It's Eureka and it's been fun and active for the last seven(?) years straight.No.
There is nothing fun about what you're mentioning, it'd be fun for 5 minutes, and then it'd get old really quick, WoW tried this as well and had to put it back in the game because it was basically a fiasco, the same would happen to FFXIV but probably to an even bigger extent as a lot of FFXIV players are purely casual players.
My suggestion would be to focus more on just boss FATEs and have them spawn with a greater regularity, and I am not talking about the normal boss FATEs, but the elite ones, e.g., Chi.
I do like the idea of an open world that borrows from Eureka though. Regularly spawning, and the thing that most people are missing out with on Eureka, is that even if it isn't exactly innovative, it gave people a regular excuse to actually go out into the instance and farm monsters to spawn FATEs, and the way this would function is that it would funnel people more actively into the open world.
Hunts do this to an extent but not even to the fraction of what a Eureka system could achieve, IMO.
Doesn't need to be innovative, but needs to give general people a reason to actually go out into the world, that isn't just... Gathering or daily tribe quests.

The same type of player that loves running MSQ roulette and Crystal Tower roulette and infinitum loves the toothless, trivial design of the open world maps. Unfortunately this is a lot of players. Eureka was too good for the XIV playerbase.
I don't know if I want to turn this into a "hardcore vs. casual" discussion. They can and should still be pretty easy, just give me something to think about or look at or react to.
I just want to have fun running FATEs with my longtime friends and not want to peel my skin off.
Unfortunately I don't think we'll be seeing any big shakeups in FATEs anytime soon, the main reason being the fundamental difference in game design for Asian and American audiences. Players in Asia are generally much more amenable to the idea of endless grinding while American design has shifted more towards hiding it at least a bit behind questing and other mechanics. FFXIV is much friendlier to Americans than other, older Asian MMOs (look at the grind in FFXI), but they still have to cater to the Japanese audience who expect and may even like the monotonous grind.

To be honest, I didn't mean it in that straightforward a way. I'm sure some people do hard content but want their roulettes and open world stuff to be minimal friction. Raider types do a lot of hunt trains and those are absolutely braindead, for example.I don't know if I want to turn this into a "hardcore vs. casual" discussion. They can and should still be pretty easy, just give me something to think about or look at or react to.
I just want to have fun running FATEs with my longtime friends and not want to peel my skin off.


You had me on board with changing fates a bit until you said delete flying. I think a better change would be to just increase the odds of the big Forlorn spawning.




If you want challenging bosses to fight in the outdoors and you actually get to use your mounts and chocobo companions, then the solution is to make like Treasure Maps/FF11 where the party goes to the hunt location, use an item to spawn the monster, and only the players in the party that spawned the monster can hit the mob. There you go. Hard bosses for small groups set out in the open world.




I am disappointed to see FATE boss music not being mentioned. Its been ten years and we're still hearing that boring and incredibly repetitive theme for HP sponges that might do an AoE if the year is right.
Problem: Boss FATE theme.
Solution: dungeon mini-boss theme, dungeon theme itself, dungeon final boss theme, literally anything else.
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