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  1. #11
    Player
    Awful's Avatar
    Join Date
    Jul 2015
    Posts
    1,277
    Character
    Awful Name
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    I just have the issue with people leaving after the missions over, today we finished our mission and then 4/8 people left my group and my friends and I are like greeeeatt because we were just gonna do FATEs/NMs while waiting to see if we get an emergency missions. 5 mins later and the emergency mission popped up and we only have 4/8 people and everyone else's groups are in tatters too and we fail the EM super quickly it's so dumb people can't recruit more people.

    What they could add into the game as a quick patch is just:

    -Add a PF system in Diadem so we can ADD people
    -Add Alliances into Diadem so people will stay and can add people into the alliances for emergency missions

    Honestly Diadem hasn't really been that fun people do missions, AFK, /follow people around for FATEs while the rest of the party is busting their butts while the AFK people are rolling on hidden coffers not contributing at all.
    (0)

  2. #12
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Finnfinite View Post
    If people want to fate grind, let 'em. In my mind the real problem is that people NEED to stick around and wait for the emergency mission to pop, and... well... people don't. In my attempt, we had probably HALF our group leave, and the emergency mission spawned with like 5 minutes left on the duty timer. We tried, but with like.... 20 people total, and my party at 3 DPS one healer, there was no way.

    Suggestion: Emergency mission ONLY has a chance of spawning within five minutes after mission objectives are complete. This is a reasonable amount of time to expect people to wait, not this "extra half hour of grinding uselessly" bollocks we have right now.
    I think the philosophy here is they want people to stay and assumed making it take time for the Emergency Mission to spawn would convince players to hang around. Unfortunately, the devs continue to misinterpret they sheer disdain a lot of people have towards FATEs. They need to offering something dynamic, be it FATEs that require defending a stronghold (like Siege like mechanics from other MMOs) or mini bosses in the vein of Proto Ultima (i.e. they have mechanics). If they just make EM spawn faster or kick AFKers, people will either still leave early or won't queue at all. Allowing you to replace people who leave though, would be a good start.
    (0)

  3. #13
    Player
    Kai_Lee's Avatar
    Join Date
    Sep 2014
    Posts
    794
    Character
    Kai Lee
    World
    Excalibur
    Main Class
    Lancer Lv 70
    Since the diadem is so large, after each person finished their mission they can have hunting logs for additional rewards, or farm mobs for rare crafting mats.
    (0)

  4. #14
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,776
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    I stay almost the entire time for Diadem, and usually I'm the last one in my group. I like hunting for treasure chests, getting mats and stuff because I'm a prolific crafter/gatherer.

    I think the lack of objectives in the FIRST diadem was a huge problem - and the devs thought "well people want a path to follow" - so they gave us one, but only in the beginning. After that, many groups just sort of wander off into their own little areas because there's (seemingly) nothing to do. Even when we saw the pegasus running around, we thought there must be something to it - but he follows a preset track at random. Right now, people seem to be looking for things to do, and making up things that might or might not work - or why they exist, and it's a lot of theory, which is fun...but for what rewards?
    (0)

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