If someone don't like fates, they can simply not do them. But myself and others, we do do fates. They can get fun even for RP. So just because you don't like fates, don't need to remove it from the rest of us.
If someone don't like fates, they can simply not do them. But myself and others, we do do fates. They can get fun even for RP. So just because you don't like fates, don't need to remove it from the rest of us.
Fates are fine as long as they aren't involved in quests
SE could also force you to kill specific NMs. They could also do it that the NMs despawn if they don't get killed during a specific time frame after it spawned (there would be not a visible timer). And how the claiming works, everyone would be able to fight against the NM for the quest without to claim it.In order to do Crystal Tower - CT, you HAVE to do FATE's.
There is no if and or buts about it because there is no way to progress otherwise.
No body is forcing you yes, but you're missing out on content because of it.
Atma's, optional, but if you want to progress there's no way to go around it.
:/
Would this be better?
Last edited by Felis; 05-11-2014 at 04:23 AM.
I like fates. The only complaint I have is when you're in the middle of a quest and one begins right on you. They should have something that lets you confirm/deny participation in a fate.
False choice. This isn't an either/or question. Do I like FATES currently as is? No. Do I want them to removed all together? No.
the problem I have with fates is the complete lack of strategy. they all basically boil down to tag as many mobs as possible or max out dps get gold and get out. In crowded areas for exp grind & atma farming. It typically boils down to spamming AOEs and get gold as fast as possible There is no sense of challenge or danger. the one debatable exception is odin & behemoth, but both those things only drop items for vanity and with enough people it too becomes a zerg fest that lasts only a few minutes
At the same time, one of the major flaws I found with the game is the lack of open world content. I want to be able to do things with my FC that aren't in nice little groups of 4 or 8, that isn't in a weekly lockout or put through a duty finder. Nothing out there is particularly dangerous, challenging or rewarding.
What I would like to see is more complicated, challenging fates. Wasn't there something about the Primals popping out in the open world. whatever happened to that?
I like these ideas! Reminds me of Besieged in FFXI where if people didn't participate, certain NPCs would disappear until someone went and rescued them from the Beastmen strongholds. Awesome stuff if they "evolved" into something like that.I want the F.A.T.E. system to evolve rather than being removed. If they can change the world, affect players/NPCs and cities. F.A.T.E's in the middle of the city? A riot? fights between factions in the same city? Chained impressive boss F.A.T.E's like the Shadow Behemot in GW2? Towns being blocked for not being defended when X attacked it?
Where did I specify what type of content uses fates? Content is content. Go ahead and start a new character and report back at how much fun you're having by avoiding FATEs lol.There is three things that require completing FATEs in order to proceed with content:
1) Labyrinth of the Ancients
2) Up in arms (atma farm)
3) Trials of the braves (book part of the zodiak questline)
Beast tribe dailies belong to optional content together with special events and seasonal events.
Even if you count dailies and events into content, you're still not even close to half of the content of the game.
The majority of content in the game don't require FATEs to be done at all.
FATE are ok, the thing is that most of us hate that they relate things like relic, quests or seassonal events to it i think.
Last edited by Khazar; 05-11-2014 at 06:24 AM. Reason: typo
Fates are nothing but mindless zergs.
Honestly they are fine to have in the game... But they need to NOT be the only/primary focus of open world. They should be a minor part of the open world. 15-20% max of the open world battle content.
SE's focus going forward should be open world content that has 0 relation to fate content.
There's nothing wrong with fates as a leveling mechanic. They could be better of course, they're still a bit circular, but gw2 still does them a lot better, with them chaining together or having minor consequences if you fail(outposts getting captured and such). There's a few times where you see xiv work like gw2, but they're very rare.
But still, as is just random quests popping up to level on, it's fine. Atmas or quests telling you to do a certain fate are another issue entirely, but the fundamental fate concept isn't bad itself.
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