I'm down for it, and it'd make leveling more interesting for those who don't already have their jobs at max. Plus it'd be a good way to get mats for crafters.




I'm down for it, and it'd make leveling more interesting for those who don't already have their jobs at max. Plus it'd be a good way to get mats for crafters.





I miss old areas so I'd like a reason to be able to go back (treasures work sometimes), and say level up one of my jobs there. Via the rank up reward (which would always be potent), obviously the FATE exp reward would be awful lol- though they could change that if they wanted. But I agree adding to future areas would be great.
I see more work being done on future areas, but had hoped if possible they could give some touches to old areas with it. Not to ask SE to divert important resources away from current content, but if the system can move without much difficulty and some Terrain worker would like to add a few things then hey that'd be really cool!
/cry I'm not new (everything is 60+)! Haha but yeah it would work really well for new players getting into a zone (music, materials, exp), maybe helping them also with some money and getting into the "old" market as they could sell HQ items early on (gil becomes less of an issue later but I've had a few people tell me they had no gil to teleport when at lower levels lol).
Edit: Also thought to add that it would mean as a new person the old areas (new to them) would look more busy as they'd have more people. Less like entering ancient content no one plays anymore to now maybe seeing a few people lol. Increasing the chance to have a world with people in it and feel less like you're at the very bottom floor of a near insurmountable tower (alleviating some daunting feelings and maybe getting low level players friends sooner), of course that doesn't mean it'll be full.. just more likely to have people in it.
^ And allow low players to more easily level them too (since HQ helps get more exp easier)![]()
Last edited by Shougun; 07-19-2019 at 06:20 AM.




I would love this. I have everything leveled to 70 at least (cept GNB and DNC) but I wouldn't mind going back to the old areas.
I actually have wished there were achievements for doing every fate in an area. I love fates, and I'm glad to see fate trains again.
I like the Shared Fate system, and I like your ideas attached to it (lore / zone changes / etc.), but I would not want this in old areas, as several people have stated. Getting level-synced that low is torture.



I think at least the concept of bonus XP spawn would be a nice incentive to do ARR/HW fates at all /shrug.
These will absolutely be expanded on for ShB as we only have access to the daytime orchestrion roll, leaving nighttime ones still waiting to be added and this seems the most fitting place for them.
Guy butt is best butt <3





I'm not a big fan of the grind, but my problems are with FATEs and are the same problems I've had with FATEs since the launch of ARR.
I've been bored of staring at a map waiting for a FATE to pop since Northern Thanalan. There should never be a time when there are no FATEs up for even a minute. I'm going to have to spend hours doing FATEs in each zone and it's going to feel like half of that time was spent looking at the map waiting to actually do something.





I suppose ARR level sync could potentially be most painful lol but, I don't think it would be too bad to be late HW or anytime SB synced. Fair point on the potential combat ramifications of very low level syncs though hehe. However, I might suggest that ARR would likely be one of fastest, at least lower level zones, since even when synced monsters would basically evaporate lol (so while low amount of buttons you'd move VERY quickly, just by the fact most everything vanishes underneath your gaze XD).
Not sure if that adds much solace for you though lol.
Of course if they were able to implement some sort of combat shift/change to syncing such that more tools were available then that might also help?
Obviously a tangent to the thread but on syncing- Perhaps a new sync to abilities, for example if at the level 20-30 bracket one of the top hitting spells you can naturally obtain is 250 potency (I didn't look, it's just an example lol). Therefore any ability above 250 potency could still be used but would get an aggressive potency sync, such that say a level 80 Paladin could use Confiteor but it would only deal 300 potency. Obviously that would mean combat is even faster... which is already pretty fast, but it might make "acceptable" balance between new players and old players while also maintaining the old player's rotations (if 800->300 then 500->275, such that the top spells still have that similar sort of hierarchy but brought down a lot for the purpose of sync).
Aside from potential ideas that might make sync'ing more fun since it wouldn't be mandatory you could always ignore ARR's Zone Tier system and work with HW/SB.
I'd be happy to see more ways to engage with end game content so long as SE can balance it. Thanks for sharing what you think is fair. Personally not sure what I'd suggest for a number but I can imagine a lot of ways to parse out the reward so the cadance is controllable (for end game tome stones). So I think SE could do that for sure, plus it might be helpful way to encourage players to liven up areas new players are coming in. I mean some players will be there already for the other rewards listed in OP but certainly MORE would be if it could provide some means of progression (those who don't feel like X or Z might do Y sort of thing.
Certainly making them worth more exp could be enough for some people. Personally would like the combo deal but I'm a big fan of change over time (love the beast tribes doing, Doma reconstruction, and our hubs changing). Feels like it tells a story of growth and also a story particularly with my involvement in it lol. OF course the item part of it has interesting implications too, like low level players getting access to HQ items might mean an easier time getting gil when you're new, leveling crafts, higher level players earning music rewards and spending time near low level players, etc. But yeah simply an exp shift could mean something interesting.
Definitely hope so. I was referring more to expanding what the system means (impacts the zone, spreads to other content), but I agree and would definitely hope it expands in the way you're saying as well too~!
That's a fair concern :3. Currently you only need 60 FATEs to go from rank 2 to 3 which isn't that bad but waiting inbetween could be a real oof if that happened. It would be nice if they made sure the zone doesn't go to sleep if they make a shared fate system in old zones!
I personally ignored FATEs in old zones because I felt the reward was almost never worth the effort or required a train to exist in order to make it worth while, tending to be just something in the way to slow me down lol. I did FATE train level a few jobs way back in the day but that was because there were like 100 people in the zone doing Northern Thanalan trains and so it was efficient (just watched youtube videos and spammed aoe skills for hours lol). Personally I think most FATEs are more enjoyable when you're around 1-8 people, although the occasional chaotic super FATE is fun/funny (as an occasional, if they were all like Odin I'd probably be like "nah man" lol). I know some of it is just mental perception but I feel the shared FATE system has me engage with the system a lot more, and thus enjoy their concept more as content, beyond that of course actually having minor changes to the zone adding to that feeling you're doing something and validating that feeling that it's worth something. ("I've literally made this place safer, now there is a chocobo caravan and some kobolds have begun trading in the area! My work with the beast tribe is literally paying off, I can buy this stuff HQ, hype new music" etc).
Last edited by Shougun; 07-19-2019 at 02:43 PM.


Already had enough in the old zone with relics+yokai watch event.
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