Results 1 to 6 of 6
  1. #1
    Player
    AnaviAnael's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,030
    Character
    Anavi Anael
    World
    Balmung
    Main Class
    Thaumaturge Lv 90

    Beastribe FATE respawn question

    In the 3.2 preliminary patch notes, we got this:

    [2.0] The time limit for the following FATEs has been reduced from 15 to 10 minutes:

    Southern Thanalan
    Quenching the Flame / Heroes of the 2nd / Taken
    East Shroud
    What a Boar / Breaking Dawn / Everything's Better
    Outer La Noscea
    Full Metal Alchemist / Making the Rounds
    Western La Noscea
    Watch Your Tongue
    Maybe I'm misinterpreting this badly, but the wording makes it sound like the FATEs for these quests only got a reduction in time limit and not a respawn adjustment. I couldn't find anything else in the patch notes about respawn rates, which they said were coming with this patch. Am I missing something?
    (0)

  2. #2
    Player
    Alberel's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,852
    Character
    Alberel Lindurst
    World
    Phoenix
    Main Class
    Summoner Lv 70
    Yeah I was confused about this as well. This change would serve only to make it harder to complete these FATEs. If anything they should be reducing the time limit on all the other FATEs that compete with these ones to spawn so we have more chances for them to pop.
    (0)

  3. #3
    Player
    Lethallin's Avatar
    Join Date
    Aug 2013
    Posts
    256
    Character
    Lethallin Ari
    World
    Siren
    Main Class
    Warrior Lv 62
    I guess maybe that the FATE couldn't possibly respawn within the 15 minute window plus whatever the cooldown was, even if it was completed.

    Like, if it spawned at 8:00, would normally end at 8:15, lets assume a 5 minute cooldown, and it could start respawning at 8:20.

    With the change, if it spawned at 8:00, would normally end at 8:10, and could respawn at 8:15, which would be more frequently.

    This would only make sense if the 'cooldown' period, whatever it is, didn't start until the initial ending time, instead of right when the FATE gets completed.

    And that would only make sense if trying to fiddle with their FATE system would cause more problems then it would fix.

    Sorry, just kinda thinktyping to myself out loud.
    (1)

  4. #4
    Player Iagainsti's Avatar
    Join Date
    Apr 2014
    Location
    Ultimecia's Castle
    Posts
    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Especially since these fates are soloable now in under 2 minutes, I think the best way to adjust them was decreasing the fate time.
    (0)

  5. #5
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Alberel View Post
    Yeah I was confused about this as well. This change would serve only to make it harder to complete these FATEs. If anything they should be reducing the time limit on all the other FATEs that compete with these ones to spawn so we have more chances for them to pop.
    Reducing the time from 15 minutes to 10 minutes doesn't make them any harder to complete when they die in 30 seconds.
    (0)

  6. #6
    Player
    Saint_Angeles's Avatar
    Join Date
    Nov 2013
    Posts
    144
    Character
    Rana Kim
    World
    Midgardsormr
    Main Class
    Lancer Lv 70
    It's assumed that changing the time limit changes the way they come up in the FATE rotation, ostensibly to make them come up more.
    (0)