
Originally Posted by
Cidel
Eh, I have a generally unfavorable opinion on FATEs, but it primarily stems from how reliant the devs had previously been on them and how they seemingly shoved it down our throats at every opportunity throughout ARR and HW into SB. Early levelling: FATEs. Relic timesinks: (the same) FATEs. Eureka: FATEs. Seasonal events: FATEs (though to be fair, I think I enjoyed certain ones, but I could count them on one hand). I made this joke a long time ago but it still mostly holds true; essentially: "The players are doing all the FATE activities we shoehorned into new content, so they must still love FATEs!"
FATEs absolutely have/had potential, but the content structure of the game almost actively defeats it in that there's better alternatives to exp, they're not very "exciting" (just kill x of a type of mob that spawns in waves, not helped by the battle system), and as somebody already pointed out, most active content is done in isolated instances/ "lobbies" via DF and PF. The most activity any FATEs are going to get are at the start of new zones' lifespans when a new expansion drops.
However as someone who's been here from the start, I can't say I particularly care to see the devs obnoxiously impose FATEs on us even more. They've evolved very little from ARR and while I do appreciate the attempt at additional incentives in ShB, to me they're still one-and-done-ish and don't feel engaging beyond "try not to get aggro'd by multiple mobs in a wave/ make sure your chocobo heals."
Honestly, the open-world zones just lack any meaningful activities in general beyond those largely ignored FATEs, treasure maps (be honest, we're there for the portals anyway), beast tribe dailies (if the zone has one), hunt trains (even then, it's a "point A to B" for most participants) and a place for gatherers to run in circles in a corner somewhere or make a beeline to a timed node.