Lemme stop you right there. While the FATEs require zero attention, getting from one FATE to the next requires a person's full attention. Also, most people agree that FATEs are pretty much the worst excuse for "content" in this game. They complained about it when unlocking CT or doing Beastman dailies.
When mythstones were capped, getting Zenith relic already took a long time. Even more so pre-2.1 when the cap was lower.
Most people complaining about Atma drop rates now, were not complaining about the amount of time it took them to get Relics and +1 them.
The problem with every post like this that I read is that you and others conflate people complaining about the Atma "quest" with people who want everything, immediately, without any effort. This is a fallacy and renders all discussion pointless because you're more likely adressing some minority, somewhere, who are entitled brats, not the people who have justified complaints about the direction in game design this quest is suggesting.
Atma grind doesn't take a long time for people who are lucky, so it being meant to take people a long time is baseless.
FATE grinding is probably (in my estimation) the least favorite activity of the community as a whole. When this quest went live, a staggering amount of long-term players who've been around since launch of this game were complaining non-stop in game; some people refuse to do it outright until it's changed in some way. The forums here are bizarre with people posting as if it's some kind of vocal minority who dislikes it, which is ridiculous. I'd only like to point out how people took to dungeons for leveling up instead of FATE-grinding when dungeon mob and completion exp was improved significantly. FATE grinding as a method to leveling up pretty much died out in the days following the 2.1 release on the server I play on.
Heck, the game developers didn't even make the effort of making unique, new FATEs for this questline. It's just the tired, same old FATEs we've all seen since release, plus a few that were added for quests over time.
Customers will first try to vote with their voices, and if they're heard and response is positive, they will continue to be customers. Otherwise they vote with their wallets and vote out. Of course, it's optional to do this quest at all, it's also optional to play this game. Everything in life is optional except for dying. That doesn't make awful options any more attractive, though.
In conclusion, there is nothing constructive about what you're saying.


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