r/ffxiv•
DasInert

Some ideas to improve Eureka

[Discussion]

What are your ideas? I have a few, not saying they're great but they're just things I have been thinking about. I'd be glad to see what everyone else would want done.

  1. Use a reduced action set (could just be PVP's straight up) in Eureka. The grinding is monotonous anyway, so it may as well be made simpler in order to allow us to focus on the social experience. Doing a full rotation for hours and hours on end means you'll not only be exhausted (and possibly have a lot of hand/wrist pain) but you won't get any chance to talk to people.

  2. Lower the queue-in requirement to LV60 (or lower) and let people level their classes at the same time as their elemental level. Normalize stats and ignore equipment. SE could just straight-up reuse PVP code and go level 30 with it, and it would be fine.

  3. Get rid of Lockbox trash loot. Don't ever give me another firework again please, it's an insulting waste of my time to make me throw it away.

  4. Make Eureka at least as rewarding as Diadem. The relic isn't enough of a reason to do it. Give us more tomes, crafting drops, objectives you can get rewards for every time you queue in, etc. You could even reuse the spoils from Diadem if you want. Nobody does Diadem, so those rewards are still valuable. And add in gathering points! I don't know why those weren't included.

  5. Dailies/weeklies to work on. Kill x number of things, etc. Make it monotonous if you want, it doesn't matter. Just more variety in objectives and alternate ways to be rewarded would be good.

  6. Make things faster. The level 1 progress should feel as rewarding and easy as the start of POTD. Ramp up to the difficulty. In FFXI you did the first 10 of 75 levels solo; if this content is supposed to mirror that then make the comparison more accurate.

The more advanced issues would require many more tweaks, but this is just for starters. Basically I think the reward/effort balance is very messed up. Right now you're pouring copious amounts of time and gil (if you use food, repair your gear, buy potions, etc) into equipment that just isn't that attractive.

Dear Yoshi-P: if the content you produce is so monotonous that no one wants to do it, it doesn't matter that it could theoretically occupy a player for hundreds of hours. No one will stick with it that long!

I hope Square listens and starts by ramping up the rewards greatly. They can work on making it more fun next, but even if it's crappy and monotonous people will still do it for the right incentive.

Posted Mar 14, 2018, 8:32 AM UTC · edited

3041
datwunkidWhat the fuck did you just fucking say about me, you little bitc•

Leverage the other mechanics present in this game as alternative sources for elemental exp, crystals and lockboxes.

Daily quests you can tackle solo for people who fallen behind in levels or can't commit too much time but still want a meaningful way to progress, even if it takes them the entire patch cycle to hit their goals. Hell they could even bring back battle leves as a way for people to spend their Leve allowances on something useful.

Treasure maps dropping from mobs that let's the party fight their way into dangerous territory for a chance at a cache of crystals, bonus exp, and lockboxes.

Gathering points. It's a large open world area, one that actually has a lot of people running around and lot skipping over every mob by flying over it. Guard some points with dangerous mobs if botting is a concern.

Eureka's best part to me is actually seeing people run around and doing things everywhere and giving it variety would probably make it last longer.

16
windywiIIow•

I think the idea of quests is the best idea it means those of us who can only put a limited number of hours a week into the game still have a chance.

I also think lockboxes are shite. There should be a tiered drop system. For example a bronze lockbox gets materials, silver gets materia and gold gets the top stuff including mounts.

Gathering would be cool especially if it was an alternative to node farming

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datwunkidWhat the fuck did you just fucking say about me, you little bitc•

Hell, if they're afraid of the potential issues with balancing the economy with too many node mats being given out they could have intergrated crafting into Eureka with special Eureka only crafted buffs and items that makes things easier from Eureka gathering.

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therealjewEin Dreifus on Leviathan•

I know it's out and they put in some real work, but I was hyped and ready to give them a chance. After playing it most of the day I can safely say I was let down in almost every regard. In light of that here's what I was hoping to see, taking into Account the good and the bad. Sorry for how long this will be, there will be a tl;Dr with the bullet points.

  1. Eureka was a large scale new piece of content and we were told it would have a story. While there Definitely is Some story I believe the content would be more rewarding plot wise if we were given more of an explanation up front of what we're were going into, why it was important, and had requests to flesh out the new area and sub story. Little quest nuggets to reference previous titles and give us a sense of why it is the way it is. The story itself should take place every ELvl but not gate the magicite behind it. If it's going to developer like a raid, keep us invested like one.

  2. Party play is an important factor, but solo play is unrewarding. While most of the game Revolves Around party play, there are a large number of solo players that feel like the game doesn't give them what they're looking for. Eureka was an opportunity to provide An experience for players to play together or by themselves to develop their character and explore a new area. The mobs are altogether too powerful for solo players and even if you manage to take them down the experience reward is not viable. This forces players to get into large groups and endlessly farm mobs until I can't do it anymore or until they die. A better alternative would have been to have mobs that scale with the elemental level and number of people in the party. The scaling would not have to be meaningful In terms of health total or mechanics but enough that a player can get their start solo and later joined groups from more difficult challenges. As it stands there is no reason to play by yourself unless you're either a glutton for punishment or can't find your way into a party. In alternative will be addressed in a later point.

  3. While the relic armor and relic weapon Are a reward for completing content they don't feel like something that's worth attaining. While I understand that you can't necessarily make a weapon better than the raid weapon without making it no longer optional content giving us something that was at least on par or better than a byakko Weapon wouldn't have been unfair. Moreover if they took the time to design a new armor set and weapon set for each class regardless of the power level it would make working towards it feel worthwhile. As it stands we're just getting re skins of things we alredy have that are slightly stronger and only a little bit better than the raid gear from the normal tier raid. My original assumption was that we would have interesting new armor sets similar to it and new artifact gear set for classes and that was one of the main points that excited me about Eureka.

  4. One of the biggest problems I see with Eureka are the actual enemies themselves and the elemental level. I had originally assume that elemental level would not be a universal metric across all classes rather we'd have to raise our level with each individual class to work towards a weapon. While this originally might feel like more of a grind if the experience values were higher it would feel like a rewarding Endeavor ivy works towards Something. The content would still have the same one Gemini that it has with its current experience values but it would allow players to work on different classes and enjoy the content in different ways over a longer period of time. As it stands the elemental level is set to Create a borderline dystopian divide between players as time goes on in Eureka. It encourages high level players to exclude low level players because they will not be able to assist them and the high level players received virtually no reward for assisting the low level players. This will cause 2 problems any New players will have a difficult time finding a party to suit their needs and help them through the content forcing the spend significantly more time working towards gaining experience which will discourage them from attempting the content at all. The 2nd issue is that it encourages higher level players to continue to raise their level and sell runs to power level lower level players which I feel is not the spirit of the content. The easy solution is having a value that increases as you gain experience through some fighting mobs alone or with a party for that class specifically Which allows lower level players to play with veterans who are playing on a new class and higher level players to continue to work through the content for whatever goals they're trying to achieve.

  5. My last point is the playability of the content itself and the way that the mobs work versus how I imagine they would. The way the majority of the mobs on the overworld play out is just a trash mob with a lot of health with strength modifier is based on what you magicite is currently set at. This leads to an endless hours long grind were death means you have to repeat what you've done over the last 40 minutes against mostly uninteresting mobs. While some mobs do have some interesting mechanics with them learning how to deal of them can be a harsh and unforgiving experience at higher levels where is lower level mobs just feel like a nuisance. My solution would be my expectation. I expected us to be fighting large groups of mobs or singular mobs with a group of people in the overworld much like we do however, in the way I imagine the content we'd be fighting many different mobs spread over a larger area with her own interestin mechanics has been what involved. While notorious monsters would have played out exactly as they do now I expected us to have larger hunt targets as well and a variety of different enemies. With the current progression system will need around 5500 crystals deigned randomly from defeating any enemies on the overworld map and notorious monsters. I had assumed that upgrading your relic and crafting new weapons and armor would require different materials that you would gain from killing different monsters. This would encourage people to hunt after specific things rather than grind in a single place for us long period of time. The main goal wouldn't be gaining experience rather obtaining the items that you would need to upgrade your weapon and a craft new things. As classes would be divided by their Elemental level I imagine to that weapons would also be divided in that you would require different materials to craft them and specific things you would get from larger hunt monsters that groups would have to spawn and work together to defeat. While I didn't envision them functioning like a raid I expected them to be stronger boss type monsters with more mechanics that require a full party or multiple parties to communicate and function together to bring down. This would have given Eureka a greater sense of community more identity and a better purpose while still serving the game's longevity and current structure for relic weapons.

Tldr the content needed fewer mobs with more interesting hooks, larger hunt monsters that functioned more like dungeon bosses than s ranks, better experience game so players could feel accomplished but not a universal elvl so it still takes time, specific items required for class relics to encourage players to experience all of the content, and rewards that actually felt like rewards rather than an obligation. Finally it needs a story that allows us to feel invested so that the grind isn't meaningless.

14
UnwantedUngulate•

Honestly, I'd enjoy unique effects like Cure-hopping, Free swiftcast, whatever that's linked to the elemental wheel. It'd finally give us unique effects and also not unbalance raids terribly as it's only in Eureka.

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DasInertOP•

Yeah, I was expecting that the Relic equipment would have special Eureka-only effects that you could play with there from comments they made during live letters.

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JaghatBLM•

That would be the dream. Relic-specific effects. Maybe even variations based on your attuned elements, creating trade-offs between perks and resistances.

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[deleted]•

[deleted]

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darkhayleWVR•

Please allocate some form of down time. It becomes mind numbing when you’re at it for an hour. It’s also extremely taxing on healers. Idk, make some sort of massive dangerous storm for 5-10 mins at a time where you should get to a safe spot or something.

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JaghatBLM•

Your chain ends at 30, that’s already the implemented “down time”.

0†
CallbackSpannerCallback Spanner on Ultros•

Something to reduce the raw hours of grind. Some people say dailys/weeklies, how about challenge logs that reward elemental EXP?

But that doesn't strike at the core issue. The core issue is that the content is boring, and that needs to be fixed.

The open world mob grind and chain bonuses need to go. Replace it with a quest/mission-based system. Someone mentioned leves, and I'd have it function similar to that, halfway between leves and hunts. "leve"-like missions involving mostly open-world monsters. A kind of mission that leads your group around the map, has you clear out a few things, and leads up to taking on one of the bigger mobs around.

Which brings up my next point. Stratify the mobs more. Levels alone aren't interesting. At each level there should be different tiers. Make trash trashier and able to be cut through easily. Make the mid-tier stuff tougher and give them some mechanics. And add high tier things outside of the NM FATEs. Give them full mechanics like a FATE mega-boss, but intended for a single party. Something you would only engage if your active quest said to, not something with default rewards that would cause people to zerg it.

Have the missions/quests also reward some form of key that can be used to enter a NM's den as a private area. 1 party inside taking on a full boss fight for the biggest rewards. Full raid tier mechanics in effect, and possibly an interesting arena for the fight. Again, make the fights more interesting.

As for the elemental system, is it necessary? Does it add much? It could stay or go, I don't think it would make a huge difference. Maybe it would still add something when the missions force you to make your way through an area with different elemental mobs so you need to budget your rotations to get through each area you are set to explore before returning at the mission's end.

So the main things I'm saying it needs are more focus/direction, actual mob/boss mechanics to make it interesting to play, and a low time investment long-term method for people that can't sink endless hours all at once.

5
JaghatBLM•

I’m all for improvements but your simplified rotation point for me would be the very very worst thing you could do.

I enjoyed my time in Eureka so far hanging with my friends and practicing my kits casually. Very pleasant.

3
olican101•

Make boxes and animos crystals a random drop from normal mobs.

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Cowman123450Octavius Vremaix on Midgardsormr•

I think Eureka so far is an okay baseline for a potentially great thing. My biggest hope was to include daily quests, a la beast tribes. This shouldn't be a huge undertaking because, iirc, they mentioned they usually use beast tribe quest design as a thing for newer designers to do. I'd imagine that daily quests in Eureka would be a similar undertaking, except with a bit more focus on combat than just on clicking on points. Even if it was a few small tasks and one big task like "Kill x amounts of y enemy" or such per day, it could be a good starting point. In general, my big issue with Eureka leveling is a lack of direction or start point to level between story tasks, which have very little in the first place; daily quests, at least having one big to start off a long session, would alleviate this a lot.

Second thing is gathering. I remember an early reaction yesterday being "I wish there were gathering points'. Just seems like a perfect place to do it in.

A third thing is making the rewards worth the effort. I don't mind the rewards being underwhelming; it prevents a Diadem situation where you NEED to do it to have the best gear. While I do appreciate another way to gain gear other than crafting, tomestones, and ex primals/raiding and the five materia slots are nice, it's not worth the countless hours of grinding needed. I myself like grinding, but either make the lockbox rewards better and have it drop in different ways (such as the previously mentioned treasure maps dropping from mobs, which could be useful) to make the intermediary grinding still ultimately worth it or make the requirements lower (I prefer the former).

Once all of those steps are done making it seem at least varied and worthwhile, perhaps making a bit beefier story tasks that might flesh out the area a bit more might be nice.

Finally, something that I WANT to see but won't ever really happen is the return of open-world style dungeons. These could break up a lot of the monotony of grinding; the issue of course comes with balancing (dungeon bosses could spawn similarly to NM with hunt-like timers and a way to tell in game what those timers are at).

Overall, I really hope that they make Eureka grow because I see potential and I actually enjoy it thus far; it just has an underwhelming beginning. Still, though, it has more potential than Diadem did at least and I'm actually enjoying it so far, just wish the time commitment was less steep for the rewards given

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JamessianOmni-Healer, AST main!•

I was hoping you could ‘main’ an element. There could be some mechanic you focus onto and levels up as well, locked onto 100% that element of a split of elements based on preference.

But you can change your element at anytime so that kinda broke immersion.

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kuributtCastor Drisde on CACTUAR•

Daily or weekly goals and or some manner of EXP carryover. I'd be 500% more down to grind if I could work on alt classes while I did it.

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teddyspaghettiHeracles Dyrnstead•

Most of the "ideas" in this thread would only serve to make Eurake even more brainless, uninteresting, and empty.

Less buttons, less mobs, grind each job separetly, add "daily" objectives akin to some diadem goals that most people trashed on when diadem was released. None of these address the core issues with Eureka: battle is boring, content isn't fun, Eureka isn't rewarding.

None of these would make things more fun or interesting. They have a good map, decent variety of enemies etc... Now if we could have a diablo-like system with eureka only loot, that could be something worth playing. Something that makes combat itself more fun, rewards and systems that apply only to eureka give an incentive to play and enchance your experience while playing it.

You can still have the anima grind behind it all, but it shouldn't be the only thing motivating you to do the content for 100s of hours.

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sushifarronLimsa•

This is not my idea, but I read somewhere on this subreddit a suggestion I thought was really fun, though it would be a complete rework of eureka and not a simple improvement. I've also embellished greatly since I don't remember the post exactly xD. The suggestion was to combine the most fun parts of deep dungeon, treasure hunt, and diadem as follows:

  1. As a party or player, get a diadem-like objective to fulfill, go there, do this thing, kill x amount of mob y, etc. We can keep the elemental wheel here as a mechanic to use while killing mobs and that sort of thing.

  2. After completing these objectives a set number of times, a portal would open to a dungeon where there would be interesting traps like in potd, and you could advance through randomized layout floors. You would not be required to go into every room, but you could gain interesting or useful rewards in chests along the way (perhaps timed elemental buffs to use in overworld, upgrade crystals, even the occasional mimic). To make things interesting, you could have random spawn mini boss like the Cyclops or Matanga from treasure dungeons as well.

  3. If the party manages to reach and clear max floor that has an elemental boss, let's say floor 7 or 10, they receive set rewards in the form of exp and crystals for completion. (Like how you receive aetherpool and potsherd for finishing floor 50 or 100).

  4. You return to the overworld, but for completing the dungeon you gain access to a special underworld portion (as in diadem) where the players there must work together to kill a certain amount of each element monster (maybe with tracker on the screen). At certain set times, like let's say every 2 irl hours a notorious monster will spawn. If everyone has managed to meet the kill goals for the elements, the NM is weakened both attack wise and def wise. If the goals are not met for certain elements, the NM is stronger attack and def for those elements and is more dangerous. If less than half of the goals are met, the NM spawns and wipes everyone, kicking them out of the underworld area to the start point. The rewards for completing can be crystals, exp, and boxes with only materia 6, new minions, glam, or even rare dyes. Confetti is just....Idk.

  5. A player is able to participate/be in the same area as the NM event twice before being kicked from the underworld area to the start point. They may not leave the port and have 5 minutes to finish before being auto kicked.

Then you start all over \o/

1
Albieros-BravePLD•

so in resume: please grab this content and add a lot of shit to make it even more of a grind, oh also reduce the ammount of skills so it gets even more boring.

guys, eureka is fine from a gameplay standpoint, what needs is NOT FUCKING DAILIES WHAT THE ACTUALL FUCK IS WRONG WITH YOU LOT, its more substantial rewards, hell, make it so mobs may have a really low chance to drop a super rare item or badass glam, mounts, w/e, the feeling of freedom and adventure you get on eureka is actually good, the only thing holding it back is the somewhat shitty rewards

-7
LevolpehhHealer•

The only thing holding it back is literally everything about it.

1
Albieros-BravePLD•

nice opinion, but a wrong one, eureka has a lot of good points too, could be better of course, but it isnt the shitfest that everyone on this subreddit has made it out to be

0
LevolpehhHealer•

The subreddit is pretty right on this one tbh. It's not as bad as initially thought since Anemos crystals transfer into tons of Protean making the grind shorter but it's still a pretty mediocre experience all around. The only good point I can think of is that theres lots of people running around doing stuff for once. Still feels awful though.

1
LtnSkyRocketsWHM•

I really enjoy Eureka as it is.

Most of your ideas are things that the forums have panned previously and complained about.

The fact you are now using things that were previously complained about as 'improvements' just proves that people will whinge regardless about anything new and different, until the next new and different thing comes out.

-8
DasInertOP•

OK, do you have any ideas to improve the content or are you saying it's perfect?

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LtnSkyRocketsWHM•

I'm not saying it's perfect, because nothing is perfect.

I enjoy the content for what it is and don't feel the need to demand a whole bunch of changes from it.

I also understand this is just the first part of Eureka, so is just a portion of what it will be as it grows throughout the patches. Which is what most content in this game does.

-7
DasInertOP•

Okay, but the purpose of this thread is to talk about what can be done to improve Eureka. So please contribute to the discussion or post elsewhere. Thank you!

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[deleted]•

[removed]

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[deleted]•

[deleted]

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UnwantedUngulate•

Saying it repeatedly doesn't make it true.

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Rimiu•

they don't though.

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