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  1. #1
    Player
    Zanmato's Avatar
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    Aug 2013
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    Gridania
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    Character
    Saizou Kirigakure
    World
    Mateus
    Main Class
    Rogue Lv 80

    Unpopular FATEs suggestion.

    Some FATEs aren't popular. For example "Giant Seps", near the entrance of Stone Vigil in Coerthas. As such, people never play these FATEs, which is a shame.

    To conquer this, why not set an EXP+ yield on all of the FATEs depending on how long they have remained untouched? As such, people will always be drawn to whatever FATE is available.

    I find it sad that some FATEs never are being played and hope that Square Enix will consider and act on this.
    (2)
    Eorzean Climber (Noborist)

  2. #2
    Player
    SirTaint's Avatar
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    Sir Taint
    World
    Behemoth
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    Alchemist Lv 50
    I think that is a great idea. Every time a Fate fails give it a boost. That would also help the zones nobody does Fates in. There would have to be a way to signal the boost so people want to do the obscure ones.
    (0)

  3. #3
    Player
    Zanmato's Avatar
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    Character
    Saizou Kirigakure
    World
    Mateus
    Main Class
    Rogue Lv 80
    Part 1:

    Exactly. If it fails, or if it simply wasn't claimed the last time it was up, the EXP is increased by a set amount. Of course it should stop at some point.

    Just theorizing here! I'm thinking the chart could be something like this:

    After # of despawns in a row (Respawn time = 45 minutes for 30,000~ experience):

    1 despawn: +25% experience - Base experience 30,000 -> 37,500
    2 despawns: +95% experience - Base experience 30,000 -> 58,500
    3 despawns: +155% experience - Base experience 30,000 -> 76,500
    4 despawns: +215% experience - Base experience 30,000 -> 94,500
    (0)
    Eorzean Climber (Noborist)

  4. #4
    Player
    Zanmato's Avatar
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    Gridania
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    Character
    Saizou Kirigakure
    World
    Mateus
    Main Class
    Rogue Lv 80
    Part 2:

    On Kill: What you would've gained, had you been on time for the FATE.

    Kill experience: 30,000
    Killed x 2 experience: 30,000 + 30,000 (60,000) / Compared to: (37,500 (+25%))
    Killed x 3 experience: 30,000 + 30,000 + 30,000 (90,000) / Compared to: (58,500 (+95%))
    Killed x 4 experience: 30,000 + 30,000 + 30,000 + 30,000 (120,000) / Compared to: (76,500)
    Killed x 5 experience: 30,000 + 30,000 + 30,000 + 30,000 + 30,000 (150,000) / Compared to: (94,500)


    Example: You get 30,000 experience for completing X Fate, so if you skip out on the same FATE 1 time, you lose experience from what you normally should've gotten, had you been there at the right time. (30,000 + 30,000 = 60,000 experience, compared to 37,500 (+25%) for missing out on one.)

    After 4 (just setting it there as a placeholder) despawns, it stops to increase.
    (0)
    Eorzean Climber (Noborist)

  5. #5
    Player
    Zanmato's Avatar
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    Character
    Saizou Kirigakure
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    Mateus
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    Rogue Lv 80
    Part 3:

    The main purpose of this idea is not to make FATEs give more experience, but to make ALL FATEs equally attractive and sought after, and having the thrill of perhaps gaining that extra experience.

    You should never gain on missing out on a FATE, but with the plus percentage (+%), you get back some of the lost experience as well as the full reward of the Base experience.

    -

    SE, is it really necessary with a 1000 character limit?! REALLY?!
    (0)
    Eorzean Climber (Noborist)

  6. #6
    Player
    Creativephobia's Avatar
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    Oct 2013
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    Milicent Burberry
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Its a good idea on paper, but what you'll likely end up with is people doing "the current rotation" in busy zones like Coerthas, and only hitting up those out-of-the-way fates when they've let them despawn several times (for the sake of argument, say every 2hr). It'll be similar to the dungeon fix of 2.1.. You'll get people doing the events again, but only because it yields the best return for their time, not because there's anything special about it.

    Then you'll get raging players shouting in zone threatening to "report" players for "griefing" their xp rate by doing these fates before they've despawned 4-5 times, just like people raged about players finishing unpatched Dark Devices early.

    I mean let's be honest. Aurum Vale room #1 parties are the closest thing you can get to XP party camps straight out of FFXI. After all the whining and complaining about having more stimulating content to level on, the people interested in powerleveling are still using the path of least resistance just as they always were.
    (0)
    Last edited by Creativephobia; 02-11-2014 at 05:49 PM.

  7. #7
    Player
    Zanmato's Avatar
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    Character
    Saizou Kirigakure
    World
    Mateus
    Main Class
    Rogue Lv 80
    Quote Originally Posted by Creativephobia View Post
    Quote
    While I see your point, it is not often that parties LET FATEs such as Svara despawn. Note: The example is for "45" minute respawning FATEs. The yield on the +% on lower-timed respawning FATEs should likely be lower, so as to not reward it too greatly.

    I forgot to mention, though it should be obvious, that this be Server-wide, not player-specific. If a FATE is downed, even if you're not there, it still resets the experience +% yield to Base experience.

    As for rotation: As shown above, you lose on it, A LOT.
    Let's put it into numbers. They skip it for 2 hours as you say. 60,000 experience points, compared to 37,500 (+25%). It simply is a huge loss. Let's say they skip until the 4:th and final respawn. 3 hours of waiting, losing experience. You do not want that. - You can't really compare this to DD (pre-patch). It was only a gain. This is not, again, shown by the examples above.
    (0)
    Eorzean Climber (Noborist)