If I Puter Materia Into My Anemos Weapon Will I Lose It When I Upgrade It Again
It sure beats out erstwhile relic quests
Although the Eureka zone of Last Fantasy XIV arrived roughly a calendar month agone, it's taken me a really long fourth dimension to process simply how I feel about information technology.
Billed as a return to old school Concluding Fantasy 11 sensibilities, the mural has drastically changed as the players took control of the activity. What was once thought to be an enemy-after-enemy chain grind became a notorious monster chase train.
Let's take a look at how it all went down and where Foursquare Enix can go from here.
For those of yous who don't play A Realm Reborn, let's talk a picayune bit about the relic questline and how it'south evolved over the past several years.
Initially, the relic questline was a sort of endgame activity that players could do to nab a actually cool, often iconic weapon from the Final Fantasy lore — you know, like the Curtana and Yoshimitsu swords, or the Gae Bolg spear. It was an heady moment when y'all finally forged your majestic weapon with the assistance of Gerolt Blackthorn, afterward making your way through several endgame battles to actually forge information technology. The adjacent step, Zenith, required a small amount of currency grinding and gave your newly acquired gear a cool little glow. You lot could echo this questline for every job in the game, and information technology was a small little optional thing I enjoyed doing. Then the existent grind came.
The idea was sound. Final Fantasy Xiv'southward squad wanted players to continue upgrading their weapons throughout the form of the 2.0 edition (or future expansions), allowing them to sort of grow with their weapon they've had since the start. The thing is, the implementation of this concept was intentionally intertwined with the concept of extreme grinding, to the betoken where players had to really "earn" it. As a hardcore MMO player I get it, but the squad went overboard. Ane grind, as was the meta at the time, boiled down to running the same exact dungeon over and over and ending it early on (merely to head right dorsum in rapidly) because information technology was the most optimal way to earn credits to unlock the side by side relic step — that was somewhen patched.
Some other footstep forced players to grind FATEs (read: open earth events that pop on a timer) all across the world for a very small chance to earn Atma crystals, which were used to upgrade your weapon to the next pace. Again, a very absurd thought, merely the drop rates were so abysmally depression that it could take anywhere from l hours or less to 200 hours or more to complete it. Another grind involved hoarding pricey materia, another was a repeat of the dungeon grind concept but only involved trials (boss fights), and and then on.
This unfortunate process was repeated in Heavensward with little innovation (a few steps were almost exact carbon copies of the steps in 2.0), and that's effectually when the playerbase got fed up with it. Personally I was at my breaking indicate after completing the two.0 questline with just i total job (I finished Atma on 3 and dropped two immediately after) and just didn't accept information technology in me to do the same for 3.0. A lot of folks felt that same fatigue — the team decided they were going to do something completely unlike for the Stormblood relic questline, and work began on the Eureka zone. Following delay later delay, Eureka finally came in patch iv.25 in mid-March 2018, and male child was the reaction polarizing.
Eureka Anemos, themed after the current of air element and the first Eureka zone, looks rather inviting. It's an entirely new activeness, with brand new lore (as subtle equally it is), which is above and beyond the previous strategy of tethering a relic quest to existing content. It also offers relic armor, something that hasn't been done before, but in instance you desire more a single weapon for your job of choice. The zone itself contains its own questline with scavenger hunt-esque requirements, a new elemental wheel that attempts to provide some form of strategy, as well as two teleportation points to go effectually quicker. It's a fully-fledged hub and a lot of work went into it.
Once you're really in Eureka that sense of wonder is brought downwards to reality. Initially yous're going to be chain-grinding enemies, hopefully with a group, so you lot tin can quickly and more efficiently cut through the crowds to earn as much XP as quickly as possible. Players kickoff over at level one (progress is shared beyond one character and multiple jobs), they cannot mount until they attain a sure level milestone, and they suffer an XP penalty if they die and are not resurrected once they reach a specific level. At first information technology seems like an insurmountable and endless job if yous aren't in the right group, but players accept found a way to bypass this organisation entirely — NM (notorious monster) trains.
As players establish out on solar day one, leveling upwardly a bit (roughly to seven) and then grinding out Eurkea's FATEs (read: pocket-size boss battles) was the easiest way to basically accomplish every goal you need. NMs provide tomestones (endgame currency), crystals (the chief ingredient required for leveling upward relic weapons and armor), and lock boxes, which grant random rewards from a cosmetic T-Rex mountain to valuable grade Half-dozen (the highest currently) materia to slot into gear. At that place'southward no need to grind out regular enemies for slow-going crystals, as yous can ignore them entirely in favor of big advantage NMs.
See that picture to a higher place? It's called the "NM train," a line of players who are moving from NM to NM every bit efficiently as possible, which is basically what Eureka has get. Players are so good at gaming the system that they've adult their ain trackers — which are created example past case and guide players through the next NMs that are fix to spawn. Correct at present all yous practice is zone in, shout for a group, and follow the railroad train. It's less of a grind than before, but that doesn't hateful it isn't a grind.
While information technology's impossible for Square Enix to predict simply how insatiable the community would be, they basically collection it to exploit the system by making the general Eureka flow so rote. Games like Guild Wars ii accept pivoted away from the "usa versus them" world grind entirely, allowing players to tag mobs and withal contribute despite being in different parties. Eureka could profoundly benefit from this, forging bonds with players across the entire zone simply like how NMs have bonded them together by force.
Although the system has its faults, I really really like the thought of going into a unique zone and completing hunts (my best favoriteFinal Fantasy action) with a group. Folks are incredibly helpful, doling out rides for lower level players with tandem mounts and providing raises for expressionless newbies whenever possible. I've done the same for strangers, and accept fifty-fifty ran across an entire map, missing out on a battle simply to make sure someone didn't incur a resurrection punishment. I've enjoyed information technology enough to complete iii Anemos weapons and two full sets of armor without going super hard, so it's doing something right. In that same amount of time I'd be lucky to finish a full Atma set in the Realm Reborn relic quest.
Eureka Pagos, the snow zone and continuation of the saga, is expected to arrive old within the Final Fantasy 14 patch 4.3 cycle that begins near the end of May. The evolution team has no uncertainty been at work on Pagos for a while and likely won't be able to make any sweeping changes suggested by the community, but I actually promise they're able to fit in some small-scale tweaks hither and there and keep people interested and elevate Eureka to reach its full potential — ane of the most robust endgame activities to date.
Source: https://www.destructoid.com/final-fantasy-xivs-eureka-is-a-step-in-the-right-direction-but-more-work-needs-to-be-done/
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