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  1. #11
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Alkimi View Post
    First they would need to fix the many scenarios where the mobs actually spawn outside of the fate area. I'll agree reseting all progress if you venture too far away would work.
    But if you're at the other side of the map when the FATE finishes, win or lose. Then you should lose all contribution. As was in Coerthas, saw a couple of people doing one of the smaller boss fates, 1 tank and a dps, so I joined in on my PLD. at around 45-50% HP, I got aggro, other tank TPd away to dragonkeep knowing he had already got gold.

    So yes, go past a point of distance from the fate and lose all contribution so you gain zero. Twice the diameter of the Fate is highly reasonable to cover bleed over with mobs.
    (3)

  2. #12
    Player
    KimTaeyeon's Avatar
    Join Date
    Aug 2013
    Posts
    17
    Character
    Kim Taeyeon
    World
    Tonberry
    Main Class
    Gladiator Lv 50
    Implementing "Being too far from fate area won't give u the exp, except when u died" will solve the problem
    (3)

  3. #13
    Player
    Wafflebob's Avatar
    Join Date
    Nov 2013
    Posts
    2
    Character
    Gladius Crooktail
    World
    Coeurl
    Main Class
    Fisher Lv 31
    I don't agree with no rewards for failures. As a late night player there are many fates I participate in that we just do not have the numbers to win. I'd prefer a system where if you are out of a certain range of a fate you do not get any reward. That way the people who bail early get nothing but the people who hang on in an attempt to finish it still get their rewards for trying.
    (4)

  4. #14
    Player
    Kaloran's Avatar
    Join Date
    Aug 2013
    Posts
    45
    Character
    Averrasu D'onvian
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Warhammer: Age of Reckoning had a system (not sure if they still do) that would deny rewards to folks who were too far away from the battle when it finished. It was awful. I'd spend 45 minutes assaulting a keep, wind up dying while fighting the "boss," and it would end while I was running back from the friendly camp. No reward despite full participation, as if it was my fault that I didn't get healed.

    Implementing a similar system for FATEs would just be ridiculous given the lack of overall team support during FATEs (another problem with the system).
    (1)

  5. #15
    Player
    Karnyboy's Avatar
    Join Date
    Nov 2013
    Posts
    433
    Character
    Sigmund Felsword
    World
    Gilgamesh
    Main Class
    Marauder Lv 50
    I saw that recently too, when I called someone out on it they wondered if I had a problem with them doing that...they flat out asked me...so I flat out told them, I don't have a problem with you leaving a fate, I do, however, have a problem pulling your weight and doing your work for you.

    It's a terrible self entitled greedy gamer play style I see all too much these days.
    (1)

  6. #16
    Player
    Karnyboy's Avatar
    Join Date
    Nov 2013
    Posts
    433
    Character
    Sigmund Felsword
    World
    Gilgamesh
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Kaloran View Post
    Warhammer: Age of Reckoning had a system (not sure if they still do) that would deny rewards to folks who were too far away from the battle when it finished. It was awful. I'd spend 45 minutes assaulting a keep, wind up dying while fighting the "boss," and it would end while I was running back from the friendly camp. No reward despite full participation, as if it was my fault that I didn't get healed.

    Implementing a similar system for FATEs would just be ridiculous given the lack of overall team support during FATEs (another problem with the system).
    Just cut the reward 50%, if you're only put in half the effort, then you should only get half the reward.
    (0)

  7. #17
    Player
    xlolololx's Avatar
    Join Date
    Dec 2013
    Posts
    1
    Character
    Silver Beoulve
    World
    Tiamat
    Main Class
    Goldsmith Lv 50
    there is also another thing that need to be fixed at FATE.

    The situation is,

    A small group of people is killing the Svara, we all doing good until the Svara reach 20% HP. There might be only 1 tank in the group and his aggro too high. He walked away from the FATE ring, and the Svara followed him too. After the Svara walked out from the ring, it walked back to it spawn site and the HP reset. That's so sick, and the time run very low.
    (2)

  8. #18
    Player
    Pinkie_Pie's Avatar
    Join Date
    Aug 2013
    Location
    555-None of your business
    Posts
    701
    Character
    Brynhilda Skyforge
    World
    Malboro
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Wafflebob View Post
    I don't agree with no rewards for failures. As a late night player there are many fates I participate in that we just do not have the numbers to win. I'd prefer a system where if you are out of a certain range of a fate you do not get any reward. That way the people who bail early get nothing but the people who hang on in an attempt to finish it still get their rewards for trying.
    I agree with this guy, so many fates I have failed due to not enough people being there, fates got buffed by how many people on it so if too many show up, the mobs got too much HP for small number of people. People have accepted that if they going to fail might as well get to the other fates before timers run out to maximize the xp. I like how fates were before the patch, it was fast to finish them but now they take forever. bird boss roc next to the keep, it took only 2 minutes to kill that boss with a 2 man group, now takes 3-4 minutes, maybe even 5 if too many show up
    (1)
    When you see someones glamour with non matching boots

  9. #19
    Player
    Worm's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    491
    Character
    Gulvak Garamonde
    World
    Coeurl
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Kaloran View Post
    Warhammer: Age of Reckoning had a system (not sure if they still do) that would deny rewards to folks who were too far away from the battle when it finished. It was awful. I'd spend 45 minutes assaulting a keep, wind up dying while fighting the "boss," and it would end while I was running back from the friendly camp. No reward despite full participation, as if it was my fault that I didn't get healed.

    Implementing a similar system for FATEs would just be ridiculous given the lack of overall team support during FATEs (another problem with the system).
    I played WAR as well, and it wasn't that good of a way to handle it. I'm sure you'd just see more corpses on the ground waiting for a battle rez than people who want to reset their progress. I almost feel like everyone wants to over engineer a solution to a problem which might not be too common. I certainly think the system can be improved but I don't think we should cut off our nose to spite our face.
    (0)

  10. #20
    Player
    Katchii's Avatar
    Join Date
    Dec 2013
    Posts
    107
    Character
    Katchii Soilsiu
    World
    Excalibur
    Main Class
    Archer Lv 60
    I don't think it's really an issue considering everyone has the same options as everyone else. If you choose to stay after everyone else has left and you have no chance of winning while everyone else goes and does another FATE...that's your choice.

    I do think leaving before it's finished sucks, but people should be able to choose how they spend their time earning their xp, and if that means bailing in the middle of a FATE to go work on another one, so be it. Not sure there's a fix that wouldn't just cause more problems, besides, I'd rather have SE spend their time working on other things that actually affect gameplay than try and fix this issue that really isn't hurting anyone.
    (1)

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