Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 27
  1. #11
    Player
    Cons's Avatar
    Join Date
    Dec 2013
    Posts
    204
    Character
    Larissa Blackheart
    World
    Cerberus
    Main Class
    Arcanist Lv 50
    This is not an issue on Cerberus - lvl 45 and under
    (0)

  2. #12
    Player
    ShadowVulcan's Avatar
    Join Date
    Aug 2013
    Posts
    23
    Character
    Shadow Vulcan
    World
    Odin
    Main Class
    Lancer Lv 50
    To be honest, it seems like FATEs are finally 'working as intended' - providing an alternate way to gain some exp while you queue for dungeons etc. I remember teleporting to The Forgotten Springs and getting dropped into a FATE. I switched to my Lv 38 Bard (that I grinded on dungeons and roulette exp) and it was actually pretty enjoyable - felt like a genuine FATE as opposed to zerging them in Coerthas.
    (1)
    Last edited by ShadowVulcan; 01-08-2014 at 10:41 PM.

  3. #13
    Player
    Sadana's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,533
    Character
    Valia Rosa
    World
    Balmung
    Main Class
    Thaumaturge Lv 71
    Quote Originally Posted by Warlyx View Post
    i still take screenshots while traveling around (hunting log)
    Gorgeous pic! I do this too and then use them for my ps3 wallpaper.
    (0)

  4. #14
    Player
    am0n's Avatar
    Join Date
    Oct 2013
    Posts
    230
    Character
    Jeyza Re
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Speaking of FATEs, one thing I would like them to change is the achievement number. They modified the number of turn ins needed for the crafting/gathering stuff based on the fact that the original numbers would take you five years. How about reducing it a bit for FATEs? Doing 3000 FATEs now is a bit absurd. I grinded 3 classes almost entirely to 50 on FATEs and I only have 1450. And with more options in the game now, there isn't a chance I'll do 3000 FATEs. Several people I spoke to said they were in the 1100-1300 range. Maybe set the highest FATE achievement number in the range of 1500-2000? I'd be happy with 1500 (almost there), but 3000 just seems really high.
    (0)
    Last edited by am0n; 01-08-2014 at 10:26 PM.

  5. #15
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by am0n View Post
    but 3000 just seems really high.
    Ah, you see the crafting one were imports from FFXIV 1.x, which was fine for then considering how that crafting system worked but it wasn't exactly casual. They were designed as long term goals but people wanted everything nao nao!

    This is why they have myth, coil and labyrinth lockouts - how else will they keep us around till next updates? It seems silly if you try to specifically go for it, but it makes sense if you realize it's done to keep people playing in the long run.
    (0)

  6. #16
    Player
    lolirocco's Avatar
    Join Date
    Sep 2013
    Posts
    54
    Character
    Lux Fragil
    World
    Shiva
    Main Class
    Arcanist Lv 60
    Give us a reason to walk outside SE. I mean that portal right outside Wineport for Coil... LOL
    Just put it outside Mor Dhona, cause it's ridiculous as it is now - Either you walk somewhere or you port, not port somewhere to walk outside the city wall there...

    Wish they'd bring back (H)NM... With these graphics I'd love to camp stuff with "normal" windows.
    (0)

  7. #17
    Player
    KogaDrake's Avatar
    Join Date
    Aug 2013
    Posts
    361
    Character
    Koga Dragontaker
    World
    Behemoth
    Main Class
    Marauder Lv 60
    So OP, you do realize that FATEs were not changed in 2.1, they are still the same fast way to level. The difference is they are not the ONLY FAST way to level now. The daily roulette is nice and a quick boost of exp, but unless you have a set group to run with dungeon grinding is still slower than FATEs when you get them going.

    The other reason for the lower rate of FATE runners right now is 2.1 release alot of new content and players are working on doing said new content rather than just leveling new classes. in a few weeks once the rush to farm lot from all the new content dies down the number of people leveling alts will increase and FATEs will increase again.
    (0)

  8. #18
    Player

    Join Date
    Dec 2011
    Posts
    512
    Quote Originally Posted by ZohnoReecho View Post
    The world outside the cities is dead because people are levelling up.
    The world should not be dead because players are leveling up. If this is the case it is bad design. The world should be lively but it isnt, XIV is nothing more than a damn lobby game.
    (1)

  9. #19
    Player
    Jubez187's Avatar
    Join Date
    Oct 2013
    Posts
    309
    Character
    Arant Aleite
    World
    Sargatanas
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Krimzon View Post
    Fates were one of the core aspects of 2.0, why nerf them to the point where no one wants to do them?
    I am going to tell you exactly why. I have extensive multiplayer experience in games; however, little in the MMO aspect. From what I've seen, the MMO community is not able to be pleased and are more or less crazy. The thing is, everyone wants to rush to the end (for some sort of reason, idk) so there is no concept of "good," "okay,"...there is just BEST, and it works in absolutes. So if FATEs are the BEST way to level up, the MMO community cannot harness their ADD and NOT do FATEs, they will do them to the maximum. People say they want more dungeons, false. They will still speed run the fastest myth/hr dungeon. Also, they do not factor intangible and implied costs. Everyone forgot that if FATEs got nerfed then the fields would be deserted because everyone would be doing DUNGEONS (the new fastest way to level up to the point where you can do the new fastest way to get myth and then myth your way onto the next MMO).

    There is really no hope for the players and the genre. They're unstatiable. You work months on a dungeon, community completes in in 60 minutes, says that the dungeon is old and they want more.

    You even said it yourself "why did they nerf FATEs in 2.1." FATES WEREN'T TOUCHED IN 2.1!!! They just made dungeons better! However, the community works in absolutes.
    (2)
    Last edited by Jubez187; 01-09-2014 at 01:44 AM.

  10. #20
    Player
    ZohnoReecho's Avatar
    Join Date
    Aug 2013
    Posts
    958
    Character
    Zohno Reecho
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Maxthunder View Post
    The world should not be dead because players are leveling up. If this is the case it is bad design. The world should be lively but it isnt, XIV is nothing more than a damn lobby game.
    Ohh we got a game designer here. Let's hear, how would you design it?

    Quote Originally Posted by Maxthunder View Post
    Open world is just that open world the issue at hand is everything is instanced. The open world should be full of danger and challenges not hand holding. Even the dungeons are patheticely easy. There is no reason to explore all players do is tele every where. There is nothing to do other than farm nodes. Lets add some open world content that isnt a free for all, open world content that challenges a player going from A to B. Hell at this point even nm or hnm would be more fun than just walking casual from point a to b cause nothing poses a threat or challenge.
    this is what open world instances bring to:
    (1)
    Last edited by ZohnoReecho; 01-09-2014 at 06:13 AM.

Page 2 of 3 FirstFirst 1 2 3 LastLast