Is he talking about the GW2 thing where it locks off areas and stuff? (I haven't played that in like 2 years so forgive me) That would be extremely annoying, especially on low pop hours (or people just not in the area).




Is he talking about the GW2 thing where it locks off areas and stuff? (I haven't played that in like 2 years so forgive me) That would be extremely annoying, especially on low pop hours (or people just not in the area).
WHM | RDM | DNC



I guess the concept behind FATES is decent enough - but there's no change in the world. There's no reason to care. I suppose they can't make everyone's client-side changes work - which is why there should probably be less fates = less changes to the world around you = something more to look forward to.



I am cool with more elaborate fates, but not at the expense my time. Turning off waypoints and throwing me into combat is something I do not want. To hell with killing quest givers and shops as well.
I can't agree with the locking of a port point. I actually enjoy FATES and I use them to level my off classes. The Svara chain FATE is one of my favorites. It's incredibly annoying when people use the words "No one likes...", you mean you don't like. I like. Lol.

The original design of FATES seemed to be a good idea with how the game was in 1.0, I'll admit I wasn't thrilled with them once I got into it. I was expecting NM's to drop their items still so I could farm and level at the same time. I figured it would be a way to get rid of camping and instead promote participation and give out multiple rewards.
The chain ones are nice because they give a lot of exp for the effort you put in, I also like reading the lore even if it is "These guys are over populating! Destroy before they start multiplying in the city!" and off I go killing again.
Sounded a bit like 11 when they'd invade, ToAU I think? They'd take NPCs, but it never stopped people from getting them back asap.
I wish they could have stuck to some of their original designs. Say one for beastmen that is a chain, stopping them from summoning their primal, summons Ifrit in a weaker or hard state depending on the crystals you let go in the last FATE. Fight him, win get a totem for weapons. Or even lesser summons that are related to the element.
Without going into major detail, the current game design doesn't allow for what we were thinking will happen and instead we got what we have now. I enjoy them but it was downgraded from what I was personally thinking.
Last edited by Leigaon; 03-11-2017 at 01:19 AM.


More Highbridge chain or Redbelly hideout FATE would be welcomed imho, those chains unlocks some special vendors and change the world a little ofc one could argue that once the pop in the area dies down the place would suffer from it
I think yoki event really killed fates alot from my experience I actually started playing when this was goin on and so many people where grinding fates. Like alot and I think it just got yuck after that event , now diadum seems pretty horrible to me because I hate fates now main reason I didnt even do anima. Maybe if that event never happened some of the distaste wouldn't exist.


To me there is a lack of meaningful level 60 FATEs. They're leveling tools and little else other than the few FATEs that are on ridiculously large timers. There's no real benefit of doing them at 60 other than glamour as there are other ways to procure GC seals. There's also the problem of getting "credit" on single boss FATEs.
I would really like FATEs similar to Besieged in FFXI which was a very well done open world event. For those that didn't play it there were 3 beastmen factions that would slowly amass power and when they did, they would invade one of the hub cities (always the same one). During the siege moderately difficult monsters would appear all over the city and each faction had different monster types that they'd bring. Additionally numerous bosses would spawn in various places throughout the city which were incredibly difficult. On top of this the city-state itself had 5 incredibly powerful generals which would spawn and fight with you. Some people would hang around the generals and help them, others would move through the city in small parties or solo and try to clear out various mobs so they couldn't move towards the center and large forces would frequently gather in the boss spawn areas and work to take down the enemy lieutenants and generals (the generals in particular would wreck anyone who wasn't prepared and took hate. People would frequently raise others to rejoin the battle). People would shout for parties, people would teleport into the city when their linkshells informed them that beseiged was occurring. The world map would also show you when you could expect it because it would show you a meter which displayed the beastmen factions' current power. It was a server wide event several times per day and most people knew when it was happening. On the flip side, I couldn't tell you when Battle on the High Bridge is going to spawn without standing there nor would I really care.
The reason for it was an item that when owned by the playerbase would grant everyone various benefits. When the beastmen won, they'd take it and kidnap a few minor shopkeeps who were mostly just convenience shops anyway. Players would then have to form groups to venture into the strongholds (which were actually very difficult places to be and required full functioning parties, unlike the FFXIV strongholds) to save the shopkeeps and to regain the item for the benefit of all. It didn't really interrupt your play it just made some minor inconveniences if the players lost the item.
They also had server competitions for which server had the longest winning streak of beseiged and then acknowledged the players of the last server standing undefeated (they may have given players of that world some item but I don't remember. I think it was Siren though iirc). Additionally it wasn't something that you HAD to participate in if you wanted to do something else. The cost of losing wasn't great and opened up other avenues for adventure as well. The only real inconvenience was that the city was shut down for about 20-30 minutes during besieged if you needed to do something there. However, I remember doing Beseiged an absolute ton of times in my time in FFXI and I don't ever remember having as high of a distaste for it as I do FATEs.
Last edited by Dement; 03-11-2017 at 01:29 AM.
So what if it locked off X points or zones etc. If the content was fun and the rewards was worthwhile why would we care. At least it would be something else in the open world and not boring DF all the time. Sometimes I feel like I am just sitting in a lobby atm talking to people.


I think fates are fine for leveling, more often than not if need a small bump of EXP to get from one level to the next I'll run a FATE and be done with it. However they're kind of dull and mindless overall, and the only time I'm ever enthusiastic to do one at the level cap is if its Odin or Proto Ultima. The only time I ever consider FATEs to be a problem is when you have to do them at level cap with RNG dictating whether you can stop doing them (Atma farming) or they have some kind of content locked behind doing specific fates (Crystal Tower, Relic Books), and at that point its more the RNG behind them that's annoying, be it the RNG to get your drop or the RNG for the FATE to spawn to begin with.
On the current Diadem update, it just seems lazy and kind of dishonest for them to claim that they've overhauled Diadem into something fresh and new, only for it to be the exact same thing but with FATEs. Without the 280 weapon in there to carrot people in, I imagine this wouldn't even last the two weeks that the original Diadem launch did, and frankly it still might not with just how uncommon it is to get a weapon that you'll actually use on a regular basis.
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