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  1. #1
    Player
    Beetle's Avatar
    Join Date
    Nov 2013
    Posts
    548
    Character
    Beetle Juice
    World
    Hyperion
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by KonaMochi View Post
    ^

    ..
    works in 1.23 can work here. being lv20 in lv50 area shouldnt be there anyway. anything get ya killed.
    (0)

  2. #2
    Player
    Vennox's Avatar
    Join Date
    Sep 2013
    Posts
    48
    Character
    Onyx Smith
    World
    Tonberry
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Beetle View Post
    Not to make it any easier but to increase the amount of enemies in the open word. Just remove time limit from Fates. Be amazed how much harder the game becomes with alot more enemies in the zone blocking your way.
    (0)


    Miqo'te

  3. #3
    Player
    Nikorayu's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    120
    Character
    Erik Shepard
    World
    Sargatanas
    Main Class
    Archer Lv 1
    Nope. It's already annoying enough to have fates in my path half the time in East Shroud when I have to carry things for the Sylphs and may not be hit too many times.
    (0)

  4. #4
    Player
    Marael's Avatar
    Join Date
    Aug 2013
    Posts
    309
    Character
    Marael Meowington
    World
    Coeurl
    Main Class
    Goldsmith Lv 80
    Fates have a time limit in case no one is doing them so they don't clutter up the zones. Guess what? No one's doing them, and even WITH the time limits they're cluttering up the zones. If you make them indefinite, it's not going to make the game more dangerous, it's going to make it more annoying. In a game where all you have to do to lose aggro is keep walking, even when gravitied, there is no challenge offered by having more mobs on the screen. All it does is annoy the hell out of those trying to get from point A to point B with no desire or need for the XP offered by the 17 Fates along the way.

    Removing fate timers is not the way to fix the issue that you bring up, a more dangerous world where traveling from one place to another is actually an adventure requiring skill and strategy. The real problem that needs to be addressed if that is to happen is not the number of mobs, but their behavior. They give up too easily without doing enough to kill you. You can walk away veeeeery slowly under gravity and after you've moved a certain distance, any mob will stop chasing you and return to where it was originally standing. THAT is the real problem I think you want addressed, NOT cluttering up zones with fates that few, if any, people are even participating in anymore now-a-days. Making the monsters more dangerous would solve the issue you bring up FAR better than removing fate timers ever could.
    (0)
    Last edited by Marael; 01-30-2014 at 09:03 AM.

  5. #5
    Player
    Artemiz's Avatar
    Join Date
    Nov 2013
    Posts
    709
    Character
    Darwinian Origin
    World
    Twintania
    Main Class
    Paladin Lv 90
    Um, no thanks. Stealth doesn't solve anything because you can still get hit by AoE, and even if that's not an issue you walk so unbelievably slow it's really annoying if you only have to gather in stealth because of a FATE nobody does ever.

    Only yesterday I had to wait out (14 minutes no less) a FATE in order to finish a simple fetch quest, it popped right on top of what I had to click on and as a level 50 Boss mob I had no choice but to wait it out.

    I agree the open world could be much more engaging but not by making every FATE hang about for eternity, that would just be really annoying.
    (1)

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