


That's pretty much what people have been asking for since they were announced and to make them more like NMs. They already have a system for item drops from FATEs so they could have easily made them drop gear and weapons and even crafting mats like Dodore in 1.0. Have different items drop per medal tier, maybe a loot roll for whoever participated and got gold for the best item but that would most likely stress the already over stressed servers. If they really didn't want people to hoard items just implement a lockout for that item, if you get a pair of pants you can't get those same pants in the same week, I mean most NM gear in 1.0 was U/U and unsellable anyway and what's one more lockout on this game really.They need to make us want to do fates. People would do fates if something other than xp was awarded from them and weren't instead used as a means of getting that next level while you wait for a dungeon to pop. Fates above 40 should drop something worthwhile then people would do them
More FATE difficulty would be great too, it's kinda sad that most open world mobs only have 2-3 abilities at best that don't even hit hard, when they had a bigger move pool in 1.0 or even XI which is 11 years old.
oh my bad didnt know they switched it, carry on.
Great points, agree with them all. Especially the point about crafting/gathering and the open world. The most fun I've had in this game is doing my hunting log, and farming for Diremite Webs in the early weeks of release. Kind of sad right? All this content and its those small things I enjoyed the most. I enjoy exploring the world, killing monsters for exp or farming them for unique, and useful loot. Aside from probably a maximum of 6 different enemies, nothing drops ANYTHING useful. And even the ones that do are arguably useless, considering how useless crafting has become. The most useful thing at this moment is the apkulu eggs or how ever they're spelled for food.



Well all you've done up to this point was complain about FATEs being faceroll, I was just explaining that they're just for exp and using your example to show how it wouldn't matter :\The irony of your post amuses me. You continue to let the point of what I'm saying sail above your head. They need to make us want to do fates. People would do fates if something other than xp was awarded from them and weren't instead used as a means of getting that next level while you wait for a dungeon to pop. Fates above 40 should drop something worthwhile then people would do them, instead you have exactly what you posted a fate with a timer that will expire because there is no reason to do that fate instead of fate spams in Coerthas.
Ps - the example i gave which i mentioned was something I thought of on the fly in less than 30 seconds, yet you still feel the need to call the mechanic silly. You offer nothing useful to this conversation, please contribute or find another post to muck up.
The director sadly doesn't wants gear to come from other sources (NMs, HNMs, crafting), which is weird since he came from WoW, where some BiS are crafted from recipes dropped in raids and now there are world bosses that drops good gear.
I know its been mentioned in other threads but i feel like they probably should have taken a closer look at the system of fates that Gw2 uses, they scale well with the number of people actively participating, and usually follow along chain of order most often progressing up to either a small boss or a larger world/zone boss that can drop decent gear and isn't subject to competition.
But outside of fates i still wonder why they took away the small NM system that was present in 1.0, they were hardly over camped or necessary and dropped gear that was mostly a side-grade for a few levels at best without hurting crafting or endgame, they seemed to work fine as they were.
Do the Devs even bother reading these posts? I hope they do, but I can't help but wander whether or not they would actually take some of the suggestions posted in this thread seriously. Sometimes I feel that many game developers (for mmo especially) are very content with their own "accomplishments", like how much they have done and give to the players, while overlooking the fact that a big part of their accomplishments are just SO FAR AWAY from the players' expectations.
Why work so hard to produce contents that will mostly please the dev team itself instead of addressing the issues that the players are experiencing with the game, issues that people just keep talking about? When creating new contents or fixing pre-existing contents, it's really not that hard to at least consider things from the players' perspective, right..?
i generally agree with the points on crafting and open world, although i too hold the believe that crafting the best gear around brings with it certain issues of its own as it might compel players to purchase gil for the best gear as what has happened in various MMOs in the past, the best gear IMO should be restricted to only dungeon drops
As for making crafters more relevant, I think that they could be tasked with the crafting of various vanity gear e.g a full suit of Ifrit armor or special bardings, this would place crafter's skills in demand would serve to make them more relevant
i felt like 1-50 was really a tutorial for the end game i honestly wanted to mob grind or atleast have each mob drop a item worth killing. I just hope in the future when level is increased they get rid of the leves fates for it and just have good old big open world area grinding mobs with friends all day going for half a level or that 1 item with a 1/20000 chance of dropping.
i think with materia they should add skill bonuses not overpowered ones but say half a second longer on a stun 20 potency on a certain skills ect ect. So many good ways to make this game 10times better. i wanna grind with my friends.. not run around all day for silly fates.
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