Quote Originally Posted by Shadowsun View Post
Ps3 limitations etc

Squenix also does not have the amount of programmers behind it that Blizzard has, nor the ever evolving experience of their one product.
It Shows. Although on the flip side, it doesn't take much to watch what other games are doing and say, "gee, thats neat! I wonder how we could implement that in our game?". I'm honestly not sure about Hunts...scaling is fine, as long as the base boss can survive an onslaught. biggest issue with hunts as I see them now are they're dying too fast.

This is Horribly needed for FATE's. I read that they plan on using Historical data to determine mob difficulty and I cringed. that's almost a step back from static health numbers....they should just leave well enough alone if they can't develop better. Most straightforward solution is scaling based on people in the FATE Region. it can already tell when you've entered the region, and your level, as it has the sync option. all they need to do is adjust respawn numbers based on this. say respawn is 3 mobs with one person, and when the respawn timer clicks over, it checks, and sees 3 people in the area that are "engaged" in the FATE (they are of appropriate level and/or synced), then the respawn number would be...say 5 instead of 3. something like that. if the next respawn timer kicks in, and those other 2 people are gone, it goes back to 3. That's very simple, it doesn't' require adjusting a mobs health, and it has a regular check timer.

The only other thing they would need to do is adjust win ratios pending the same mechanic. The more people in the FATE, the more mobs needed to achieve 100%. Again, this number can be checked each time the respawn timer kicks in. that way if people leave, that last person in the FATE won't have to grind through 500 mobs to finish...they can finish it just as if they were the only person in it from the start.