Like this if you don't want to keep FATES / want a complete revamped system.
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Like this if you don't want to keep FATES / want a complete revamped system.
Like this post if you think FATES are fine and should keep it the way it is.
I hope they actually do a real player poll soon and ask this question
Useless poll is useless.
Only a small subset of players actually go to these forums, and as has been proven already, they can be very vocal but do NOT represent the community as a whole by any measure.
what exactly is the problem with FATEs the current way it is?
I want the F.A.T.E. system to evolve rather than being removed. If they can change the world, affect players/NPCs and cities. F.A.T.E's in the middle of the city? A riot? fights between factions in the same city? Chained impressive boss F.A.T.E's like the Shadow Behemot in GW2? Towns being blocked for not being defended when X attacked it?
http://forum.square-enix.com/ffxiv/t...I-Realm-Reborn!
It's used way too much in too many events. I'm pretty sure a lot of people in-game would at least
like a re-vamp of the system. It's so boring. GW2 events were way more fun than this crap.
Why not have that Hamlet thing come back from 1.0?
If you hate FATEs, just don't do them? Nobody is forcing you. The only reason a level 50 has to do FATEs on a large scale is to get Atmas, but that's an issue with the Atma system itself, which is tied to issues like RNG.
It is simply boring. This is due to most FATE related content forces you to do 1 of 2 things:
1. Sit and wait for 30+ minutes for the fate to pop.
2. Run around CONCENTRAITED and hunt down boring fates with enemies that dies to one attack and "bosses" that are soloable by most classes.
Well, they exist. That's the first problem with them :D
Having to syncro in the "open world", seems wrong to me. That fates have no mechanics at all seems wrong to me (The good way to do a lot of them is... pick agro when the enemys spams, and then pray to lost it before they kill you. Healer healing? Yeah, they can. But they won't be rewarded for that ,so cleric stance for the win....)
Fates are boring, but the worst to me is not that they exist, to me the worst is when other content other than pure FATEs makes you do FATEs. I mean, if they were there just in case anyone want to level doing them I woudn't hate them so much. But having to wait hours to finish a book (Nah, I'm not doing them anymore tbh) of to unlock CT on his day, made me hate them A LOT.
I woud pay extra If they put an NPC of the FATEs designer in game that we coud symbolically kill :D
I don't think fates should be removed at all. Fates are great ways for FC's to get points for FC buffs. They are really the best choice if you want to level another class on your main, and my FC's story (RP FC) has us as we travel through the world, acknowledge and do the fates we run across. It adds more dynamics to the roleplay. So no, fates are fine as they are.
Keep fates, 100%
In order to do Crystal Tower - CT, you HAVE to do FATE's.
There is no if and or buts about it because there is no way to progress otherwise.
No body is forcing you yes, but you're missing out on content because of it.
Atma's, optional, but if you want to progress there's no way to go around it.
:/
FATEs (and bits of the open world) could do far worse than take some inspiration from GW2.
Change syncing so I don't lose access to my abilities, make the whole area synced not just the FATEs and link FATEs together in interesting ways with some of the big ones culminating in Hamlet defense type events that involve DoL/DoH.
My only problem with FATEs isn't that they're there, it's that SE does nothing interesting with them. We have a handful of FATEs that have consequences, and by consequences I mean a NPC who sells a minion goes missing... There are FATEs where you're apparently culling an invasive species. Fail that FATE? Nothing happens. Mobs don't spawn any differently. You have FATEs where you're killing creatures to prevent natural disasters like a landslide. Again, nothing happens. Rocks don't block the path and need clearing. While they're painted as open world content, they're really nothing more than static instances...
They need more interconnectivity and consequences. I would much rather have fewer, well thought out and connected FATEs, then what we have now. FATEs currently have quantity and very little quality.
There is three things that require completing FATEs in order to proceed with content:
1) Labyrinth of the Ancients
2) Up in arms (atma farm)
3) Trials of the braves (book part of the zodiak questline)
Beast tribe dailies belong to optional content together with special events and seasonal events.
Even if you count dailies and events into content, you're still not even close to half of the content of the game.
The majority of content in the game don't require FATEs to be done at all.
Heck haven't only two seasonal events have a mandatory fate so far, only ones that spring to mind were Summer and Christmas. And I guess you can count the Lightning/XI/dragon quest event in there, but all the other events so far have been quests, an if you're going to complain about having to do a fate to unlock CT, I found having to do specific guildhests to progress the main story was far more annoying.
If someone don't like fates, they can simply not do them. But myself and others, we do do fates. They can get fun even for RP. So just because you don't like fates, don't need to remove it from the rest of us.
Fates are fine as long as they aren't involved in quests
SE could also force you to kill specific NMs. They could also do it that the NMs despawn if they don't get killed during a specific time frame after it spawned (there would be not a visible timer). And how the claiming works, everyone would be able to fight against the NM for the quest without to claim it.
Would this be better?
I like fates. The only complaint I have is when you're in the middle of a quest and one begins right on you. They should have something that lets you confirm/deny participation in a fate.
False choice. This isn't an either/or question. Do I like FATES currently as is? No. Do I want them to removed all together? No.
the problem I have with fates is the complete lack of strategy. they all basically boil down to tag as many mobs as possible or max out dps get gold and get out. In crowded areas for exp grind & atma farming. It typically boils down to spamming AOEs and get gold as fast as possible There is no sense of challenge or danger. the one debatable exception is odin & behemoth, but both those things only drop items for vanity and with enough people it too becomes a zerg fest that lasts only a few minutes
At the same time, one of the major flaws I found with the game is the lack of open world content. I want to be able to do things with my FC that aren't in nice little groups of 4 or 8, that isn't in a weekly lockout or put through a duty finder. Nothing out there is particularly dangerous, challenging or rewarding.
What I would like to see is more complicated, challenging fates. Wasn't there something about the Primals popping out in the open world. whatever happened to that?
FATE are ok, the thing is that most of us hate that they relate things like relic, quests or seassonal events to it i think.
Fates are nothing but mindless zergs.
Honestly they are fine to have in the game... But they need to NOT be the only/primary focus of open world. They should be a minor part of the open world. 15-20% max of the open world battle content.
SE's focus going forward should be open world content that has 0 relation to fate content.
There's nothing wrong with fates as a leveling mechanic. They could be better of course, they're still a bit circular, but gw2 still does them a lot better, with them chaining together or having minor consequences if you fail(outposts getting captured and such). There's a few times where you see xiv work like gw2, but they're very rare.
But still, as is just random quests popping up to level on, it's fine. Atmas or quests telling you to do a certain fate are another issue entirely, but the fundamental fate concept isn't bad itself.
I agree with the above couple posters. FATES are fine when they are just a means to supplement exp. But they seem to want FATES to be the main open world attraction, and they tack it onto everything. I think its safe to say that most of us don't want them as requirements for important things like relic upgrades. Unless they improved them like some above posters have mentioned and actually made them more meaningful and have tangible effects. If you agree that FATES should not have such a prominent role in the open world, you can give my question at the end of page 2 of the Questions for the Live Letter (General) thread a like. Not that they'll address it. Its fairly obvious that the reason FATES are so relied upon for open world content from a developers standpoint is that it is probably extremely easy to develop and implement on a mass scale. It really does just come down to lazy and/or financially cheap design.
I like FATES. I had never done them before Atma hunting so they're all pretty new to me. I wish there were more viariety and I would love more of them to be chained together, but so far they're fun.
If you've never done them before atma hunting, you really haven't had time to be over-inundated with them yet. Give it time, the mindlessness of FATES as they currently are gets old very fast.
I'd like to see real consequences for failing a FATE and branching FATEs.
For example, let's say there's a FATE in Drybone. the Amal'jaa are raiding the camp for people to temper. If you succeed, FATE is complete and you launch a Counter-attack at the Amal'jaa camp. Just for this exmaple, it's a 2 FATE series.
If you fail, multiple NPCs from Drybone, merchants and even quest givers, are taken hostage. Part one FATE is a failure and part 2 spawns where you have to recover them. If you fail part 2, the series ends and those NPCs are gone from the world. Let's say if that happens, the NPCs escape on their own a day later, and respawn in Drybone. If you succeed, all the NPCs return to drybone and part 3 starts where you fight a boss FATE and fight the mastermind behind part 1.
Kinda like old-school besieged.
FATES remind me to much of Warhammer Online and that game is officially gone now so probably a good idea to get rid of such an idea.
As I said, most people will not care as they have done the quests already. This would lead to that people would have to have ridiculous waittimes for alot of quests. Also it would do naught but increase the hate towards fates. People already think we have to do too many of them as it is.