I think FATE just make everyone speed running...^^;
The most stupid time in my ARR was "robbing" mobs in FATE and some players even unable to hit one mob.
I think FATE just make everyone speed running...^^;
The most stupid time in my ARR was "robbing" mobs in FATE and some players even unable to hit one mob.
Since FATEs are seemingly spontaneous timed events in the great outdoors, it would make sense to have FATEs designed for disciples of the land, who are going to be out in the field anyway. They'd be easy to explain in the game's lore, too; maybe someone from the goldsmiths' guild randomly struck gold and needs help mining as much as possible before anyone else can encroach on the find, or perhaps some new species of caterpillar that's been mutated by exposure to corrupted crystals poses a threat to plant life in the area. Maybe the death of an existing FATE's boss monster causes changes to the environment that disciples of the land can help to deal with.
In short, there should be FATEs for disciples of the land.
I would suggest Binding Coil for Disiples of the Land but not FATE... ^^;
When it is FATE, most likely you have level sync your class and doing something actually not your expectation..
Brilliant!!!
In my opinion, make them:
Procedurally generated (no fixed material type or position/respawn timer) & only visible by Gatherers when in proximity of...
So as to be less like Unspoiled Nodes or traditional, combat-based FATE's.
Last edited by Gesser; 05-23-2014 at 12:15 PM.
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