I would make older boss fates spawn more often.
I can't recall the last time I was online for one in older zones.
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I would make older boss fates spawn more often.
I can't recall the last time I was online for one in older zones.
Considering how mindless and how afk you can be during them and still get gold, my personal opinion is that FATEs are fine as they are now. A fun side-activity to do with the shared FATE system, but far from optimal in terms of actual leveling. Their rewards could be bumped by like maybe 20%, but outside of that I think they're fine as they are.
If they wanted to revitalize the overworld, I'd be more interested in them developing content that promotes going into the overworld that's not simply "button mash to gold" that FATEs are. It's pretty clear by the FATE rewards they want people to go into instances - this was actually the methodology behind the nerf to FATEs that made dungeons vastly superior, since the playerbase will naturally find whats most efficient and spam it, they wanted to push people towards dungeons since those actually hinder story progression for people if no one's queuing and out spamming fates.
If anything, they'd be likelier to increase the gil reward from adventurer in need or for roulette completion than give extra gil to FATEs. And as much as its unfortunate people have anxiety about tanking (given the changes to tank stance basically make it impossible to fail outside of just not paying attention at all.), I was more highlighting that the option -exists- since you said farming ends in your comment, when it doesn't have to end at all.
I'd take the bi-colored gem system from ShB and put it in ARR, HW, and SB - along with exclusive items like furniture and some crafting items to go with it to incentivize people to do the Fates. While the bi-colored gem stone system hasn't really helped to completely keep ShB's fates alive, I still do see people doing them when I'm flying around doing maps because there's actual tangible and recurring rewards. Contrast that with some of the old fates that /maybe/ gave a minion or a piece of glamour that you'd never do again once you got enough credit to get the item you wanted.
I'd make more affect the world around you.
ARR had a few that would change the location, allow an NPC selling things if you were successful, and what not.
While there's a few new ones that change depending on where you are in the chain, that's all it affects, the chain of events. It doesn't really set up the location to be affected much in the way of well protected they were.
1. Increase the exp rewards by 10x at the minimum.
2. Slightly decrease the enemy HP.
3. Increase the gem rewards by 10x at the minimum.
Stop the timer as long as players are doing the fate content. I end up passing on many of them because the remaining time is too short
It's also very frustrating when one times out before you complete it.
First for ARR, SB, HW areas I would increase the xp rewards by 150%. Fate chain bonus xp multiplier up to 300%, resets after completing a fate with the 300% bonus.
Secondly I would go back and add bi colored gem stones to all locations along with new rewards.
Bi-colored gemstone fate chain bonus multiplier. Up to 3x multiplier
Double Bi-colored gemstone reward for doing fates at max level.
Add food items/ weapon/gear coffers as random bonus rewards to boss fates
Make fates a quest chain for that particular zone (lore, etc). The rewards can be pets, gear, mounts, glamour, or crafting recipes. Also, a big world boss.
:)
-Make the forlorn lady thing which grants bonus XP to appear in ARR and HW fates as well.
-Be able to keep the buff when changing zones - I can see how this could be exploited though, so maybe make the buff only apply to fates of the same level range to avoid someone getting the buff from ARR and jumping to ShB.
-Some form of reward outside XP, like random item drops, reputation currency, temporary stat buffs or maybe even a minuscule amount of tomes.
-More "world boss" type of fates like Odin and/or make them be worth to hunt more than once and done. (I don't think people even did the Tempest or Kholusia ones anymore after the first 2 months, same with Ixion or Fox Lady)
1. Auto sync when you target a FATE mob. So many times, I try to join one, and end up mashing keys to no effect because I forgot to sync.
It's probably already been said but I'd like if more FATEs carried actual consequences for winning/losing, such as having certain NPCs spirited away and needing to be rescued or key travel routes now patrolled by tougher beastmen enemies (not that there's any threat in the overworld anyway outside of A- and S-ranks if you're underlevel) or actual fortifications that would need to be torn down to allow access to certain parts of the map. I know they'd never go this route cause of the almighty need of convenience but it's still something I'd wish to see
I'd want to see more Fate Chains. one leading into another. On top of that, make it affect the open world somehow. Creating a bridge for easier travel access. Clearing a supply route making repairs/common items cheaper. Buffs for players in town. Etc
I wish the current fate chains we have were labeled as such.
I'd also like the reward upped a bit. Without any bonus xp effects, the amount of XP you get is like....1 pull of a dungeon under armory/rested bonus.