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  1. #11
    Player
    LordSaviour's Avatar
    Join Date
    Aug 2013
    Posts
    247
    Character
    Lord Saviour
    World
    Diabolos
    Main Class
    Gladiator Lv 50
    I voted dislike. It's not really FATE itself, it is that they completely got rid of Notorious Monsters. Roaming NMs and force Pop NMs were fun in XI and could be implemented in a way that doesn't require the Time Sink that they were in that game.

    Make them Force Pop NMs that require Rare items from Dungeons. And as you progress through the Tier of NMs and collect the Key items that they drop, you can Pop Higher Tier NMs. Kind of like that battle system in Treasures of Aht Urghan. Or along the lines of Abyssea NMs where normal mobs had a chance to drop the pop item.
    (2)

  2. #12
    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 Orophin View Post
    I enjoy them in small doses. I didn't like the fact that they were the defacto way of leveling alt classes prior to 2.1 though.
    This is why I liked them before. Playing FATEs (mainly boss ones like Svara and Gorgi) with a lot of people was fun.

    Now any random FATE takes too long to complete (not as much people). It almost killed my enjoyment of them and leveling alt jobs.
    (1)

  3. #13
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    FATEs are good. But it need still some works.
    As example the <participate> button ShadowDan mentioned. During 1.0 there was events which worked like FATEs where you needed first to speak with a NPC to participate. As example the Garlean invasion events or the summer events.
    And for some FATEs, like Caravan Escorts, also a limit of participants, so SE can change it back how it was in 1.0 (with an own UI segment showing the status of the chocobos with 3 8-bit Chocobos)
    (3)
    Last edited by Felis; 01-18-2014 at 04:26 AM.

  4. #14
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    I like the idea of FATEs, but I'm looking forward to more variety in the rewards and less zerging.

    Some thoughts:
    • Every FATE should to have a participant cap -- very large for some (Odin, Behemoth,Seasonal Event), smaller for others (Sirocco, etc)
    • Introduce FATEs which have some have unique item/material drops, or even large amounts of Gil, instead of EXP or GC seals - Drop % of gil or gear/mats should scale with participation level.
    • FATEs that grant EXP/Seals should be common and predictable. FATEs that drop items should be rare and irregular.
    • Difficult FATEs that require strategy rather than spamming attacks.
    (3)
    Last edited by Zantetsuken; 01-18-2014 at 04:23 AM.

  5. #15
    Player
    Naunet's Avatar
    Join Date
    Aug 2013
    Posts
    3,004
    Character
    Mide Uyagir
    World
    Coeurl
    Main Class
    Astrologian Lv 90
    I really don't like how FATEs are implemented. :/ Boring rewards (oh yay, xp and gil and seals) with only the occasional vanity item, and their presence poses absolutely no threat. I can't help but think to all the times I've been doing stuff around Telaria and got plowed over by elite invasions or rifts... seeing the entire map light up with bad guys every so often... That and the variety of rewards made for a much better "dynamic open world" experience than FATES do.
    (1)

  6. #16
    Player
    Xystic's Avatar
    Join Date
    Oct 2013
    Posts
    734
    Character
    Belcross Panda
    World
    Famfrit
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Zantetsuken View Post
    [*]Every FATE should to have a participant cap -- very large for some (Odin, Behemoth,Seasonal Event), smaller for others (Sirocco, etc)
    Instead of a cap, make it scale to the number of players.
    (1)

  7. #17
    Player
    LordSaviour's Avatar
    Join Date
    Aug 2013
    Posts
    247
    Character
    Lord Saviour
    World
    Diabolos
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Zantetsuken View Post
    I like the idea of FATEs, but I'm looking forward to more variety in the rewards and less zerging.

    Some thoughts:
    • Every FATE should to have a participant cap -- very large for some (Odin, Behemoth,Seasonal Event), smaller for others (Sirocco, etc)
    • Introduce FATEs which have some have unique item/material drops, or even large amounts of Gil, instead of EXP or GC seals - Drop % of gil or gear/mats should scale with participation level.
    • FATEs that grant EXP/Seals should be common and predictable. FATEs that drop items should be rare and irregular.
    • Difficult FATEs that require strategy rather than spamming attacks.
    With the massive amount of people that attend he Behemoth / Odin FATEs there would be no effective way to implement strategy. Unless they locked outside Partys out, like in XI where you could only attack mobs under your own party control.
    (0)

  8. #18
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Quote Originally Posted by Gilthas View Post
    FATEs themselves aren't a problem and can be fun. The only problem is that FATE farming became the best way to get experience so people spam them and then complain about them being boring.
    Which is no longer a problem anymore as everyone has found out how much better dungeon EXP is.
    (0)

  9. #19
    Player
    LiadansWhisper's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    674
    Character
    Liadan Summerfield
    World
    Balmung
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Jubez187 View Post
    SE didn't kill anything. Nobody said that the only way to play 1-50 is to spam the best XP per hour. WE/US/THEPLAYERS killed FATEs with our impatience and greed. Don't forget that WE called for FATE nerfs (or better dungeon XP) and SE simply did as the players asked. Seriously, you're a child, take some responsibility.
    That's not really accurate. Prior to 2.1, it was simply the best way to level an alt class - and the best way to get through the last few levels, because there simply aren't enough quests in game to get from 1-50 on one class, let alone two or three.

    There still aren't enough quests in game to do that, but we have dailies now - which you can do for XP the last few levels. I hear they buffed DoW/DoM Leves to make them more attractive, so there's that. And they fixed dungeons so they're a viable way to level as you go. So those are improvements, but honestly...it is SE's fault that they made FATEs the only viable option for most people.

    And don't even bring up mob grinding. That's effectively what FATEs are, so if one is okay the other one is, too.
    (0)

  10. #20
    Player
    Millimidget's Avatar
    Join Date
    Nov 2013
    Posts
    62
    Character
    Arens Astul
    World
    Mateus
    Main Class
    Gladiator Lv 40
    Quote Originally Posted by Jubez187 View Post
    Don't forget that WE called for FATE nerfs (or better dungeon XP) and SE simply did as the players asked. Seriously, you're a child, take some responsibility.
    I didn't call for fate xp nerf. I wasn't especially vocal in the debate about it, but I certainly wasn't asking for a fate xp nerf. The dungeon xp buff seemed sufficient enough.

    Unfortunately, fates have become exactly what I said they would during the xp nerf debate: chronic eyesores blotting the open world maps. As for fates being dead, a large part of what made fate grinding possible were the "spontaneously" formed groups. Now it's back to the previous paradigm for this type of content, one which I've watched flop twice (WAR & GW2), and suspect it flopped in at least a third (Rift).
    (1)

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