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  1. #1
    Player
    DrZombieMantis's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    6
    Character
    Captain Mantis
    World
    Ultros
    Main Class
    Lancer Lv 60

    This game needs a DIFFERENT type of Fate

    Fates are a good idea executed poorly. They are boring and tedious, am i right!? Is what we need is a fate that rewards dow/dom AND doh/dol, and is F-U-N. One good idea (i think) i had is a Base Defense Fate involving all jobs.
    (1) Players will be awarded on their performance no matter the job (healers)
    (2) Disciples of war and magic will be charged with protecting the base and holding off waves of enemies, while also protecting doh/dol
    (3) Between waves, Disciples of land will have to "harvest" the battlefield for lumber and minerals to rebuild the base as dow/dom protect them from scouts.
    (4) Disciples of hand will be charged with rebuilding, upkeep and expansions to the base.
    (5) The waves will push for 10 minutes, followed by 5 minutes of downtime while dol are transported and doh can repair/expand the base. successful completion will grant you additional myth/philo/etc. doh/dol will be required to disable cannons, etc. just a thought but if you want it to happen, like this!
    (4)

  2. #2
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,263
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by DrZombieMantis View Post
    Fates are a good idea executed poorly. They are boring and tedious, am i right!? Is what we need is a fate that rewards dow/dom AND doh/dol, and is F-U-N. One good idea (i think) i had is a Base Defense Fate involving all jobs.
    (1) Players will be awarded on their performance no matter the job (healers)
    (2) Disciples of war and magic will be charged with protecting the base and holding off waves of enemies, while also protecting doh/dol
    (3) Between waves, Disciples of land will have to "harvest" the battlefield for lumber and minerals to rebuild the base as dow/dom protect them from scouts.
    (4) Disciples of hand will be charged with rebuilding, upkeep and expansions to the base.
    (5) The waves will push for 10 minutes, followed by 5 minutes of downtime while dol are transported and doh can repair/expand the base. successful completion will grant you additional myth/philo/etc. doh/dol will be required to disable cannons, etc. just a thought but if you want it to happen, like this!
    What you're describing is essentially Hamlet Defence from version 1.0 - which had all those points. Because of the huge amount of time it took to undertake (like two days, literally), and given the annoying mechanics behind it, it was not universally liked which probably explains why it was scrapped - it was an experiment that didn't work.

    As for your first point, I suspect the reason why healers don't get credit in FATE for healing is because of an unfortunate incident in FFXI in Campaign, where players abused credit for healing in Campaign Battles (which FATEs in ARR are quite closely based on) by simply subbing BRD and singing songs endlessly on themselves without actually participating in the battle but still gained tons of exp for it. Hence Campaign was quietly nerfed in that healing no longer actually really contributed much in Campaign Battles.

    Accordingly I believe SE still remember this incident and are trying to ensure that sort of nonsense doesn't ruin FFXIV - the old 'this is why we can't have nice things' meme springs to mind here.
    (1)
    Last edited by Enkidoh; 01-16-2014 at 12:29 AM.

  3. #3
    Player
    Raestloz's Avatar
    Join Date
    Dec 2013
    Posts
    274
    Character
    Vonelis Heischield
    World
    Tiamat
    Main Class
    Conjurer Lv 50
    No. Healing generates enmity, and enmity is what counts in battle FATEs. All that you need is a lot of party members and spam AoE heal. Boom, Gold.

    Medica is where it's at. Holy? Ppfffft.

    It does take the joy of healing out of being a healer, so I suppose there's thag
    (0)

  4. #4
    Player
    Hekmatyar-Koko's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    50
    Character
    Koko Flashfoot
    World
    Phoenix
    Main Class
    Marauder Lv 50
    Sounds like an interesting concept - and I could see it working. Here are some of my thoughts on your idea...

    - Unlike DoL who may be in the zone - how are DoH going to be aware of the FATE once it appears, are they going to be interested in dropping what they are currently doing and attend to the FATE...?
    - FATE length? Possibly no less than 45 minutes and no more than 1½ hours.
    - Length Issues ... Do FATEs record contribution and reward players even if they have to leave in the last 10 minutes or so due to a commitment although they spent an hour in the FATE? Perhaps rewards for these FATEs could still be awarded in case of these situations somehow..
    - Frequency? Perhaps two to three times a day. Scaling difficulty would also be nice for those who play in off-peak times.
    - Balancing? What is going to entice players on a DoW/DoM to switch to their Dol/DoH class? Will this entice too many players to switch...? Balancing this will be very tough.
    - Immersion? How is a WVR going to be much help in the midst of battle? Also having too many specific activities for each DoH will just penalize the entire group if specific DoH aren't available.
    - Locations? Places such as Camp Overlook would be ideal for this - however traffic there is so low it would be a wasted chance. Most popular places already have an abundance of FATEs.
    (2)

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