Its just pathetic. Even if it actually happened, it would have been over two years ago. Why would anyone make up a story about that long ago. :/
Printable View
I do not keep a record of which fates I fail to get gold though let us say that is the case--cannot confirm or deny your claim--I personally do not see much of an issue of a lower scaling FATE that has too many participants making it impossible to get gold.
Though for the most part I have gotten mostly golds playing as a tank and the cases where I did not get gold I just saw it as an error on my part. The way the FATES are tuned are fun to me.
Internet never forgets.
Take a pick from wow and make it scale immediately with the number of players inside the FATE boundaries, not just those attacking. Hell, make them bullet sponges.
Zadnor scaling is definitely not working properly, especially in zone 3. Sometimes you can have 20 people in the zone doing Fates there, a new one pops and it melts in 20 seconds like it was scaled to a solo player. Meanwhile some zone 1 fates feel scaled to 20 people even when no one is in the zone.
I could understand the mechanic behind it to some extent in the Southern Front. If a Fate spawns in zone 3 while everyone is in zone 2, it gets scaled down. But Zadnos fates don't seem to follow any logic or mechanic. Some of them just melt regardless of players in the area and some take ages to chew through.
Just 2 days ago i was alone in an instance, its weird how some fates are fine and some are hopeless alone... that just reflects to the scaling as well as some burn in seconds while others actually need some time...
That poor dinosaur in zone 2 is perfectly tuned.
No wonder why they disappeared 65M years ago.
I don't play WoW so I don't know how it exactly works there, but wouldn't that be abused easily?
Have 1 person stand within, it scaled down then the rest go in after it scaled down.
Or do you mean it scales up and down dynamically throughout the timer based on people going in and out? wouldn't that be a mess?
In WoW, certain things scale like quest targets and some world bosses. Once they are hit by a player, or multiple players, the HP levels go up. If someone dies or leaves that HP doesn't change, since it already calculated the numbers. The enemy dies, respawns and the process can start again.