Final Fantasy XIV The Case for Horizontal Progression

A few weeks ago, I vowed to return to Eureka just after I’d spent far more time with it (You are able to read my initial impressions here). I’ve been back within a few of instances considering the fact that then, and, regrettably, I’ve had a great deal of problems getting much further. The content material isn’t for me, but I nevertheless enjoy what it represents, and I’m content it really is scratched an itch for any bygone era of MMOs that many people miss.

A great deal has been mentioned and written about the content, and that is good for the game – it will be a genuine dilemma if it dropped after which vanished from everyone’s radar. And despite early predictions that Eureka would die the moment people today got the cheap FFXIV Gil gear they want, it doesn’t seem like that is taking place either. It really is nonetheless a hub of activity, and people today are nonetheless agonising more than if and when Pazuzu will spawn.

But one particular thing I don’t recognize about it is why the gear it rewards is so damn weak. Relic weapons and armor were touted as this enormous deal, but everything you could get from Eureka is outclassed by tomestone gear (item level 355 vs 360), which is so uncomplicated to earn you’ll be able to almost do it by accident so long as you play regularly. I have not heard anyone make a particularly excellent case for why it is so toned down, either.

When I spoke to Naoki Yoshida last year, back when Eureka was largely an enigma, he stated that content had to offer decent rewards for men and women to finish it and return to it. Inside a way, Eureka all but disproves that theory: There is not considerably that Eureka really provides, no less than in terms of gear, and I suppose it’s a testament to the reality that people actually do like what it presents that individuals are performing it regardless.

Gear in XIV has often followed a rigid structure exactly where weekly token gear gives some thing for the majority of players to buy FFXIV Gil perform towards, whilst the quite ideal stuff is locked behind tricky raid content material. Rewards from extreme primals and so on fit in about this, but no matter how issues shake out, raiders normally get the best stuff. I suppose the argument for this is that the rewards from Savage should be the top mainly because it is the hardest content material inside the game; there must be some kind of carrot to maintain folks going by means of fights which most players uncover murderously tough.

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