie down the relic in either pathway and instead let the player decide whether or not they'd want to farm the relic in Eureka or do it the ARR and HW methods.
Because there's no choice involved whatsoever, a lot of people are finding it "forced" down their throats to do the relic one way inside of Eureka, a place that they can't stand to be in, over the other, older methods that they would prefer instead. SE should have never tied down the entire relic line to Eureka and made it as just an optional reward in case you didn't want to farm it the old way.
If they would have gone down this route, there would have been less salt towards Eureka having the relic and both sides might have been pleased somewhat.
Last edited by Sigma-Astra; 02-19-2019 at 10:56 AM.
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