No one said we wanna get rid of FATEs and Dungeons, actually having them much MUCH better than not.
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i think the trouble is not the FATE, but the exp gain from dungeon and leves. (people tend to forget leves, or use it only for craft/gathering)
people do fate, why? because is the best ratio exp/time, better you get gils and seal if you are good enough.
when a dungeon can end without gaining any gils or loot. (the rng can be a b.... sometimes)
leves don't give enough exp or gils, without forget they are limited.
we know the 2.1 will bring dailies, but they really need to think to how balance the gain of exp/gil from dungeon and leves, maybe when they will have do this, the fate will be less zerg.
FATE is fine the way it is but need some tweak. Mobs need to last a lot longer so that its not 2 mnts zerg. Dungeon xp does need to be doubled, more daily rewards for running random dungeons, and more incentive for higher levels to level synch down for lower dungeons (which they will do in future patches). Right now, I do agree that most people would rather do FATE grind party than training how to play the game doing dungeon run. This will be causing a huge problem later on when everyone at 50 and trying to do harder contents.
My problem is people are making it sound like it's a better alternative when it's really not.
Leveling gets dull for a while no matter how creative or inventive they get. It's just a fact of repeating any given activity.
I've yet to meet a MMORPG that can stretch out progression long enough to keep people playing without making any aspect of it at least somewhat repetitive and tiring after the first time you go through it.