A couple of weeks ago, I vowed to return to Eureka soon after I’d spent extra time with it (You could study my initial impressions right here). I’ve been back in a few of occasions given that then, and, unfortunately, I’ve had loads of trouble receiving a great deal further. The content material is not for me, but I still like what it represents, and I’m content it’s scratched an itch to get a bygone era of MMOs that a great deal of people miss.
Much has been stated and written in regards to the content material, and that is very good for the game – it could be a true issue if it dropped and then vanished from everyone’s radar. And regardless of early predictions that Eureka would die the moment people today got the gear they want, it doesn’t look like that’s taking place either. It’s nevertheless a hub of activity, and folks are nevertheless agonising over if and when Pazuzu will spawn.
But a single thing I do not realize about it is why the gear it rewards is so damn weak. Relic weapons and armor have been touted as this big deal, but almost everything it is possible to get from Eureka is outclassed by tomestone gear (item level 355 vs 360), that is so effortless to earn you’ll be able to pretty much do it by accident provided that you play routinely. I haven’t heard anyone make a specifically 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 said that content material had to present decent rewards for people today to complete it and return to it. Inside a way, Eureka all but disproves that theory: There is not substantially that Eureka actually provides, no less than with regards to gear, and I suppose it really is a testament towards the reality that people actually do like what it gives that individuals are carrying out it regardless.
Gear in XIV has often followed a rigid structure exactly where weekly token gear supplies a thing for the majority of players to buy FFXIV Gil perform towards, although the incredibly ideal stuff is locked behind hard raid content material. Rewards from intense primals and so on match in around this, but regardless of how issues shake out, raiders often get the ideal stuff. I suppose the argument for this really is that the rewards from Savage must be the most effective for the reason that it really is the hardest content in the game; there must be some type of carrot to maintain folks going by way of fights which most players obtain murderously tough.