Take a pick from wow and make it scale immediately with the number of players inside the FATE boundaries, not just those attacking. Hell, make them bullet sponges.
Take a pick from wow and make it scale immediately with the number of players inside the FATE boundaries, not just those attacking. Hell, make them bullet sponges.
I don't play WoW so I don't know how it exactly works there, but wouldn't that be abused easily?
Have 1 person stand within, it scaled down then the rest go in after it scaled down.
Or do you mean it scales up and down dynamically throughout the timer based on people going in and out? wouldn't that be a mess?
In WoW, certain things scale like quest targets and some world bosses. Once they are hit by a player, or multiple players, the HP levels go up. If someone dies or leaves that HP doesn't change, since it already calculated the numbers. The enemy dies, respawns and the process can start again.I don't play WoW so I don't know how it exactly works there, but wouldn't that be abused easily?
Have 1 person stand within, it scaled down then the rest go in after it scaled down.
Or do you mean it scales up and down dynamically throughout the timer based on people going in and out? wouldn't that be a mess?
Then it wouldn't solve the problem here, would it?In WoW, certain things scale like quest targets and some world bosses. Once they are hit by a player, or multiple players, the HP levels go up. If someone dies or leaves that HP doesn't change, since it already calculated the numbers. The enemy dies, respawns and the process can start again.
If the fate mobs/boss hp and defense don't change dynamically, then it'd scaled down and locked to whoever get there first. The rest come in and zerg them down in seconds, making it difficult to get gold.
You don't completely understand what I'm saying then. It continues to scale upwards as more players join in, but eventually there is a cap. It's just usually pretty dang high. The HP does change dynamically. It just doesn't go lower. It only goes higher...to a certain point. Perhaps I didn't clarify it too well, but here it is.
It would help if FF14 showed you the actual HP of your targets, as opposed to just the percentage.You don't completely understand what I'm saying then. It continues to scale upwards as more players join in, but eventually there is a cap. It's just usually pretty dang high. The HP does change dynamically. It just doesn't go lower. It only goes higher...to a certain point. Perhaps I didn't clarify it too well, but here it is.
The way scaling works for high value targets in WoW is very simple, logical, and easy to understand, especially since WoW doesn't hide the target HP like FF14 does.
For example:
In WoW a high value mob (Say, a named enemy commander) that you need to kill for a quest might have 20k HP. You open fire and burn him down to 10k/20k HP (50% health). At that point another player jumps in and engages the mob. The mob's health might change to 17.5k/35k HP (50% health). The max health goes up, the current health goes up in proportion to the percentage, and the percentage stays the same when another player jumps in. Additional players will increase the target's health further, up to a limit.
Also in WoW there are world bosses (Basically raid-size boss FATEs, but on a weekly loot lockout), scaled from 10 to 40 players. A world boss might spawn with 5 million max HP, which would stay at 5 million for the first 10 players, but when the 11th player jumps in, the boss's health will start to scale up, up to 20 million for 40 players.
All this is clearly visible, since WoW shows target HP upfront and doesn't hide it.
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