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  1. #1
    Player
    Taemek's Avatar
    Join Date
    Jun 2013
    Location
    Ul'Dah
    Posts
    199
    Character
    Taemek Frozenberg
    World
    Tonberry
    Main Class
    Marauder Lv 50
    I disagree with bumping up XP to be on par with XP gain from Fates.

    The current design on the Fate system is taking in to account the amount of players doing them, therefor, the Fates are not a challenge when the Fate itself lasts no longer then 1 - 2 mins at times and you can barely get a skill off to land contribution.

    What they need to do is scale the NPC's that spawn from the fate ethier based of how many PC's are inside the Fate Zone area OR the overall Zone itself for that Level range as some zones have different level limits in them, i.e. Central Shroud. Scaling the NPC's will increase thier overall HP and Damage output, but the reward will still be the same. Therefor they take longer to complete and will require coordination, healers to actually heal and Tanks to actually tank.

    This will make them a challenge and not a rush fest.
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  2. #2
    Player
    Jynxii's Avatar
    Join Date
    Sep 2013
    Posts
    151
    Character
    Jynxii Au
    World
    Tonberry
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Stormsoul View Post
    i don't think you thought this through. if people are 50 and doing the dungeons at 50.... they didn't skip any dungeons or story quests, because it's not possible. fate's arent causing bad players, bad players are in every MMO regardless of what devs try to do.
    Yes and no. The first character/class will have gone through the guildhest/dungeons and thus 'learnt', but given that FATEs are essentially the only way to level up subclasses, what happens when DPS decide to level tanks or healers? They do it through FATEs, meaning they don't get the experience or actually learn their role like they would through guildhests/dungeons.

    Quote Originally Posted by Taemek View Post
    The current design on the Fate system isn't taking in to account the amount of players doing them.
    This is the issue with FATEs. They were likely designed for a dozen or so players to actually work at, not 3-5 dozen players. The 15 minute timer becomes pointless because the FATE is completed in less than a minute. They need to input a dynamic system that scales health (damage?) depending on the players present. If a 15 minute FATE took 10 minutes with 12 players, and also took 8-10 minutes with 50-60 players, it wouldn't be 'as fast', or perceived at the only way to efficiently level, and dungeons would certainly be more attractive.

    Incidentally I was in Quarrymill to do some of my own FATE grinding, and there were so many people zerging from FATE to FATE that you couldn't even see the mobs spawn. You'd literally just spam your AoE skills and hope for the best.
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    Last edited by Jynxii; 09-21-2013 at 12:11 PM.
    If my posts seem short or incoherent, I am probably editing the rest in.