I did like FATEs but as they are pretty much dead in terms of participation, kinda ruins the fun of it. So the snowball continues.
I did like FATEs but as they are pretty much dead in terms of participation, kinda ruins the fun of it. So the snowball continues.
WUB WUB
FFXI- Seraph
the idea, yes.
they would be fine with me if they were a little less common and were not visible on the map.
I like them. They are basically just mini games available for anyone who is bored.
We'll see more or less the exact same thing when the saucer mini game area appears. Everyone will be there and spam it if it gives good things, or it will be abandoned if better things are at other places. Meanwhile we'll have the same amount of people whining on forums that the mini games are terrible and this game should be about forming large alliances to fight monsters.
I like FATEs, but as I'm sure at least a few people have said already, I'm against them being put into quests. Either SE should make it so you get a special item to summon the FATE when you pick up the quest, and you just gather up a group of friends before using it, or like so many other quests in the main story it leads to an instanced battle.
But yeah, that's my two cents on the matter.
The purpose of the FATES is earn quick and easy exp for you. This is the reason for the FATES in "Peak" hours, last 5 - 15 secs.
When the Purprose the FATES be entertain and challenge the players, then the FATE System will be Fun.
For Now the Dev team is more focused in please to the casual playerbase, they dont care if their system is fun or no, all they care is "Our public is leveling fast playing FATES" "Yes", worked as intented and move on.
I hope the Dev team work on QUALIFY and not QUANTITY. Smash buttons in battles last 5 secs is not "Fun".
Because it was soooooo awesome in the mid 30s early 40s to not be able to get a damn thing done because all your quest/farm zones are full of high powered elite invasions because there was no one around/cared when the RIFTs opened, killing all your quest givers and merchants.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.
Also, Those invasions were just as threatless as our FATEs, because after a while the invasions and rifts despawned. They were just more annoying while up.
I voted no, due to the horrible way they are implemented.
But it is not because FATES are bad it is just how SE is handling them.
They should be a minor focus in the game. Something to do in the open world. THE ISSUE IS SE is focusing on them as the primary open world activity which is a big mistake.
The game should always have FATES but no more then 20% of the open world content should revolve around them.
Open worlds needs true group activities. Things for your guild to do. Things that are not a mindless zerg fest. FATES are great for casual content that anyone can jump in and enjoy and leave when ever. But there MUST be content that is on the other end of spectrum. Guild based force spawn NMS which drop meaningful things. Party Leveling areas (Where it is not a mindless zerg). Bring back open world dungeons.
Expand on FATES make some really hard to beat with real outcomes. Example Garlian Empire attacks say Cerlium processing plant. If they win they gain control of it. Fates that last 20-30mins that require alot of people that reward more then vanity trash, pets, or XP. Bring back campaign ops or something where you have to infiltrate beast-men and Garlian bases to accomplish task... and make it where the mobs involved are not LOL face roll easy.
Open world in XIV is not good atm, it really isn't. FATES are the #1 problem because they are almost the whole focus outside quest. 2.1 helped with treasure hunt and dailys but they are so minor it is not enough + they are more or less solo/duo activities.
IF SE drastically changes the core design philosophy behind fates or adds alot of other content I would change it to a yes.
The open world = solo/duo/tio , Instance = group mentality needs to go.
I like FATEs, however I don't think they should be used for special events. I'd much rather they be set up like Guildhests through the DF so it's not just a huge zergfest.
They are fine. Though I wish they weren't necessary to complete a quest.
Well the tips in the loading screen do warn you that you shouldn't take on elite invasions or rifts by yourself(even though with the right build you could; it just takes some research). One of the early advertisements of Rift actually promoted the idea of having invasions take out small cities and quest hubs and that you have to fight them back to reclaim them. If you did not like what they advertised, why did you play it in the first place. In beta, they were a lot more menacing(and more fun) but people thought they were too hard. People just want everything given to them these days...Because it was soooooo awesome in the mid 30s early 40s to not be able to get a damn thing done because all your quest/farm zones are full of high powered elite invasions because there was no one around/cared when the RIFTs opened, killing all your quest givers and merchants.
Also, Those invasions were just as threatless as our FATEs, because after a while the invasions and rifts despawned. They were just more annoying while up.
Fates are a more dumbed down version of zone and world events in rift. Some of the zone events on Ember Isle or the zone events during the Waves of Madness World Event were more interesting and fun than anything fate SE has produced. This is including Odin and Behemoth.
edit: Also nice contradiction in your post. Invasions were threatless yet they took over your quest hubs. Hmmm....
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