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  1. #1
    Player
    tehomegaking's Avatar
    Join Date
    Dec 2013
    Posts
    159
    Character
    Bird Brush
    World
    Diabolos
    Main Class
    Conjurer Lv 10
    Quote Originally Posted by Camate View Post
    Hello, everyone.

    We understand that there are currently the following issues with FATEs in 3.0 areas:

    With the above adjustments, it will become easier to complete FATEs even with a small group, and you'll be able to earn more experience points.

    We're currently working on this, and we're aiming to implement this as quickly as possible.


    Thank you so much.
    (0)

  2. #2
    Player
    Flipside101's Avatar
    Join Date
    Apr 2014
    Posts
    82
    Character
    Flips Fordays
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Camate View Post
    Especially in regards to the first point above, due to the fact that FATE monsters' HP will increase based on the amount of participants of the previous occurrence of the FATE, it makes it so more work is required to complete it. This in turn increases the feeling that the experience points reward is not enough.
    Isn't scaling supposed to be more of a real-time adjustment instead of relying on past numbers? It does sound hard to implement something like this but what you could do is something similar to the level-sync button, but instead of auto-syncing, it would be a participate button in order gauge out how many people are actually doing a fate, instead of automatically engulfing them just because they so happen to be in the area where the fate spawn.
    (0)

  3. #3
    Player
    Temjiu's Avatar
    Join Date
    Dec 2014
    Posts
    154
    Character
    Kulthoen Akkiran
    World
    Lamia
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Flipside101 View Post
    Isn't scaling supposed to be more of a real-time adjustment instead of relying on past numbers? It does sound hard to implement something like this but what you could do is something similar to the level-sync button, but instead of auto-syncing, it would be a participate button in order gauge out how many people are actually doing a fate, instead of automatically engulfing them just because they so happen to be in the area where the fate spawn.
    I agree. what happens when i fly in solo to a FATE that I've soloed before, but lats time it had 30 peeps in it? i get wiped, I fail the FATE, and I get less exp. this is NOT effective scaling of a FATE. the above poster has the right idea. If the game eingine can recognize when I enter the area and my level is too high....AND sync me when i press a button, it should be able to scale the monsters in density based on the number of people participating. As an example: 4 people are running a FATE. 2 more enter: once they press the sync button (or simply enter the area and are the right level), the spawn rate of the monsters goes up, and the amount needed to finish the FATE goes up as well. 1 more enters...it goes up a little bit. 5 leave...it drops drastically, and instead of taking another 20 mobs to finish, it may only take 5 or 6.

    Yeah, this could potentially draw out a FATE if your 95% completion and suddenly 5 more people join. but, the idea is that those 5 people will be able to help finish it just as fast as if they weren't there. this should be constant, real time adjustments. The ONLY time a FATE's difficulty should adjust based on the last one, is if it was a failure. then you could have the next one start with a lower curve as it relates to Mob respawn density and kill count (for the FATE completion).

    This whole idea of scaling it based on the last group that did it is crazy....your assuming that the same group, the same size, will be coming back to that FATE eternally? Do you honestly think it's fair that the smaller group suffers for EXP just so you don't give the bigger group an easier FATE? Thats all I see from this design...your going to punish smaller groups by making FATEs tougher if a larger group did it last. and it actually will be EASIER on a larger group if a smaller group did it last. horribad design.
    (0)

  4. #4
    Player
    AreeyaJaidee's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    704
    Character
    Mewt Naeun
    World
    Exodus
    Main Class
    Marauder Lv 100
    Wew sigh of relief... Here I was thinking some forethought had been put into the dev of the fates in new areas that have been in dev for years and all along it was just bad design... Dodged that bullet!
    (0)

  5. #5
    Player
    Drako's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    939
    Character
    Drako Lombardi
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    I finally got to 60 on one job, then started trying to level a second job 50+. It seems like for whatever reason the armory bonus is no being counted on the FATE, either that or the rested exp bonus isn't being counted. I will kill a boss solo. And the exp from the mob itself shows 100%(armory bonus + rested bonus), but then the FATE exp shows just 50%. This seems a bit bugged to me. Unless this is how it works everywhere and I just never noticed. And I was getting around 22K with just 50% bonus, what would another 50% be, 33k total? Even with that we definitely could use a boost, sense this is higher level zones, and the exp to hit the new levels is far greater then previous levels. I'm glad they are looking into this.
    (0)

  6. #6
    Player
    Griffeth's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    190
    Character
    Griffeth White
    World
    Excalibur
    Main Class
    Machinist Lv 60
    Quote Originally Posted by Drako View Post
    I finally got to 60 on one job, then started trying to level a second job 50+. It seems like for whatever reason the armory bonus is no being counted on the FATE, either that or the rested exp bonus isn't being counted. I will kill a boss solo. And the exp from the mob itself shows 100%(armory bonus + rested bonus), but then the FATE exp shows just 50%. This seems a bit bugged to me. Unless this is how it works everywhere and I just never noticed. And I was getting around 22K with just 50% bonus, what would another 50% be, 33k total? Even with that we definitely could use a boost, sense this is higher level zones, and the exp to hit the new levels is far greater then previous levels. I'm glad they are looking into this.
    Bonus XP (Rested or "blue bar") is only applied to monster kill. Armory bonus applies to Monster Kill, Leve complete and Fate complete (If I remember correctly)
    (1)

  7. #7
    Player Buff_Archer's Avatar
    Join Date
    May 2014
    Posts
    909
    Character
    Buff Archer
    World
    Diabolos
    Main Class
    Summoner Lv 60
    Thanks Camate! You addressed Level Synch as it pertains to FATES, and I was planning on bringing this up as a QoL thing already and it seems worth considering here if developers will be taking a look at how these fates work. This is a MAJOR QoL issue for many times they have to hit that Level Synch button and all buffs drop off their character. Having one that was applied by a skill synched above the FATE's synch level- I get that. If I had Dreadworm Trance ready to go and walked onto a lvl 25 FATE I shouldn't expect it to still be there ready to use. But buffs applied by skills from BELOW the synch are an issue. Ask any SMN/SCH who loses their aethyrflow stacks and has to wait for new ones when they level synch, as well as having protect and stoneskin drop off, on entering a lvl 49 fate makes no sense... no reason for that since they can be recasted after synching, once the appropriate cool down is over of course. Last night helping someone with the big turtle fate was a huge pain with multiple level desynchs that happened when dodging the giant frequent AOE, with there not being a super clear line on the ground saying- if you cross this you desynch. I figured out how to (usually) survive the AOE without stepping out of the FATE but having to resynch a fate and lose any buffs you had up can be a big setback to almost any role.

    In short, what I'm requesting is: if upon level synching for a FATE, the user has buffs (procs like ammo, etc) that are valid to cast within the FATE upon level synch, please update the system so they don't lose those. Only ones applicable above the level synch should fall off.

    Level synch applies this way upon entering dungeons as well, and while it's not as big of a deal there since players don't step into (and sometimes inadvertently out of and back onto again) dungeons on a continuous basis every few minutes, I see no reason the method for level synching there shouldn't change as well to be compatible. Case in point: Lvl 44 PLD and BRD, and lvl 50+ WHM and NIN, are randomly matched into DD via DF. All had Protect on prior to the instance start, but when it loads and syncs levels, the first two still have it, the second don't because ALL buffs get dropped on just them, not being synched. Easy example here since Prot can be recasted but it makes me wonder what the benefit of having this happen is vs. all the downsides.

    I'd love to hear back that this will be discussed with the development team as well, especially if enough others support this change.
    (2)

  8. #8
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    Scaling FATE difficulty to the number of participants the previous time it was completed has never made sense.

    Say 30 players complete a FATE, then they all leave the area. Next time, 3 players attempt to do the same FATE, but the difficulty isn't set for 3 players now, it's set for 30.

    Now with this decrease in participation it takes a huge amount of time to drop the monster HP, maybe even making it difficult to complete in the 15 minute deadline.

    Basically participation numbers can be highly variable.
    (8)

  9. #9
    Player Buff_Archer's Avatar
    Join Date
    May 2014
    Posts
    909
    Character
    Buff Archer
    World
    Diabolos
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Rufalus View Post
    Scaling FATE difficulty to the number of participants the previous time it was completed has never made sense.

    Say 30 players complete a FATE, then they all leave the area. Next time, 3 players attempt to do the same FATE, but the difficulty isn't set for 3 players now, it's set for 30.

    Now with this decrease in participation it takes a huge amount of time to drop the monster HP, maybe even making it difficult to complete in the 15 minute deadline.

    Basically participation numbers can be highly variable.
    True...it could be nice if some variable were snapshotted at maybe the 75%/50%/33% health marks. It's been disappointing flying over maps needing things to do, and not wanting to use up side quests I've out leveled, only to see empty fate after empty knowing that I will be there doing all the work myself unless it's one I have no choice to run from (even with my semi-party with Titan Egi / Eos & a rank 14 Chocobo). But it's human nature if you're flying over a map and see on fate being done at 50% and climbing! and the other at 0-5%... the best choice is to go to where the action's at. Which means once it gets down, whoever stumbles across it next has no chance. Doesn't matter how many people were there when the previous one finished, so much as how many are there as the new one starts and progresses. We don't need it to slow to a crawl either, not having HP scale based on oncoming damage would help prevent the situations where people have a fate in range that goes 25% - 100 before you can even get there or you just get crummy bronze. Something for the developers to consider... once people who up for a fate, a hidden scaling damage resistance buff that controls the speed of its completion to be above a reasonable lower threshold is good too, what we don't want either is people just swarming the middle part of a fate and leaving a few to finish it off if they know its resistance would just scale back down with an enmasse departure and putting the remaining effort on the handful willing to stay.

    Maybe... based on how much damage is coming in across how many users from the beginning of conflict to 33% completion mark, scale it for the remaining portion and maybe reevaluate at 66% mark. It's more complex than that, that's just a high level idea.
    (0)

  10. #10
    Player
    niwaar's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    270
    Character
    Kaelie Niie
    World
    Gilgamesh
    Main Class
    Pictomancer Lv 100
    I just did a boss FATE chain in CWH. With armory bonus i got 31k xp for 2 fates. This is flat out unacceptable. Its not worth doing these fates. I expected 50k minimum from a fate chain. Nerf NT post 52 and give us real numbers for HW fates please.
    (5)
    I'd rather be in Zitah

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