FATEs seem like they could have easily been far more recurring and paced out. Perhaps even requiring some kind of token to participate, OR give a debuff upon completion that stops people from participating again for [some period longer than the expected time between FATEs] to guarantee that more people can join in at least once.
I also would have liked to see more calculated quotas than "blindly craft an infinite amount of whatever you feel like" - perhaps something like a levequest system where you report to the counter and choose which of the current requests you can fulfil, with a limit on how many you can take. Gatherers would be assigned to travel out and get supplies, crafters would be given a stack of "specific item materials" like you use for custom deliveries. The Namazu tribe quests showed that they can use generic items and variable dialogue to imply that you're crafting something relevant to your current class.
I wanted to contribute but the sheer amount of expected work was overwhelming. What should I do? What's efficient? I've spent X hours watching my character craft the same item a hundred times; when will it end?
Letting people craft and hand in infinitely makes me feel like I'm not contributing enough if I don't do the same. In my case that's demotivated me; for others it's going to drive them to work equally hard and fast to feel like they've done their share, driving the content to be done at top speed whether we actually enjoy doing it this way or not.
Putting the brakes on it and encouraging more people to give a smaller amount would help the "community feel" they seem to be after. "Contribute to this unfathomably deep stockpile" is daunting but "we need a person to collect 100 logs" is doable. Perhaps even a choice of 100 or 500 or 1000, with or without scaling the rewards so you get a bonus for a bigger contributions.
The lack of a "big picture" of the planned works doesn't help either. Would people have rushed the same way if they knew there were only three stages to complete?


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