Then you limit yourself to the monotony of being in one zone the entire time, since the Tempest is the only Zone that won't force you to level sync. That and the lack of combat music makes it get dull quick. I can jam out to that all day, and have while farming. Plus you illustrate my point my asking how many gemstones we need, because if you don't need that many, why do them at all? That's the issue. There is no incentive. There is nothing extra for doing it at level cap. I'm not even asking for something crazy, just something a little extra that makes it worth doing.
Well I mean, that's kinda the problem. You can keep spending them on like, crafting mats and such to sell for money (less and less of it as time goes on) but after a certain point... there just isn't much reason to do fates anymore if you're not leveling anything. Heck even if you are I hardly see people out doing them anymore. There were a whole two of us (including me) doing a bonus xp fate in Il Mheg last night. It's kinda a shame.
But I'm weird and I like doing fates, so would definitely keep doing them if there was more incentive to do so once I'm done leveling. Heck, even adding more rewards to the vendors over time would be good imo. To help keep them from becoming mostly dead content if nothing else. Maybe more fate achievements or something too, idk.I do think it's ok for you to "finish" with certain content after a while. If you're done leveling and you don't need the gemstones, there are only a bazillion other things to do in the game that aren't leveling content.Then you limit yourself to the monotony of being in one zone the entire time, since the Tempest is the only Zone that won't force you to level sync. That and the lack of combat music makes it get dull quick. I can jam out to that all day, and have while farming. Plus you illustrate my point my asking how many gemstones we need, because if you don't need that many, why do them at all? That's the issue. There is no incentive. There is nothing extra for doing it at level cap. I'm not even asking for something crazy, just something a little extra that makes it worth doing.
As for additional rewards, SE actually did add some in 5.1. They may keep doing that as time goes on, they may not. But it's not really critical for every piece of content to remain relevant all the time.
I find it's a struggle to complete them in time solo. If I run across others doing one, I'll join for a few gemstones, which I'll use to buy HQ beast drop crafting mats which are nearly impossible to get from just killing things.
Now THAT I have found annoying. I do the daily hunt bills to help level jobs, and during HW and SB I gained a nice little stockpile of dropped crafting materials from doing that.. hundreds of skins, teeth, whatever. In ShB not so much. I'm still doing daily hunts but the drop rates on materials feels SUPER low compared to the previous two expansions.
I can understand wanting people to get these things en masse from doing FATEs, but sometimes it feels like that's the only way to get them and that doesn't feel great.
I can understand this sentiment, but I do feel it's necessary to point out WoW here. In WoW's last two expansions they introduced a system called World Quests in which timed events would pop up in the outdoor world and then you could complete them for a reward. On paper this has the effect of keeping the outdoor world lively with players out doing stuff... in reality though, it was a soulless system that just turned into an obligatory daily grind filled with generic quest objectives that you'd see dozens or hundreds of times just hammering out a progress bar for a reward.And calling FATEs useless was a mistake on my part. They are not useless, but rather there is little value in doing them at level cap. They still have their use, because consumable materials can be purchased be it crafting materials or materia, and hopefully this will continue to be the case as they add / tweak / whatever they plan on doing to the shared FATE system. FATEs also give me a reason to be out in the world. I despise sitting around town for any length of time, so they have that value for me.
Outgrowing the zones that they made seems almost criminal given the multiple spectacular things about them. I'd love more reasons to go back and hang out in some zones instead of them sitting lifeless. But that's a discussion for a different topic that I already made.
FATEs are a similar system.. in fact it'd be reasonable to speculate that the FATE system helped inspire the World Quest system (and yes, I'm aware we can go back and back and back and figure out who started this first.. but let's just not).
When I say it's ok for you to outgrow some content, this is what I'm trying to avoid. FATEs are useful for leveling and gaining crafting materials. I think it's ok for that to be the scope of the system. They don't really NEED to do anything else because there are already other systems in place to take over at max level.
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