Some have an impact, and some are just extra (easy) things to kill for easy experience. They don't all need to be deep complex interactive things. Maybe it'd be nice if there were more of those, but for a one-off event, that's kinda unnecessary.


Some have an impact, and some are just extra (easy) things to kill for easy experience. They don't all need to be deep complex interactive things. Maybe it'd be nice if there were more of those, but for a one-off event, that's kinda unnecessary.

And watch how quick the community is going to be against this.It would be much better if FATEs actually had an impact on the world instead of being just a repeat of the same things over and over again with no real outcome. It would be better if they were rare events (like Odin or Behemoth spawns) and actually *changed* things.
Examples:
Quiquirn attack highbridge. FATE is unsuccessful. Quiquirn rule highbridge now. Won't let adventurers or merchants pass. We must amass a force (even with our grand company?) to get it back. Show the winning GC's banners on the bridge.
The Prince of Pestillence has infected the Black Shroud with a mysterious disease. The Sylphs are becoming wilted like old leaves. Botanists and alchemists must work together to create a cure while the battle classes attack the Prince, but they need to be careful of not getting sick themselves.
And so on...


FATEs idea is ok. The problem I think is the reward and the difficult system.
Rewards most of the times does not worth at all. EXP is too low, money is insignificant, and GC seals are ridiculous. Even after grind them a lot. Also, I will add poetics/esotheric (But not lore) to the FATE completion.
The second problem I see is the FATE strengh system. The game calculates de difficult based on how many people beat the FATE last time. That is ridiculous, because 1 time can be 50 and the difficult/amount of Hp increase, but on the next one, only 1 the FATE, making sometime even impossible to beat for cetain classes or a not enough leveled player. The FATE should autoadjust depending how many are participating in that moment, and readjust every time someone leaves/enter the FATE (to avoid people trolling purpsely leaving the FATE to fuck people in them). Or have a fixed difficult, balanced enoguh to solo it and also for parties.
The system need to be Ok for both parties and solo. Not always there are people around to join and do FATEs, and you need do them alone, and there are some that are simply impossible to beat, or take too much time and the reward doesn't worth it.
Also, the items form FATEs, like Relic items, should have a higher drop rate. Put items at 5% to force people stay hours grinding is not good idea.
Like I said, idea is good, but need fix this issues to make the FATEs grinding more enjoyable.
Last edited by Xlantaa; 07-23-2016 at 07:27 AM.



This is one aspect of Palace that I really like and that I miss from version 1. I makes me leave my house and actually see the world.
On the downside my blacklist already has many many new entrees from the /sh /s and emote spammers in quarrymill. I like getting together in a group but I do not need to know about your disgusting love of feet or what you and your gf did last Saturday night. And the constant flow of emotes from some ppl... go to Balmung already lol



I know you!! You're the one who set up exploding silver chests in the palace!!![]()
Why just la noscea thanalan and shroud there is just no point to that
As a 1.0 player I fixed that quote for you.
They are beating fates to a bloody pulp though. I mean unless you are doing relic, you don't really need to do fates. Challenge log and hunts get me along just fine for leveling if I'm not in the mood to group.
Just to ask an honest question... at what point are you being forced to do fates outside of relic? (Beastmen maybe?) I've been out a while, I may not be caught up on everything.
Last edited by Imoen; 07-23-2016 at 01:44 PM.
Me: "Aww man I'm clicking all the wrong buttons tonight!"
Friend: "You're i190, you can't click a wrong button unless it is no buttons"
Me: "lol"
They don't necessarily need to have an impact on the world environments, which could actually reduce the efficiency (and therefore attractiveness comparative to DF spamming) of open world leveling, to be interesting though. It's an option I'd like to see worked with at some point, but should probably come after improvements to scaling, mob complexity, objective interaction, etc.
Another healer joined the fight and has been contributing for X seconds—add more high dps, low burst mobs to be countered with heals, based on its synced gear.
Want hard-hitting mobs but have no tanks? Add NPCs beforehand who should be protected just enough to be alive for the elite mobs' spawns.
Want to involve tank swaps? Give certain mobs stacking debuffs that increase damage dealt to (and possible reduce enmity dealt by) their target with each rapid attack.
Want focus targets? Based on the DPS in group, and the percentage healers and tanks not already fully countered, add mobs that, quite simply, need to be focused to prevent disaster (be it a mass fear, huge raid damage, or whatever else).
Want gimmicks? Start adding in some items. Make use of those fancy Ishardian harpoon cannons, lasso enemies to trees, place traps, etc., etc.
Want strategy? Enlarge the total area and give some reason to break off into teams to counter enemies on their way to the defense objective. In siege objectives, give a reason to have on team hit one side, drawing enemies away, before the more dangerous (albeit quick) push on the other side.
FATEs no longer necessarily have a circular domain, and may be much larger than before. (Think zone events, at the largest.)
Interaction between FATEs? Collect items up to the point you want before manually ending or progressing a particular FATE, opening the next FATE in which those key items will be used. (Or perhaps even use those items to spawn particular hunt mobs?) Buffs, debuffs, mobs, modifiers, bonus mechanics, etc. may carry over to chained FATEs. Killing a boss spirit's rivals, for instance, might cause it to absorb the abilities of its fallen neighboring FATEs, gaining much higher difficulty and rewards. Failed FATEs may move items or hostages that were objective to prior FATEs into an offensive FATE, allowing you to reclaim some of the lost EXP from those FATEs in the siege. Stolen items from prior sieges may be shown and add defense objectives to a following defense FATE, and with it greater opportunity for reward.
Every added component increases the total rewards slightly raid-wide and more so on an individual contribution level (no longer just Bronze, Silver, and Gold, and no longer party-matched).
Average length increased. EXP given when you reach the normal capped amount for the FATE (essentially the Gold medal award), and again when the FATE actually ends (somewhat lesser EXP awards thereafter).
More FATEs can be conditionally spawned.
There are countless ways you could make a FATE fun – more so even than any raid boss. After all, a give FATE mob or boss can be every bit as complex as a raid, and then you have bonus objectives, map and environment interaction, chained FATEs mechanics, and difficulty scaling with player count, gear, role, and efficiency to add into the mix. We just haven't been tapping into much of those options.
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