No one is forcing you to FATE grind though, thats your choice.This is a disappointing change of stance. Every interview I saw leading up to the game described FATEs as a fun dynamic thing to do while you are out doing something else. Not a sit on your chocobo until one pops and destroy it in 30 seconds unfun grind event.....So many different ways this could be fixed.
Wait what? You say that the problem is people being carried/paying their way through content, and then turn around and blame FATEs as THE REASON for these problems? Come again? As I have said before and I will say it again, you MUST do at least 9 dungeons (of the 11 to get to 50) and 3 primals (and good luck carrying a fail dps/healer/tank through garuda), do all of your class quest (which MUST be done solo, and while not hard, do require you to know how to play your class), do all of the story quests (again most of them solo, can't be carried here), and then you say that FATEs make you a mindless player? If someone is carrying you through the group content, the problem is the group content not FATE grinding. Attack the real issue here, not some dreamed up issue because you personally don't like FATE grinding so you think others shouldn't be able to do it.Thanks for the update, and while I understand the Dev team's position on this, I feel they are drastically underestimating how easy it is for players to get carried through the dungeons or content in question, either due to the duty finder (still no answer to what can be done about people who go AFK induty, but still get the rewards at the end) or due to groups 'selling' access to things like Titan and Garuda HM, where they will baby your character through the entire encounter for 40k gil or whatever.
There are a lot of people at the upper ranks who have no clue how to best use their abilities, entirely thanks to FATEs being so easily spammable. FATE levelling = no skill growth, little teamwork and an ultimately frustrating situation for those who have to play with those characters at a later time.
Nope, they are limited because of the gil rewards. Levequests are one of the best ways to farm organic gil (as in gil created by the game, not gil spread from one player to another as crafting and gathering does for example)
Ummm they put, like, nothing into these... because they were all carried over... practically cut and paste into the game from 1.0. Same with the hunting logs. They only made minor changes here and there where they changed the world scenery and such, or added and removed mobs... but basically they are cut and paste... all part of the original dev costs and not really part of ARR.
Last edited by ChickensEvil; 09-26-2013 at 08:28 AM.
Why do you care how other people level?
I certainly care when I'm grouped with a healer that doesn't know what their heals do. I care when a DPS just randomly attacks mobs, dies, then bitches at me for not tanking them. I care when I mark mobs then people just attack whatever.
Most of these people do FATES till 50 THEN do the dungeons. And the poor people doing the dungeons with these level 50s pay the price because they keep wiping since these level 50s have no party experience whatsoever and they are so used to just zerging everything down. They have no concept of battle mechanics which means we die. They come in wearing level 10 armor and level 15 jewelry to a level 30 dungeon. And I would expect a level 50 person to know how to use their skills, even if they are doing a story dungeon.
You think this doesn't happen? Just ask your fellow players, I guarantee some of them have first hand knowledge of these POS players.
I think the Guildhests should be REQUIRED before entering a dungeon. But that's me.
It's interesting how much of a concern this is but at the end of the day it's up to players to become good players. Having played through most of the game as first a tank then a healer, it's easy to see that most people who are bad have refused to become good by their own right. It's amazing seeing people using the 3rd ability in a combo chain and spamming it endlessly when I could of swore when I leveled my class there was a quick tool tip explaining combo actions, how to notice when parts of a combo are available, and oh yeah...the skill itself mentioned it. To blame Fates and SE for people not reading is just wrong. There's a threat meter built in the game that so many people don't know about it's ridiculous. Regardless SE throwing it in your face as soon as you join a party.
As a whole, the game gives the player more than enough chances and times to hone their skills as their role and how it interacts with a group. That's all it needs to do. Explain the skills given to you and give you a time/place to utilitize them. How effective the player is with them? That's a whole other story SE has no power over. On another note, at no point does a person not have to learn their class, even when it comes to doing fates. A tank could practice holding and keeping aggro against 50+ attacking a boss fate mob. A damage dealer could practice their rotations or see how a skill works best when combined with other skills at their disposal. These may be perfectionists or elitists that want to do this but this is honestly it's the drive to get better with some common sense that'll get you the skills you need.
The only thing I'd agree with is that most dungeon content is far too easy and allows practically one good player to carry the lot through it all. Braflox starts to seperate the horrible players from the good ones but even then, the good players can save the day. I say make it all so rough that by time they reach the trials the first few dungeons would have destroyed them so much they couldn't help but learned even being way higher than the level cap for the dungeon.
Fates don't enable bad players. Bad players refuse and work against becoming good ones from the get go.
It isn't a change of stance. FATEs were primarily meant to be level-up content. If you don't find it fun, you're free to pursue other means of leveling up, such as dungeons.This is a disappointing change of stance. Every interview I saw leading up to the game described FATEs as a fun dynamic thing to do while you are out doing something else. Not a sit on your chocobo until one pops and destroy it in 30 seconds unfun grind event.....So many different ways this could be fixed.
Of course it happens, but I don't think that FATES are to blame. If they are doing them by themselves, sure - they will probably only be getting DPS practice. If they are doing it as a team, it's probably only a notch below doing dungeons for teamwork.
The problem (for me) isnt that people are leveling solely with FATEs, but that its such a faster way to do it, with very little other gain (seals) that everyone is doing it, which causes a bit to get messed up due to it (FATEs that have multiple outcomes always have a certain one trigger. Shout chat getting spammed, though that already happens due to Raise requests).Greetings,
The development team feels that there is no problem with players leveling solely through FATEs. They understand that there are concerns that leveling in this way will take away from potential skill growth, but feel that the item level restrictions to be added in patch 2.1 will resolve this as players will not be able to access dungeons without first procuring the proper equipment from other dungeons or means.
Indeed.
BEFORE: During the beta the devs seems all mindful of player skill, promising tutorials and content like the guildhests and even promising to introduce guildhests into the main quest flow so people get to learn their classes properly.
NOW: Do whatever you want, item level restrictions will magically make you learn how to play your class, even though there will be "other means" of acquiring gear. (Hint: crafted gear, which requires and will teach absolutely zero skill.)
--
BEFORE: FATEs are dynamic events that you participate if one pops up nearby, and you see on the screen that it has popped up.
NOW: FATEs are working as intended, for people who sit on their chocobos and just wait for FATEs to pop all day and farm FATEs.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
the trouble is not that we can level up solely with fate, but the fact is the most efficient way to level up actually.
the fate system is nice, but soo much unbalanced. how so?
- they don't scale enough, zerg can work is because more people faster the FATE is down
- they give insane amount of exp (and some of them more than other)
- they are unfair, if you are solo, on some fate you are screw! the credit to the fate get from the team is insane, i have already done some test if your team have do the fate and you arrive, use 2-3 skill, you will get the gold... when someone alone that was there and work hard will get silver (in the best case)
the most annoying part is the last one, on odin and behemoth by example, let's say you join a team as dps, your group die but you work your ass, without die, doing your rotation perfectly, you will get bronze... why? because the team credit is not enough. the reward of the fate are personal, why do the team credit are soo important? indeed you can get a team, but i feel the team credit must be take out, people must play them part and earn them reward!
another point i haven't talk about, the fact that player that goes from 1-50 by this way generally don't even have a clue of the role of them class or how play it. FATE is a nice idea, zerg of FATE is a plague that don't help the game at all.
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