Quote Originally Posted by ChameleonMS View Post
The game already tracks the players which are involved in FATE (assigning rewards at the end). These same metrics could be used to adjust the FATE difficulty at set time intervals during the FATEs existence.
For mob type FATEs, after the interval adjustment, the HP of new spawns would reflect the new difficulty.
For boss type FATEs, an actual change to bosses HP would have be performed mid stream.
For delivery FATEs, is this ever an issue? Those always seem to be about 20ish items and done.
Agreed. There could be a spell during the FATE progression called "Twist of Fate" that performs this adjustment on all mobs (say every 5 seconds or so):
  • If more people show up than expected, buff enemies' resistance and Def/MDef stats, and maybe even hit them with a HoT. Would also increase respawn amounts, enemy kill requirements, and enemy difficulty.
  • If less people show up than expected or people leave, then debuff enemies' resistance and Def/MDef stats (but no bleeds). Would also decrease respawn amounts, enemy kill requirements, and enemy difficulty.

Obviously this would need to be tuned, but it would be a good way to perform a real-time adjustment to the difficulty of a FATE to accommodate its current participant count.