http://forum.square-enix.com/ffxiv/t...it-Fate-System

This has me curious. What about it can be fixed?
As it stands, the system for FATEs gives someone progress based on the enmity they generate. Fair enough system, a little biased against DPS but their output can get strong enough to still do well.
But the enmity chart doesn't reset when someone syncs down into a FATE. I myself in the past have stood in Lazy Laurence's face as a level 50 WHM many times to make the fight possible for low level players in the area, occasionally Sync dancing to contribute my own Aero for fun before unsyncing to resume tanking. Never once did Laurence stop targeting me.

This was me having fun at a time when it was fun to play around with the FATE, regardless of any rewards aside from helping others. But I have to ponder...

1.) The system already prevents unsynced players from attacking monsters or getting sync-required drops like Atma or Alexandrite. That's not sufficient?
2.) If the issue is solely that unsynced players can farm for credit, is this going to come with a risk of accidentally losing all legitimate progress by running outside the FATE's sync zone?
3.) Even if the extreme is taken that an unsynced player can't generate enmity on a monster (the same way you can't [I think] draw enmity from monsters involved with someone's Levequest), could the FATE system appropriately account for such things as parties, or someone syncing, getting a little enmity, and unsyncing? I can't imagine making party-mates immune to healing / buffing another is a viable solution.

It may just be rambling, but even outside the fact that I can't see why this is an exploit or bug (since at the end of the day synced players still have to be around to kill the FATE targets), but I'm just curious what CAN be done to appropriately and fairly "fix" this issue.