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  1. #1
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90

    SE, no one likes FATEs. Just stop.

    Ok, yes this thread was sparked because of the addition to FATEs in Diadem, but this thread is not about Diadem.

    You guys hyped FATEs up to be some amazing dynamic quests that pop randomly which would have you fulfill objectives in an open world to achieve some goal. That goal originally was meant to effect the open world in some way - such as NPCs would get captured, or Aetherites would be inaccessible.

    Pre-Launch - You hyped FATEs up to be some amazing dynamic events (similar to GW2). You also teased Primal fates, which would allow free companies to gather their members and summon them. You also said we would get FATEs that would effect the outside world, such as an outpost would be overrun by beastmen, and we had to take back the camp if we didn't succeed in defending it.

    2.0 - FATEs came with the reboot of the game. They turned out to be lackluster, and nothing more than an overglorified "kill x mob" or fetch quests. FATE chains were attempted, but not truly utilized, and they ended up just being normal FATEs that instead of having to move to the next one - you can just stand there and wait for the next one to pop while you zerged down a bunch of slightly different monsters. The mini stories you added to some were OK but in the end meant nothing, as nothing actually came of it..

    The extent of FATEs at this point were to supplement dungeon and side quest / fetch quest grind. Which was fine for their purpose, however nowhere near the level of hype that you had given us.

    You then gated a few of the relic steps behind grinding these fetch quests on capped EXP jobs in order to force people to do them. Newsflash - no one did them, because we actually hated doing them and they weren't fun. They were just some boring overglorified fetch quest that we were forced to do.

    3.0 - It seemed like you accepted the fact that your unique "story" based FATEs were a disaster. There was literally no improvement over these fetch quests, and they were just boring grindy quests that people did because they gave EXP.

    Future - Please.... I am asking you nicely... Please actually do what you originally said you would. Pop a FATE on an Aetherite camp where beastmen will invade and you have to defend the camp. If you fail the FATE then you are no longer able to teleport to that Aetherite, NPCs would move outside the camp, and you would have to achieve various side FATEs in preparation for a massive boss FATE at the camp in order to take it back..

    On a bare minimum level, please get your FATE designers to play Guildwars 2 for 3 months, and copy + paste their "Dynamic Event" models if you have to.

    And for the love of god -
    STOP FORCING THESE STUPID FETCH QUESTS DOWN OUR THROATS.

    Nobody likes them.
    They are not Fun.
    They are a waste of time.
    And they are ungodly amounts of boring.

    Your answer to making content more interesting should not default to your version of "Dynamic Events". Because your FATEs are far from dynamic and about as interesting as a side quest I can pick up from an NPC that tells me to kill 6 ladybugs..
    (120)
    Last edited by Altena; 03-10-2017 at 05:15 PM.