All the beast tribe fates need to lowered to a 10 min respawn timer. This 30 min+ crap has got to go.



 
			
			
				All the beast tribe fates need to lowered to a 10 min respawn timer. This 30 min+ crap has got to go.
It's more or less like the idea.
I happened when they used this system, for the FFXI crossover event.
But now they seems to be too lazy to correct this... I don't see any response from SE for this...
Like Neri said, quest received for FATE just cancelled and forget about it.
It doesn't seem that SE care much about this...
Current FF14 ARR is great game, but their IT failed badly to make people walk away ...
Sad and shamed...
As others have said its not the respawn timers preventing/slowing the FATEs from spawning, but the zones/sub-zones active FATE limits (FATE trigger NPCs as counted in this limit if you are trying to say nothing was up).
Some zones have an easier time hitting their caps than others. South Than is one of the largest Zones outside of HW and it has a very large number of FATEs that can pop in it.
This doesn't make sense.As others have said its not the respawn timers preventing/slowing the FATEs from spawning, but the zones/sub-zones active FATE limits (FATE trigger NPCs as counted in this limit if you are trying to say nothing was up).
Some zones have an easier time hitting their caps than others. South Than is one of the largest Zones outside of HW and it has a very large number of FATEs that can pop in it.
Western La N - this is one of the large zone with many FATEs popping. The beastribe quest FATE for this zone is basically repopped very often, some time immediately one of another.
Giving that Zone Area is not a good reason.
Current FF14 ARR is great game, but their IT failed badly to make people walk away ...
Sad and shamed...


 
			
			
				What if they reduced the FATE limit quotas by say 1 or 2 FATEs, so as to allow those who do have FATE quests (this includes the CT quest series too, and any others that involve FATEs) to be able to force-pop the FATE. That way, the old limits are still adhered to, but you can still do the quest FATEs?
White Mage ~ Scholar ~ PaladinBoi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing
As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.
West La Noscea has 24 FATEs (2 are 2 stage FATE chains meaning that only 22 spawn) in it. South Than has 29 FATES (2 of which are 2 stage FATE chains meaning 27 spawn). 5 less FATEs means less chance of the FATE limit being hit in West La Noscea.



 
			
			
				It also doesn’t really help that people are specifically waiting for certain FATE’s to pop, for instance the “Quenching the Flame” FATE. Those FATE’s will be completed under 2 minutes most of the time and it takes more than 2 minutes to walk from either Aetheryte camp as well as the Amal’jaa Beastmen camp to get to that FATE.
Due to that, you don’t want to stray too far away from that FATE in order to complete the other FATE’s in the area, because chances are high that someone else completes the FATE while you are desperately trying to make it there in time.
It does help to chime in on the FATE whenever it pops, even when you don’t have the daily quest at that time. You will still get the Necklace you need for the quest and you can stack those as well. If you have the item sitting in your inventory when you pick up the quest, you can immediately turn it in.
That’s why i try to keep around 2 to 5 of those FATE drops in my inventory, just in case i get that daily quest and the FATE’s not up at that specific moment.
Right now, i’ve only seen 2 FATE’s that are suffering from this problem, namely the “Boar Wars” in East Shroud and “Quenching the Flame” in South Thanalan. I still have to rank up the Kobolds, so i’m not sure if there are any FATE’s there with the same respawn timers.
But, at least the FATE’s in Western La Noscea appear to pop every few minutes on Sargatanas. So, i had times where i completed the “Watch Your Tongue” FATE, walked to the Beastmen camp to get the quest, saw the same FATE pop again, Completed it again and saw it pop again while i was working on the daily quests.
That was 3 times in a time span of 15 minutes. So, yeah, i wish other FATE’s related to the Beastmen quests would respawn with that kind of interval as well (Or make them pop-able like others in this thread mentioned).
Although, as far as i can tell, the FFXIV team hasn’t used any FATE’s with the 2 new Beastmen Tribes (the Vanu and the Onemind).
force fate spawn is all i ask , let me get a item from this quests to pop the fate , go the zone click on destination and fate pops...once u finish it (Even if u didnt pop it) u lose the key item , isnt exploitable at all since u need the quest (1 /day ) and if u participate u lose the item too so u can have 20 players pop the fate over and over.
It doesn't mean anything.
Are you telling us that all 24 FATEs / 29 FATES show up on our MAP at once?
All we asked here is make the Beastribe FATE a triggered type, not the auto-repop type.
Perhaps, some of the Quest related, for example - Crystal Tower required FATE, make it Triggered also.
It almost 24/7 showing there, while nobody actually needed except Newbies.
Again and again and again, All we asked here is to make the Beastribe FATE as triggered type, NOT the auto-timer-repop type.

 
			
			
				I sure hope who ever thought this was a brilliant idea lost their job because this has to be the most ridiculous mechanic in a game I've experienced. The last thing you want are players just sitting around giving them time to reflect on the decisions they've made, and if this is how they want to spent their time. There is no valid reason that a player should be sitting around for an hour waiting on something to spawn. Its a waste of money and time.
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			 Originally Posted by OmegaStrongtan
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