Quote Originally Posted by Esmoire View Post
I think one of the problems with FATEs are part of what makes it a good design solution. They wanted to take many components you'd like in an open world game, like elusive enemies (that aren't hunts), spontaneous collection quests, defence missions, world events, etc., and package them all under one label. One flaw with this system is there is a huge, broad, massive range of disparate activities in how it works, the consequences to the world, the rewards available, etc.
This is good game design. Dynamism is what makes a great open world, you need a lot of it, that changes OVER TIME, some rng to it, with a system that recycles itself. If you can finish all the open world activities in 2 weeks and get all the rewards you designed a bad open world system. If it takes you 6 months to a year, you designed a great system. If you designed it as a "decaying" system you reached "god mode."

Decaying system = adding glamours that take 100 FATES to get but which "break" after constant use and you need to get it again. Replace glamour with mount, weapon, minion. Even easier when you can make it an existing minion, weapon, mount, or glamour with with a glow to them or a different version. It recycles itself because it makes you come back to the open world to get it again.