

Last edited by Sandpark; 07-09-2017 at 02:38 AM.



You put a lot of work and thought into that. Bravo.
For the love of god no. We had zone channels when HW was released and it was awful.Add zone channels for Fates appropriate for each fate. The system will automatically move players from one instance of a zone to the other if a fate is overpopulated. Or you can choose a specific channel.
Everything else would be a nice welcome.


I wasn't playing during the initial launch of Heavensward. I was on hiatus.. What was so bad about the zone channels here? I use them in Tera and it allows me to choose to compete with others with occasional lag or play in a low pop channel and have better performance.
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When they introduce the channels in HW map back then, the game assigns you to either Instance 1 or 2 of the same map when you teleport into it. iirc it was random, regardless of whether the other instance was full and you have to get off and walk back into the same map to get the instance you wanted. It was terrible especially when it comes to the Hunt marks and also the Coeurl FATE spawning in the expansion maps.
Honestly, I would much rather just have the mobs spawn closer or the FATE domain be spread wider than have mobs be invulnerable. It's annoying enough whenever someone runs out of the FATE area with a mob on them, and they're invulnerable all the way back. At worse, have damage decrease and enmity fade with time when you or the target FATE mob is outside the original domain size, and a indicator appear that 'you are outside of the FATE's domain'. Give a further brief warning period of a few seconds when someone exits the overall FATE area before desyncing them. When a player completely exits the FATE area or desyncs, the mob that was chasing him will chase the next player on its enmity list or will return towards its idle area while regenerating but not invulnerable.![]()
Also: allow the level sync button to be separated from the rest of the dutylist.
This was only "terrible" if you wanted to exploit channels in order to get in twice the number of hunts. Otherwise, it was essentially no different from now; either you're around when it spawns or is pulled, or you aren't.When they introduce the channels in HW map back then, the game assigns you to either Instance 1 or 2 of the same map when you teleport into it. iirc it was random, regardless of whether the other instance was full and you have to get off and walk back into the same map to get the instance you wanted. It was terrible especially when it comes to the Hunt marks and also the Coeurl FATE spawning in the expansion maps.


My suggestion is that a visual ground border be placed around the fate. Players that leave border lose sync and lose aggro. Only synced in fate borders can you gain fate experience or hold aggro. The Monsters are only invulnerable until they first enter the fate borders.Originally Posted by Shurrikhan
Honestly, I would much rather just have the mobs spawn closer or the FATE domain be spread wider than have mobs be invulnerable. It's annoying enough whenever someone runs out of the FATE area with a mob on them, and they're invulnerable all the way back. At worse, have damage decrease and enmity fade with time when you or the target FATE mob is outside the original domain size, and a indicator appear that 'you are outside of the FATE's domain'. Give a further brief warning period of a few seconds when someone exits the overall FATE area before desyncing them. When a player completely exits the FATE area or desyncs, the mob that was chasing him will chase the next player on its enmity list or will return towards its idle area while regenerating but not invulnerable.
Also: allow the level sync button to be separated from the rest of the dutylist.
I was thinking that for DoH/DoL fates, there would be no nodes. You see a mountain or cavern, you can quarry it or gather herbs. Just as fates in general do not require set roles or job rotations for completion, so fates are for the other disciplines. The fate borders for disciples of the hand and land are broader and some fate zones have connecting fate lines.Originally Posted by Shurrikhan
Just, for a moment, imagine Gathering done right.
Do you imagine a zerg on a quarry or stacks of rocks that conveniently become vulnerable to pickaxes and sledgehammers only when encompassed by a blue circle? Or is it something less disjointed, more in its own style?
For me, it's exploration, it's figuring out patterns, guesses, gambits, and testing. If I imagine actual iterations of that, it tends to be a node-less system that samples and prospects consistently in search for the most lucrative areas, a relatively lonely venture when using the base open world, except in mining anything that might spawn according to a new pattern every so often, enticing players to share their findings (crystals and most rare fish come to mind). The iterations that come to mind for you are probably completely different, but somehow I doubt that blue circle events quite match that motif.
But for this to happen in the open world outside fates would remove the more eccentric gameplay for players who enjoy that. Fate DoH/DoL leveling would be a place for someone not typically interested in crafting/gathering to do without needing recipes or following a strict rotation or reading up on anything. It would also make fates for these disciplines work differently from real world crafting or guildleves.
I would suppose a difference in styles.
- Open world= Big Money maker and learning intricacies.
- Guildleves= Instanced content for doing specific crafting/gathering. Multiplayer leves or dungeons for the DoH/Dol for premade craft/gather parties. Good experience points.
- Fates= Focused open world crafting/gathering with the illusion that your class is playing a larger role in the story or battle engagements. More lenient on casuals as there are no nodes or learning every nuance of the crafting systems.
Honestly, the realism has potential boons and cons. The realism would add depth to the crafter/gatherers. The con would be imagine a bridge being out of working order and other players not interested in fates cannot traverse the bridge for questing if no one does said fate. So Idk how SE would do it but I would want them to take the latter into account.Originally Posted by Shurrikhan
I have to wonder at the realism or impact of some of these. Take the bridge-building example – wouldn't this require that an actual bridge first be potentially destroyed (likely with simultaneous repairs possible) in a prior FATE in order to be rebuilt in another? If we're adding to our present zones, that's one thing, but if we're mostly just making use of the art assets (or more importantly, the zone design) already present in the zone, then the DoL/DoH FATE possibilities going to be duly limited. Added doodads seems reasonable enough, but if you're adding on entire bridges, whether or not they fade out when the FATE timer hits 0 and drop anyone standing on them to their 1-hp near deaths, that's an altogether different scale of addition.
I would want to see actual unique mini game mechanics, not the hit anvil thing. And for crafts to be a composition of parts not a one and done craft. So instead of hit anvil create cannon. Hit anvil make barrel, hit alchemy and refine gunpowder, hit anvil and create cannonballs, hit goldsmithing and design heat resistant plating, then compile all the pieces to make a cannon.Originally Posted by Shurrikhan
Though I look forward to DoH FATEs, especially if they can provide workstation doodads that would actually fit the crafts you're doing (rather than just hit the orb on the anvil until a cannon pops out... wuuutt), I also have to wonder how many additions are going to need to be made to the original FATEs, or how many more combat FATEs will have to be made (likely in chain) to make use of them. Not a critique, not even a concern; just a point of interest. I'm actually really liking the ideas of the additional FATEs that could be created as a result, either chained or a whole lot tougher and less exp-lucrative without the prior constructions.
There is no point for anything now. We can't fight in airships like one of the original CGI showed. We can't battle in Magitek because they are currently only mounts. Airship rides are mostly cutscenes so can't really do content on the ship.Originally Posted by Shurrikhan
Finally, though, I don't think there's any point in ship crafting at this time. We can already make airships. Give it until we need to cross the ocean to reach Doma, etc., with the excuse that airships are too expensive or inefficient or that there are flying creatures in the skies that, for whatever reason, can even take down airships manned by the veterans of the Dragonsong War. At that point you'll have the influx of players and interest in new systems to make any larger scale, less FC-specific take on vessel construction more worthwhile.
Diadem if it were up to me would have been an actual airship, that an FC could ride together in over that zone. There would be NM like Doomgaze hovering the skies, and the airship would fly island to island as the party fought on the decks while someone else flew the ship and someone else manned the cannons while someone else stoked the engines. An immersive experience for a guild to band together and accomplish something. At each island the FC would parachute down to interesting landmarks or ruins and discover things.
If I can't get the deep interesting huge scale things. I want to at least have my little big illusions of grandeur in the meantime. The great voyage provides that. And why couldn't that fate lead into a boat ride FATE for a short preview of the oceans and a fate landing into a piece of Doma? They could just quarter it off like the big gates pre heavensward.
Last edited by Sandpark; 08-18-2016 at 10:07 PM.

DoH/L FATES.... from an XP perspective no as we have Ixali/Mogs/Scrips. But, for fun and maybe some items... nice change of pace. I like the ideas, may make FATES less tedious.
For the Disciples of Hand and Land, much of what you've put in already exists, in a slightly different form.
Leves require you to craft items to gain experience, and some other kind of reward. For gatherers you go out and, well, gather.
The 'great voyage' preparation sound a lot like what it takes for a Free Company to build an airship, or any other Workshop project, including "of any level".
I like the 'timers' thing, although you can get a feel for the timers in any zone pretty quickly, including the dragging 30 minute "nobody wants to participate" ones that cancel out other FATEs in the area until they finish.
Once you join a GC, you pretty much get Seals any time you finish a FATE, and FATEs are used for all sorts of drops (stuff to get a relic weapon, both at 50 and 60) and special time-of-year FATEs.
Except for the Moonfire Faire this year, I haven't really ever seen a time when there were enough people around to warrant 'channels'.
Nice presentation.


Perhaps then a selectable channel would be better. It is selectable in TERA, I just wasn't sure people wanted that here is it could be considered tedious, swtiching channels constantly.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
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