This is not an issue on Cerberus - lvl 45 and under

This is not an issue on Cerberus - lvl 45 and under
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.
Last edited by ShadowVulcan; 01-08-2014 at 10:41 PM.
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.
Last edited by am0n; 01-08-2014 at 10:26 PM.
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.
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.

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.

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.
Last edited by Jubez187; 01-09-2014 at 01:44 AM.
Ohh we got a game designer here. Let's hear, how would you design it?
this is what open world instances bring to: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.
![]()
Last edited by ZohnoReecho; 01-09-2014 at 06:13 AM.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote








