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  1. #51
    Player
    Talec's Avatar
    Join Date
    Aug 2013
    Posts
    322
    Character
    Violet Drakarys
    World
    Twintania
    Main Class
    Summoner Lv 80
    With this changes I see hardly a fair treatment between those players that leveled all their battleclases with quicky-FATES and between all players that start later after the nerf and have to put much more effort to gain what the others got.
    (1)

  2. #52
    Player
    Ri_ri's Avatar
    Join Date
    Sep 2013
    Posts
    959
    Character
    Kaguya Houraisan
    World
    Behemoth
    Main Class
    Thaumaturge Lv 61
    Quote Originally Posted by Datu View Post
    I agree with lowering the fate spawn time. I've been saying this since day 1. You can't run around the world without tripping over a FATE and the inevitable mass of players that crawl after it.
    How's that a bad thing?
    (0)

  3. #53
    Player
    banned's Avatar
    Join Date
    Aug 2013
    Posts
    39
    Character
    Dhul Qarnayn
    World
    Behemoth
    Main Class
    Lancer Lv 60
    whatever provides the best XP gain is what will be 'spammed'. what happens when the best xp farm spot is also a quest/hunting log/material farm spot? we get threads crying about 'mob campers ruining game' blah blah.hell if leveling solo was fastest, thats what the majority will end up doing.
    and if you think tome/speed run groups at lvl 50 are 'toxic', just imagine the vitriol in low level dungeons when people are spamming them for xp. oh lets not forget about the tears that will flow when 'XP speedrunners are ruining dungeons' threads emerge.

    some people find the FATE grind boring, some dont care just want to level as fast as possible since they already saw story. frankly any changes will just be trading one evil for another.

    imho, if FATES were better, maybe more along the lines of an actual dungeon boss battle, and scaled better so they wouldnt be zerged to death in 30 seconds, this wouldnt be much an issue at all
    (0)
    Last edited by banned; 10-24-2013 at 09:30 PM.

  4. #54
    Player
    AdvancedWind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,651
    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Sinth View Post
    -
    The problem with fates is that it is so much better than everything else that it affects the lower level dungeon queues (as there's no reason to run a dungeon multiple times even when level appropriate, unless you want to complete gear sets - something entirely unnecessary as far as gearing goes) and indirectly affects level 50 player skill and gear because they never really play that class in a controlled party environment* then drop in WP / AK and don't even know how to use a limit break or, even worse, didn't even unlock all their job skills (and on extreme cases, didn't even unlock jobs. I had a few of those on duty finder).

    *The fact that you have to do dungeons to complete the storyline does not solve this issue completely, because, while our dear player might have done all them on say, Archer and learned it, it does mean that when he fate grinds his gladiator he will have no idea how to play a tank, or level puglist and have no idea about it's huge rotations, etc.

    That said, no one thinks that fates need to be nerfed into oblivion, but the other leveling methods need to at least be competitive with fates. As it stands, nothing is nowhere near fate level.
    (0)
    Last edited by AdvancedWind; 10-24-2013 at 09:48 PM.

  5. #55
    Player
    SinisterJoint's Avatar
    Join Date
    Jul 2012
    Posts
    279
    Character
    Spoony Bard
    World
    Midgardsormr
    Main Class
    Archer Lv 50
    I just wish they would buff dungeon xp or mob xp so there are other comparable alternatives to xp'ing. Fates are fine, but being the fastest method to level only doesn't seem logical. Give us more avenues of approach please.

    Honestly I do wish they would make the xp a little lower than dungeons so people are forced to.. you know.. learn to play their job.
    (0)

  6. #56
    Player
    Khaleon's Avatar
    Join Date
    Sep 2013
    Posts
    9
    Character
    Moranion Emberstrike
    World
    Ridill
    Main Class
    Pugilist Lv 50
    While it is easy to say 'Nerf FATEs because of their XP', 'Buff Dungeons', ect fact of the matter is that it simply isn't that simple.

    You can give dungeons 500% more XP, or a 50K XP reward for completing that dungeon, but you run into issues of you still need tanks, healers, and to actually be able to finish the dungeon. In the end, people will still choose to take the path of least resistance and go with the FATE rewards where that can get 16K+ XP at level 41 in minutes, and repeatably. Same thing with nerfing FATEs, you can remove FATEs, lower spawn times, lower XP rates, but then you have those people who don't have any quests to do, burned through their leve allowances for the day, or just like being in the open world that are now made to suffer with a much longer leveling curve, not harder, just longer.

    Fixing the current curve requires a few various attacks. Yes, FATEs may need a slight adjustment, either through XP or respawn times, but before that occurs I would like to see a few changes.
    • More quests added to the game, give players true options of leveling no matter how many 1-50 trips they have done.
    • leve XP buffed to match a quest of similar level. You can do a level 44 challenge leve and get ~7K XP, meanwhile a sidequest of the same level gives 12K+ each turn in. Game should also promote Leve quest groups better, let a party of four players share leves. Could see a few groups doing this in V1.0, and it promoted actual comradery and parties, without shoving them down players throats.
    • Give dungeons a final XP reward for completing any dungeon (on top of the first time reward), this way you promote players doing previous dungeons more than once.
    • Probably one of the most important aspects, let players have the ability to level sync at will within a party. This allows people to join low level friends outside of just Duties.

    Once all that is said and done, I would say we would be in a much better position to decide just how to change FATEs if it was still needed.
    (0)

  7. #57
    Player
    Kovensky's Avatar
    Join Date
    Oct 2013
    Posts
    36
    Character
    Miku Minami
    World
    Tiamat
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by SinisterJoint View Post
    I just wish they would buff dungeon xp or mob xp so there are other comparable alternatives to xp'ing. Fates are fine, but being the fastest method to level only doesn't seem logical. Give us more avenues of approach please.
    FATEs are also the only reliable way of getting Grand Company seals. All other methods have arbitrary restrictions (provisioning/supply, gcleves), or have too many restrictions and low rewards (expert deliveries).

    Quote Originally Posted by SinisterJoint View Post
    Honestly I do wish they would make the xp a little lower than dungeons so people are forced to.. you know.. learn to play their job.
    I don't think it'd be feasible to make dungeons completely competitive with FATEs exp-wise, and if they did, then everyone would start complaining about all the people wanting to force other people to speedrun so they can level up faster. Think of the situation with the lv50 dungeons, only with it affecting even Sastasha newbies.
    (0)

  8. #58
    Player
    Kovensky's Avatar
    Join Date
    Oct 2013
    Posts
    36
    Character
    Miku Minami
    World
    Tiamat
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Khaleon View Post
    • More quests added to the game, give players true options of leveling no matter how many 1-50 trips they have done.
    I actually refrained from doing too many sidequests when getting my first 50 so I could use them when I leveled other classes. This is *not* the kind of resource management one is supposed to do on a living world.

    Quote Originally Posted by Khaleon View Post
    • Give dungeons a final XP reward for completing any dungeon (on top of the first time reward), this way you promote players doing previous dungeons more than once.
    There actually is a reward, even for non-first-time completion; it is however quite tiny. See also the guildhest rewards: it's a complete waste of time to do any of them once you've done them once.
    (0)

  9. #59
    Player Reiterpallasch's Avatar
    Join Date
    Aug 2012
    Posts
    783
    Character
    Arya Stark
    World
    Leviathan
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Constance View Post
    I always get a chuckle arriving in a hub and seeing 50 bads just sitting around waiting for fates to pop because they're not competent or intelligent enough to do anything else.
    Way to just blanket insult everyone who chooses to exp the most efficient way. I wasn't aware that being "competent or intelligent" meant going out of your way to get exp slower. Who knew?
    (2)

  10. #60
    Player
    Kovensky's Avatar
    Join Date
    Oct 2013
    Posts
    36
    Character
    Miku Minami
    World
    Tiamat
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Reiterpallasch View Post
    Way to just blanket insult everyone who chooses to exp the most efficient way. I wasn't aware that being "competent or intelligent" meant going out of your way to get exp slower. Who knew?
    It *is* true though that leveling up solely through FATEs breeds incompetence for group content (you should see what a disaster a tank that goes through a dungeon as if it was a long FATE is). It doesn't mean that the people doing FATEs are incompetent or dumb though.
    (0)

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