Thats rather how they were intended to be done. The whole wait for the entire server thing is silly. And people want NM's like XI had that are claimed by only 1 party. The drama that would bring is unlike anything current hunts have.So I can go with my friend and run around and duo them on sight and not call them in linkshells because we don't feel like waiting 10 minutes for people to show up. Its not against the rules to not call out a hunt if we can duo them. Saves us the drama of early pulls and other forms of griefing.
If you're waiting 10 minutes, that's your own fault.So I can go with my friend and run around and duo them on sight and not call them in linkshells because we don't feel like waiting 10 minutes for people to show up. Its not against the rules to not call out a hunt if we can duo them. Saves us the drama of early pulls and other forms of griefing.
You are stating what you like, which is fine. But you haven't provided any support that the current system is any better either. Overall this is not constructive. What do you like about the current system and why?
FATEs are not meant to be compelling or any level of complex content. They are literally there to assist with the leveling process, which in and of itself is boring as hell. And when the majority are leveled, shoehorn them onto the "grindy" weapon.
Hunts, I could see a change to it, but we already have this system except it doesn't spawn the enemy upon use of the scroll/marks, they are already spawned and it just triggers a flag on your character that x enemy's death will reward you with x reward.
FATEs with their current implementation are boring and unrewarding. They are largely for the most part "The bees are coming! Kill them!" and then 3-4 bees spawn in intervals until the bar has filled. There is of course a small handful of exceptions but this seem to be the general rule.
In gw2 its actually mostly the same at its core, but much better hidden to make it feel exciting. "The centaurs are attacking" is an event i found often in gw2 in several zones. At its core it was just waves of centaurs spawning a bit back and running up, but they way it didnt feel limited to a smaller area and the way the NPC's covered in fear and/or helped killing the centuars made it out to be a common nuiseance in the world i merely helped out with. Having meta events tied in to these occurances was just the icing on the cake make my actions seem real and relevant changing the world before my eyes (despite me knowing it would change back in a matter of hours)
There is to my knowledge only one FATE in ffxiv that does this. It is the lvl 5(?) opo opo attack in hyrstmill where you have to protect the corn. The residents of hyrstmill are scared of the monkeys and yell at them. The guards attempt to stop them but only a hero can vanquish the opo opo's. This made the world alive to me. Made hyrstmill seem living. (The redbelly hold in south shroud and battle on highbridge deserves honorable mentions but sadly noone seems to do them anymore making them impossible to do as a fresh player solo)
I remember doing that hyrstmill FATE as a complete newb lancer and was looking forward to the rest of them. Sadly they never came.
So you want more guildleves?I think the principle problem with hunts is the potential for exploitation and griefing. I think the solution here is to make hunts function more similarly to how they do in FFXII/FFXV. Require that players have the bills for all hunts in their inventory to initiate these hunts. Rather than having these mobs spawn on a timer, players will spawn then by using the bill from their inventory.
Map activity in GW2 is directly tied to how new the content is or its time to profit ratio. Maps with the world bosses? Pre-events rarely take longer than ten minutes, and those zones are utterly barren until that window.
They've instituted rotating loot tables for some older zones. When that map has the best time to profit ratio, the map is "active"- which is running a set event circuit until you hit diminishing returns. Then you either switch to another character and hop back on the loot train, or you find a slightly less profitable map to farm. Silverwastes and Drytop have guilds and groups that organize shards: rewards are locked behind tiers that require full map cooperation. As do the HoT maps.
Beefing up FATEs or Hunt marks will not last as incentive. If the rewards do not scale with content as it is released, it will only make it less accessible.
Last edited by Melonlycake; 04-23-2017 at 11:02 PM.
It's very engaging at first! I did really enjoy it. But the flavor text fades into the background rather quickly, and there isn't a lot of substance to those interactions. I get more lore from FATE blurbs and leve quest text than I have entire chains in GW2. FATEs usually don't tie up zones and a) force me to either play through it for the 100th time or b) wait for it to fail since I'm the only one there. The issue with those long dynamic event chains is accessibility. If it can't be soloed you're locked out of content."The centaurs are attacking" is an event i found often in gw2 in several zones. At its core it was just waves of centaurs spawning a bit back and running up, but they way it didnt feel limited to a smaller area and the way the NPC's covered in fear and/or helped killing the centuars made it out to be a common nuiseance in the world i merely helped out with.
It is true that the lore shown in the centaur attacks are shallow. That i do not deny. But they show that the world is a dangerous place. I would much rather experience a dangerous world than see some text of to the side telling me its dangerous. ffxiv has a problem with the "show, dont tell" world building. Waaaay too much of the lore is being told instead of shown. This makes the world seem stale and unengaging. Like reading a book and then hitting a target dummy.It's very engaging at first! I did really enjoy it. But the flavor text fades into the background rather quickly, and there isn't a lot of substance to those interactions. I get more lore from FATE blurbs and leve quest text than I have entire chains in GW2. FATEs usually don't tie up zones and a) force me to either play through it for the 100th time or b) wait for it to fail since I'm the only one there. The issue with those long dynamic event chains is accessibility. If it can't be soloed you're locked out of content.
There is a strong disconnect with what is told versus what is shown.
ffxiv has so much to tell that SE made a book just filled with telling. But nothing is shown ingame.
As for the long tough FATE chains, i actually like them. The world doesnt have to be soloable- its an mmo. Bring friends.
The issue is the rewards from the FATE chains. You get what? access to a special vendor with a minion and an orchestrion scroll? There is no reason to do them at all. You dont get much exp nor do you get any gear or gil of noteworthy amounts. If there was a chance to get good rewards people would flock to them.
I'm someone who has played GW2 since beta. Unless you're talking about FATEs and Hunts having their rewards scaled up with every single patch they'll quickly become obsolete. This is what happened in GW2.
They released zone-wide metas with every map since HoT, and what you have now are zones that are devoid of life until the window for the event, at which time the entire populace floods into the single shard or two where guilds have coordinated. There is no time during this organized push to do anything else, because the singular goal at that point is to burn through the meta as quickly as possible and move on to the next. This has actually made it super frustrating for anyone trying to complete these zones, because either you get swept up in the meta and don't get to deviate, or you find yourself alone with content intended to be tackled by parties. (This also makes getting certain achievements in the zones almost a pipe dream.)
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