Final Fantasy XIV The Case for Horizontal Progression

 

A couple of weeks ago, I vowed to return to Eureka following I’d spent additional time with it (It is possible to read my initial impressions right here). I’ve been back in a few of times given that then, and, sadly, I’ve had a great deal of problems acquiring a lot additional. The content material is not for me, but I still really like what it represents, and I am delighted it really is scratched an itch for a bygone era of MMOs that a great deal of men and women miss.

A lot has been mentioned and written about the content material, and that is very good for the game – it would be a true challenge if it dropped and then vanished from everyone’s radar. And regardless of early predictions that Eureka would die the moment men and women got the gear they want, it doesn’t appear like that is happening either. It really is nevertheless a hub of activity, and individuals are nonetheless agonising over if and when Pazuzu will spawn.

But one particular thing I never have an understanding of about it is actually why the gear it rewards is so damn weak. Relic weapons and armor had been touted as this huge deal, but almost everything you’ll be able to get from Eureka is outclassed by tomestone gear (item level 355 vs 360), that is so effortless to earn you can practically do it by accident so long as you play routinely. I have not heard anybody make a especially fantastic case for why it is so toned down, either.

When I spoke to Naoki Yoshida final year, back when Eureka was largely an enigma, he mentioned that content material had to offer you decent rewards for individuals to finish it and return to it. Inside a way, Eureka all but disproves that theory: There is not substantially that Eureka really presents, no less than in terms of gear, and I suppose it’s a testament towards the reality that people definitely do like what it offers that people are doing it regardless.

Gear in XIV has usually followed a rigid structure where weekly token gear supplies anything for the majority of players to perform towards, even though the very very best stuff is locked behind difficult raid content. Rewards from extreme primals and so on fit in about this, but no matter how things shake out, raiders usually get the cheap FFXIV Gil very best stuff. I suppose the argument for this can be that the rewards from Savage ought to be the best because it really is the hardest content within the game; there must be some sort of carrot to keep people going by way of fights which most players uncover murderously challenging.