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  1. #1
    Player
    Aaron_T's Avatar
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    Oct 2013
    Location
    Wooster, OH
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    394
    Character
    Aaron Tee
    World
    Faerie
    Main Class
    Marauder Lv 50

    What would make Fates better?

    Personally I kind of enjoy the fate system but they do get repetitive and boring after a while.
    I know a lot of players don't enjoy fates.

    My suggestion is just adding some more variety and bigger more expensive rewards.
    I would like to get some of the communities feedback on what could be done to make Fates better.

    I'd like to hear opinions from everyone interested in this subject please.
    "Expecially players who hate fates"

    In hopes the feedback will be used to improve the game.
    (0)

  2. #2
    Player
    Pavise's Avatar
    Join Date
    Aug 2013
    Location
    Behind You
    Posts
    205
    Character
    Alek Sol
    World
    Ravana
    Main Class
    Samurai Lv 97
    If they removed them entirely.




    I jest, honestly fates aren't that bad as long as they AREN'T forced down your throats as a sort of gating system for PvE content since you don't really get anything at all from a fate since all fates are just mindless zergs even with only a few people.

    Going to edit this post here and say the only REAL fate that was fun at it's level would be the Battle for Highbridge fate chain, mostly due to the fact that there aren't many people in the area and it takes effort to defend and push for a full frontal assault on the invading force's camp. It's like the only fate of it's kind too unless I'm missing something?
    (3)
    Last edited by Pavise; 12-25-2013 at 06:29 PM.

  3. #3
    Player
    Aaron_T's Avatar
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    Oct 2013
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    Wooster, OH
    Posts
    394
    Character
    Aaron Tee
    World
    Faerie
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Pavise View Post
    If they removed them entirely.




    I jest, honestly fates aren't that bad as long as they AREN'T forced down your throats as a sort of gating system for PvE content since you don't really get anything at all from a fate since all fates are just mindless zergs even with only a few people.
    Really not the kind of feedback I'm looking for but thanks. Very negative.
    (2)

  4. #4
    Player
    MystinaValeth's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    195
    Character
    Orin Valeth
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    As the Cybermen would say
    FATES MUST PARISH OF THE MAXIMUM DELETION!!! DELETE, DELETE, DELETE!

    But seriously, Pavise had some really good points. My biggest gripe about FATEs is that they are mindless zerg fests (incredibly easy) and that the ones that are required to do (for holiday events, beastmen daily, etc) have a 30 minute respawn timer... so if you get there right at the end of it, you have to just sit there waiting for 30 minutes... doing nothing until it spawns... Oh the Holiday FATE events are the best, cause you usually have to do that FATE multiple times, so no matter what you'll have to wait 30+ minutes.
    (2)
    Last edited by MystinaValeth; 12-25-2013 at 05:04 PM.

  5. #5
    Player
    Aaron_T's Avatar
    Join Date
    Oct 2013
    Location
    Wooster, OH
    Posts
    394
    Character
    Aaron Tee
    World
    Faerie
    Main Class
    Marauder Lv 50
    You do realize the reason your waiting for 30 minutes is because your not doing the other fates popping up.....
    You guys aren't really adding anything positive to the discussion and I think your missing the point.
    Please you two, I'm looking for what would make them better. Don't you have any ideas?
    (0)

  6. #6
    Player
    FMElan's Avatar
    Join Date
    Nov 2013
    Posts
    160
    Character
    Sophia Dirschelle
    World
    Hyperion
    Main Class
    Paladin Lv 96
    There are two big problems with FATEs, as far as I can see.

    The first is the playerbase. Until 2.1, everyone and their brother was spamming FATEs 24/7, which resulted in one of two things. Either people were burned out by them(like the majority of the playerbase is now), or people were completely turned off by them(like myself and my friends). The second major problem is that the FATEs that are actually fun and interesting are too few in number, and usually populated by far too many people for you to see what makes them interesting, like Redbelly Hive's branching paths.

    Personally, I started out loving FATEs. Then came the FATE parties that made doing anything in them a nightmare for a PS3 user. Now that those have died off again, though, I'm finding myself actually participating in the random FATEs and appreciating them for what they are. I like doing my WHM 45 quest to get my armor, for example, and having to fight an entire FATE by myself to get one of the pieces. Made the event seem a lot richer.

    As to the people complaining about FATEs being a requirement for quests and the such? This...probably wouldn't be nearly as big a problem if everyone didn't jump on the FATE Party bandwagon, proving to the devs that everyone LOVES LOVES LOVES FATEs and making sure they were only active for about 5 minutes at the maximum. According to the stats we already gave them, the average turnover for the CT FATEs or the Hildibrand FATE or the Sylph FATE is only about 10-15 minutes.

    Edit: Oh, hey, I missed the part where I actually answer your question. o:
    How do you make FATEs better? Well, just my opinion, but some of the best FATEs in the game are the chains. My personal favorites being Highbridge, the Redbelly Hive and the Corpse Brigade in Southern Thanalan. Overall, make some FATEs that tell a complete story, that engage us for an extended period of time and make the world more interesting. Not just stuff like "Well, this giant crab has come out of nowhere. Time for him to die!"

    Which, unfortunately, is the majority of the FATEs in the current system.
    (1)
    Last edited by FMElan; 12-25-2013 at 05:00 PM.

  7. #7
    Player
    PSxpert2011's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,383
    Character
    Psxpert Sylph
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Pavise View Post
    If they removed them entirely.




    I jest, honestly fates aren't that bad as long as they AREN'T forced down your throats as a sort of gating system for PvE content since you don't really get anything at all from a fate since all fates are just mindless zergs even with only a few people.
    I would have to agree, unfortunately. It had potential aswell if it wasn't just spamming mindless hoards of mobs and lasting 30sec ~10min at a time. (a pointless event with no plot-point)

    Campaign battles from FFxi: Wing of the Goddess more a point to being a sandbox type of expansion where you actually made a difference in the world through wins/losses.

    FATEs need(not should) NEED to be phase by phase events in each zone so player/adventurers can engage in them no matter they level, while still achieving something and gaining a reward whether it we seals, gil, exp, treasure, MATs or items. From low level areas to high level camps the experience increases but the idea is the same.

    1.0 had it's own kind of FATE which adventurers spammed for seals. There was also another event done to obtain relics(do you remember?). What if this was to be scaled down for a more short-term result which had a week-long lasting effect of your city state? What benefits would your nation have over the world? Would beast-men be more inferior? Would you be paid more winning battles?
    FATEs now don't seem to be linked to anything bigger than pointless skirmishes. There's no penalty for loosing or incentive for winning.
    (2)
    Last edited by PSxpert2011; 12-25-2013 at 05:07 PM.

  8. #8
    Player
    Doo's Avatar
    Join Date
    Oct 2013
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    1,113
    Character
    Buster Posey
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    Hard to make something that is design to be zerged by many fun honestly. Just fundamentally flawed.
    (0)

  9. #9
    Player
    Lyrinn's Avatar
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    Aug 2013
    Posts
    1,524
    Character
    M'kael Jin
    World
    Tonberry
    Main Class
    Conjurer Lv 3
    If GW2 did anything right, it was dynamic events. For those who aren't familiar with dynamic events, these were essentially FATEs spread out across the map with some being stand-alone events but most being chain events. Success or failure of these events can change the map by making certain places or NPCs (in)accessible. Example: The Pact is assaulting the Orrian homeland. First event is to escort a camp leader to the site. If successful, second event is to protect the campsite until defences are built. If successful, third event is to escort the second camp leader to the second base. Repeat. Later, the second base will fall under attack (as another DE). If successful, continue as normal. If fail, the NPCs retreat back to the first base and the first base falls under attack.

    As far as I know, the only real chain FATE we have is Svara. I realise it might not be possible to do dynamic map changes, but at least having FATE chains with success/fail branches would make things more interesting, rather than "Oh look, FATE popped. Ok, done. Let's go to the other one on the other side of the map now. Oh, it failed. Oh well, next."
    (2)

  10. #10
    Player
    MystinaValeth's Avatar
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    Mar 2011
    Location
    Ul'dah
    Posts
    195
    Character
    Orin Valeth
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    I know you want suggestions on how to make it better, but honestly I don't think there is a way without completely scrapping away with FATEs and come up with something different to take their place.
    Everyone in this thread makes really good points and pretty much covers anything I have to say about FATEs.
    (0)

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