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  1. #111
    Player
    Mykll's Avatar
    Join Date
    Aug 2013
    Posts
    651
    Character
    Mykll Valiant
    World
    Balmung
    Main Class
    Gladiator Lv 93
    About the non-solo able fates. The problem is that a larger group than yourself killed that Fate last. And the number of people that killed it, or I guess there when it failed, determines the strength of that Fate on the next spawn. Which is bad. Light Party taking several minutes to down a Fate, then you come along next, you will be very hard pressed to finish in time solo. It is a system that needs some improvement. Especially Fates with aswarm of enemies. Other games can change the difficulty on the fly by the number of people in the area, instead of old data y what size group killed it last.
    (1)
    MANTASTIC: I got 1017 problems, but playing FFXIV ain't one.

    Llyren: Lala Tanks hit point density levels attract small planets

  2. #112
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Mykll View Post
    Other games can change the difficulty on the fly by the number of people in the area, instead of old data y what size group killed it last.
    definitely agree, Mykll. It seems that would alleviate a lot of issues in general w/ FATEs, FATE NMs and even S Rank NMs.
    (1)

  3. #113
    Player
    dioxideUniversa's Avatar
    Join Date
    Mar 2014
    Posts
    38
    Character
    Angela Moray
    World
    Mateus
    Main Class
    Marauder Lv 60
    sitting around for hours waiting for a fate to spawn is not a daily activity--much less one that is done twice per day.
    (6)

  4. #114
    Player
    Lissandra's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    761
    Character
    Lissandra Heartwine
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by dioxideUniversa View Post
    sitting around for hours waiting for a fate to spawn is not a daily activity--much less one that is done twice per day.
    If they feel it must be strictly fates, please up the pop times ten-fold (like every 15mins etc.) for the fates required for these dailies. Afraid of it being abused by players leveling off them? Perhaps lower the experience and GC seals awards/or have it reward none, and most people probably wouldn't bother.
    (1)

  5. #115
    Player
    RyujinUzikin's Avatar
    Join Date
    Oct 2013
    Posts
    181
    Character
    Ryujin Uzikin
    World
    Lamia
    Main Class
    Archer Lv 50
    I'm ok with the fates, I just wish they could pop in order. Like, 2 or 3 fates are done, 4th fate pops, etc.

    The randomness of these fates leaves you at times waiting for hours before it pops, it's ridiculous.

    If they need to fix something, it's how fates spawn.

  6. #116
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Mykll View Post
    Change the B to the two Fate daily. Change the A and S to the weekly, with A common, S uncommon. Fix all marks like B no rewards if don't have marks. Fixed.
    Make S monthlys
    (0)

  7. #117
    Player
    StouterTaru's Avatar
    Join Date
    Sep 2013
    Posts
    3,463
    Character
    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Mykll View Post
    About the non-solo able fates. The problem is that a larger group than yourself killed that Fate last. And the number of people that killed it, or I guess there when it failed, determines the strength of that Fate on the next spawn. Which is bad.
    There are some FATEs that you can't do solo, regardless of how many people did it during the last spawn, the Chimera in north than, the cyclops in CCH, etc.

    However, I haven't seen one yet that can't be done solo with a choco healing that was for a daily mark. The closest I've come to that is the 4 winds in CCH for one of the Novus books; the WHM spams stoneskin so often that you need a job that can interrupt it every 10-15 seconds, or else you can't even come close to beating it in 15 minutes.
    (0)

  8. #118
    Player
    SalemP's Avatar
    Join Date
    Oct 2014
    Posts
    126
    Character
    Salem Parrini
    World
    Ultros
    Main Class
    Gladiator Lv 50
    Support OP. FATE hunts are awful. I waited for one for an hour, and finally left. I'll check if it's up as I run through the area doing other stuff, but otherwise I will not waste my time sitting around for one anymore. I have other things I'd prefer to do, and limited play time on top of that.

    So either remove FATE hunts or reduce the wait time for those FATEs to pop.
    (1)

  9. #119
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    This was part of the suggested changes to hunts I made a while back in another thread.
    I would definitely like to see this along with some other tweaks to how hunts work.

    Quote Originally Posted by TouchandFeel View Post
    Here is one of my ideas for potential changes to how Hunts work.
    I have put notes in blue italics below my proposed changes.

    Daily Hunt Bills are changed to the following:
    - 1 set of high level mobs, 3-5 mobs of that type per set. Awards 5 Allied Seals for the set.
    - 1 B Rank Hunt Mark. Awards 5 Seals.
    - 1 Fate Boss monster. Awards 10 seals.
    - 1 A Rank Hunt Mark. Awards 20 Seals to anyone with the Bill and anyone in their party.
    - Completion of the entire Daily Hunt Bill. Awards 10 seals.
    - Totals seals earned = 50.

    This spreads out what you are finding to provide variety as well as removes A Marks from the open to anyone pool to help minimize the Hunt Mark "Zerg Swarm" that is causing so much animosity in the game.
    Making it so that A Marks give rewards to the Bill holder plus their entire party rewards players working together towards a common goal.
    How I see this happening is a person with a bill goes to an area and finds his A Mark. Since he cannot solo it, he then asks over chat for people to form a party with him to assist. People wanting the rewards from the mark offer their assistance, group up with him. They kill the mark and everyone is rewarded
    The completion of the entire bill reward is extra incentive to do the parts of the bill that you may normally skip over such as the FATE Boss mark.

    Weekly Hunt Bill is changed to the following:
    - 1 S Rank Hunt Mark. You receive standard kill rewards for S Rank, additional seal rewards are given through Bill completion).
    - Completion of the Weekly Hunt Bill (automatic since there is only one Mark to kill). 50 seals.

    The Weekly Hunt Mark is simply changed from an A Mark to a S Mark and yields greater reward.

    Standard Rewards for Killing Hunt Marks:
    - B: None unless you have the Mark Bill (see above for Hunt Bill rewards).
    - A: None unless you have the Mark Bill (see above for Hunt Bill rewards).
    - S: 50 Allied Seals, 100 Mythology Tomes (reduced from 200), 20 Soldiery Tomes (reduced from 40), any additional Seals from the Weekly Hunt Bill completion, small percent chance that you may get a Blood-spattered Tome.

    B Marks and A Marks are now tied to Daily Hunt Bills while the Tome rewards for S Marks have been reduced so that S Marks are more of a supplementary way to get Tomes and not the primary (due to ease) way to get Tomes.

    Other Changes and Tweaks:
    - Add a weekly cap of 500 Allied Seals. May be removed later when new gear and currencies for getting that gear become available.
    Right now Allied Seals are one of the ways to acquire top-tier gear (excluding High Allagan) yet it does not have a cap to it such as the Soldiery Tome cap or the lock-out for ST or SCoB.
    It makes it extremely exploitable and breaks the precedence of gating gear progression that SE has established with all other top-tier gear. While adding a cap may potentially reduce the number of players that are doing S marks, I foresee a good number still doing them for the Tome rewards as well as the chance of getting the Blood-spatter Tome drop.

    - A Ranks and S Ranks may need a reduced respawn time.
    This is to accommodate for A and S Ranks being tied to Mark Bills as it would suck if you miss out on potentially being able to do them due to it not spawning or not spawning enough.

    Overall the goal of my changes is to make it easier to obtain seals using the Hunt Mark Bills while lessening the Hunt Zerg rush and maintaining a paced gating mechanism for upgrading gear using Allied Seals.
    Using the proposed Seal Rewards that I have laid out a person could pretty much reach their weekly cap of 500 by doing their full Daily Mark Bills everyday and then their Weekly Mark Bill.
    ((5+5+10+20+10)*7)+(50+50))= 450 leaving it a few short of cap where you could make up for the difference by helping others with A Marks or doing S Marks.
    At 500 seals a week a person would be able to either upgrade one Accessory piece of gear (right side) per week or two main gear pieces (left side) every three weeks.

    I also really liked the suggestion of adding something to do with Hunts to the Challenge Log and giving additional Allied seals through that as a reward.
    (1)

  10. #120
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Quote Originally Posted by Lissandra View Post
    If they feel it must be strictly fates, please up the pop times ten-fold (like every 15mins etc.) for the fates required for these dailies. Afraid of it being abused by players leveling off them? Perhaps lower the experience and GC seals awards/or have it reward none, and most people probably wouldn't bother.
    I think that would be a great idea just boost the time that these FATES spawn, I don't mind fighting them the way they are but like others I don't to jump on the game and 4 hours later see the FATE finally pop. If it was a 15m type of thing then it wouldn't be an issue at all even if people rushed it, you would be able to catch it much sooner than you would waiting around for the hours on end. That's all they need to do..is just increase the spawn rate.. drastically.
    (0)

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