We spoke, you listened. Good job SE. Thank you.
We spoke, you listened. Good job SE. Thank you.
FATE EXP was perfectly tuned for when Heavensward was brand new, although the FATE scaling did get too high sometimes. But now that many people have completed the quests and are looking to just level, these are good and welcome changes.
This, I think, is a seperate issue. SE's goal was to make levels 50-60 take roughly as long to complete as levels 1-50 did. This means that the same amount of dungeon runs that would take you from 40 to 50 should be enough to take you from 50 to 52. If a dungeon were to give 1/4 of a level bar while in the 50-60's it defeats the purpose. Dungeons SHOULD give much less of a percentage of the exp bar in the 50-60 range than they do in the 1-50 range; this is working as intended.Thats good. Fates need to scale properly with level. Problem is the exp from 50~60 shoots up significantly and the EXP both from dungeons and Fates doesnt keep up (new dungeons will give at best 1/4 of a level in the lower 50's and little better than 1/6 of a level at upper levels. Lets hope we see something soon.
The topic of this thread, though, is that FATEs in Northern Thanalan are yielding exp at a greater rate than those in the new areas, for several reasons: the FATEs have tougher monsters that take longer to kill, the exp rewarded is not high enough in the new zones, the FATEs are spread much farther apart, and so on. Even with this, though, the number of FATEs to complete a level from 40-50 in Northern Thanalan is much lower than the number needed to complete a level from 50-60 - this is still a thing, and that, too, is working as intended.
SE needs to make the Heavensward area FATEs more attractive, so that people stop grinding in Northern Thanalan once they reach Heavensward, and it sounds as though they're gearing up to do just that.
Isn't scaling supposed to be more of a real-time adjustment instead of relying on past numbers? It does sound hard to implement something like this but what you could do is something similar to the level-sync button, but instead of auto-syncing, it would be a participate button in order gauge out how many people are actually doing a fate, instead of automatically engulfing them just because they so happen to be in the area where the fate spawn.Especially in regards to the first point above, due to the fact that FATE monsters' HP will increase based on the amount of participants of the previous occurrence of the FATE, it makes it so more work is required to complete it. This in turn increases the feeling that the experience points reward is not enough.
Very glad to see this.
FATE grinding actually works quite well as a way to bridge XP gaps between quests and dungeons, especially since it's an incredibly easy, approachable group activity requiring minimal organization beyond "run here to whack the XP piñata."
As creators, I cannot imagine that S-E has been happy to see people going back to old areas in favor of the new ones that they've clearly spent a great deal of effort on. Speaking for myself, I hated it.
Thank you for addressing it.
Thank you, SE for this. I find it horrible to rely on just Northern Thanalan to level via FATEs. Same place gets boring extremely easy and fast.
Yay. Now we'll have even more level 60's who haven't the faintest idea how to play their jobs.
Content too hard? Too much rng? Too much effort for the item you want?
I agree. what happens when i fly in solo to a FATE that I've soloed before, but lats time it had 30 peeps in it? i get wiped, I fail the FATE, and I get less exp. this is NOT effective scaling of a FATE. the above poster has the right idea. If the game eingine can recognize when I enter the area and my level is too high....AND sync me when i press a button, it should be able to scale the monsters in density based on the number of people participating. As an example: 4 people are running a FATE. 2 more enter: once they press the sync button (or simply enter the area and are the right level), the spawn rate of the monsters goes up, and the amount needed to finish the FATE goes up as well. 1 more enters...it goes up a little bit. 5 leave...it drops drastically, and instead of taking another 20 mobs to finish, it may only take 5 or 6.Isn't scaling supposed to be more of a real-time adjustment instead of relying on past numbers? It does sound hard to implement something like this but what you could do is something similar to the level-sync button, but instead of auto-syncing, it would be a participate button in order gauge out how many people are actually doing a fate, instead of automatically engulfing them just because they so happen to be in the area where the fate spawn.
Yeah, this could potentially draw out a FATE if your 95% completion and suddenly 5 more people join. but, the idea is that those 5 people will be able to help finish it just as fast as if they weren't there. this should be constant, real time adjustments. The ONLY time a FATE's difficulty should adjust based on the last one, is if it was a failure. then you could have the next one start with a lower curve as it relates to Mob respawn density and kill count (for the FATE completion).
This whole idea of scaling it based on the last group that did it is crazy....your assuming that the same group, the same size, will be coming back to that FATE eternally? Do you honestly think it's fair that the smaller group suffers for EXP just so you don't give the bigger group an easier FATE? Thats all I see from this design...your going to punish smaller groups by making FATEs tougher if a larger group did it last. and it actually will be EASIER on a larger group if a smaller group did it last. horribad design.
The only thing that has me concerned about this notice is that it doesn't account for travel times. For a person that's doing other stuff and just happens to do a one-off FATE, that seems like the correct thing to do.
However, will splitting the N.Thanalan train be enough? People who can't fly in an area will probably still be worse off. Given the FATES are more spaced out and some will be able to fly 200% speed while some have to go around. Right now that's still a big crowd which can't fly in places besides CWH and Drav-Forelands.
What I'm saying is, if the N.Thanalan train gets split directly down the middle, will the half that's gone to the higher places be able to kill the mobs quickly enough to be more worth it than N.Thanalan AND will it be time effective for travel. Also bearing in mind that the half wanting to move on will also be divided between the likes of CWH, TSoC and DF. Then some some will also favour all the passive travel that N.Thanalan allows. I mean, in that place there's not really a vertical element, you don't so much as need to auto-follow to get where you need, you can just auto-run in the general direction and do a bit of casual steering.
I want the N.Thanalan train broken for interests sake, but even in the expansions starting areas, the reward EXP is going to need to reflect more than just 1-3 levels higher if it's going to top the benefits of the rapid slaughter and easy golds that keep people right where they are now. Changing pop-rates seems to be the most sure solution. Aside from raising new FATE rewards (should never have been lower to begin with).
Last edited by Cooperal; 07-15-2015 at 07:43 PM.
If that's what they want can we also have as many dungeons between 50 and 52 as we do between 40 and 50?This, I think, is a seperate issue. SE's goal was to make levels 50-60 take roughly as long to complete as levels 1-50 did. This means that the same amount of dungeon runs that would take you from 40 to 50 should be enough to take you from 50 to 52. If a dungeon were to give 1/4 of a level bar while in the 50-60's it defeats the purpose. Dungeons SHOULD give much less of a percentage of the exp bar in the 50-60 range than they do in the 1-50 range; this is working as intended.
It's all kinds of stupid the way it is now.
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