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  1. #1
    Player
    Acesfool's Avatar
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    May 2015
    Location
    Amelia OH
    Posts
    207
    Character
    Aces Fool
    World
    Malboro
    Main Class
    Gladiator Lv 100

    Make fates great again.

    In my opinion this is an issue that deserves petitions and uproar. Fates need to become important again. In HW they became less important until you had to farm them for the relic weapon. In Stormblood I have never seen groups of players doing fates. A few times I soloed one here and there, and on rare occasions someone would join in. But for the most part they go completely untouched.

    One idea I have is to combine fates with the concept of Eureka. Tie it to the relic weapon. Instead of going into an instanced zone make it so that by completing a certain number of fates it spawns a max level fate which drops a specific item you need. And you must have your relic weapon equipped during the fate to get the item.

    Of course there are some details to work out. So what are your ideas to make fates a relevant part of the game again?
    (2)

  2. #2
    Player
    Rowde's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    1,146
    Character
    Willig Rowde
    World
    Hyperion
    Main Class
    Dark Knight Lv 100
    Your idea isn't really a fix. It's a regression to an old system and a bandaid at best. It only makes FATEs relevant while the relic is current. After the relic becomes obsolete, then the bandaid is ripped off once again.

    Also, have you not been in Eureka at all? Notorious monsters are just FATEs in disguise, usually with more intense mechanics.

    So in reality, no one ever stopped doing FATEs in SB, they were just being exclusively completed in specific areas.
    (19)

  3. #3
    Player
    WaterShield's Avatar
    Join Date
    Sep 2018
    Posts
    384
    Character
    Lalah Elakta
    World
    Balmung
    Main Class
    Dancer Lv 80
    Quote Originally Posted by Acesfool View Post
    In my opinion this is an issue that deserves petitions and uproar. Fates need to become important again. In HW they became less important until you had to farm them for the relic weapon. In Stormblood I have never seen groups of players doing fates. A few times I soloed one here and there, and on rare occasions someone would join in. But for the most part they go completely untouched.

    One idea I have is to combine fates with the concept of Eureka. Tie it to the relic weapon. Instead of going into an instanced zone make it so that by completing a certain number of fates it spawns a max level fate which drops a specific item you need. And you must have your relic weapon equipped during the fate to get the item.

    Of course there are some details to work out. So what are your ideas to make fates a relevant part of the game again?
    Please don't
    (6)

  4. #4
    Player
    Musashidon's Avatar
    Join Date
    Aug 2013
    Posts
    1,789
    Character
    Blackmage Vivi
    World
    Leviathan
    Main Class
    Gladiator Lv 100
    nothing is relevant unless you put something that makes people have to do them, all i really want is them to make all the fates easily soloable after like the first patch of an expansion like the .1 series since pretty much after that everyone has done the important fates for achievements and items and is done doing them and fates because pretty meh after because of how long one can take to beat.

    the exp on fates now aren't terrible especially when you get the fate exp buff but it becomes not worth because of how long to solo a fate plus with the new system of anyone on the map at all makes a fate harder even though noone will touch them just hurts anyone who wants to do one.
    (5)

  5. #5
    Player BLaCKnBLu3B3RRY's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    978
    Character
    Motoko Kusanagi
    World
    Exodus
    Main Class
    White Mage Lv 71
    Quote Originally Posted by Musashidon View Post
    nothing is relevant unless you put something that makes people have to do them, all i really want is them to make all the fates easily soloable after like the first patch of an expansion like the .1 series since pretty much after that everyone has done the important fates for achievements and items and is done doing them and fates because pretty meh after because of how long one can take to beat.

    the exp on fates now aren't terrible especially when you get the fate exp buff but it becomes not worth because of how long to solo a fate plus with the new system of anyone on the map at all makes a fate harder even though noone will touch them just hurts anyone who wants to do one.
    this ^


    if there is anything i would change about FATE's, it would be to return them to a more solo friendly state. albeit, most are rather solo friendly as it is. but it is always a hit or miss, and you could end up wasting your time for an underwhelming reward, or no reward at all.


    personally... i love FATE's. i love the idea there is just random encounters popping up over different parts of the map. it breathes a little life into the game world.
    (0)
    Last edited by BLaCKnBLu3B3RRY; 04-08-2019 at 06:13 AM.

  6. #6
    Player
    Kalise's Avatar
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    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    The issue with FATEs is currently reward vs time.

    At the moment, FATEs give a little bit of experience (About 100k-150k in SB, going up to 200k-230k with Twist of Fate bonus), insignificant amounts of Gil and insignificant amounts of GC seals (Which are an outdated currency and have been since ARR >.>)

    Meanwhile, you have Dungeons and PotD/HoH that give a ton of experience (Like 1-3 million in SB), give a small amount of Gil, can give a TON of GC seals (From trading in loot), and also can give Poetics (Largely outdated currency, but at least semi-relevant for ARR/HW relic collectors)

    Meaning, that in order to similar experience to doing 1 duty, you have to complete 5-20 FATEs (Depending on if you're lucky with Twist of Fate bonuses, most likely you'll see 1-2 within the time it takes to clear out a bunch so it's more like 10-20 average) and if you want Gil/GC seals/Poetics it is just hands down better to never do a FATE over a duty.

    Thus the time to complete a FATE should be about 10-20x faster than a duty. It is not. A duty takes like 15-20 minutes. FATEs take about 5 minutes (Maybe longer if you are solo)

    So basically, the easy way to make FATEs relevant, is to buff their rewards to being actually worth the time it takes to do them.

    Flat out double their base experience gain (So 200k-300k in SB so about 400k-600k for Twist of Fate bonus). Increase their gil reward by 10x (So you get 2k gil per FATE with gold reward). Slap in some semi-relevant currencies such as Poetics for ARR/HW, Mendacity for 60-68 and Genesis for the level 69 FATEs so that FATE farmers can then purchase tome gear when they reach relevant levels (Potentially add in a few more sets to purchase at like level 30, 55 and 65 to make currency while leveling relevant)

    Something like that would go a long way to making FATE farming somewhat relevant, even if it's just while leveling.

    If you wanted to promote Trains too, put in daily bonuses in specific zones. Each day will be a new zone that gets like 50% more rewards and maybe some Genesis tomes irregardless of level range. That way people will funnel into the same zone to farm FATEs.

    In addition, you can increase the rewards for completing the Raid FATEs. For example, put a weekly raid page reward for doing a specific Raid FATE. So that Raid FATEs are also worth doing.
    (3)

  7. #7
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Kalise View Post
    Snip...
    The problem with all of this is that most players will choose the path of least resistance. If FATEs gave comparable EXP and rewards to dungeons, then fewer people would run dungeons. Then there is also the fact that tying just about anything to FATEs seems to set players off, along with the extremely annoying FATE notification noise when you enter the circle which interrupts the BGM or mount music. Most don't like it, but they'll do them if they have to. FATEs are a withering plant, and much like battlecraft leves, probably should just be left to die.

    Normally I have a suggestion or two on how to keep things relevant, but I am drawing a blank with FATEs. Even if they did give more exp and rewards, they're not even that fun to do. If the majority of the playerbase echos my thoughts on this, then creating more in ShB is a complete total waste of dev resources. Of course, I would love to hear suggestions on how to make them not only relevant, but also fun to do. However, increasing their exp and rewards is not one them, unfortunately.
    (1)

  8. #8
    Player
    Gula's Avatar
    Join Date
    Mar 2019
    Posts
    2,165
    Character
    Krystal Abyss
    World
    Mateus
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Gemina View Post
    Of course, I would love to hear suggestions on how to make them not only relevant, but also fun to do. However, increasing their exp and rewards is not one them, unfortunately.
    Make more like the lamb milking one. Cute, simple objectives.
    (0)

  9. #9
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Acesfool View Post
    One problem they're going to run into, and it's something all MMOs have trouble with, keeping leveling interesting after so many expansions. FFXIV has an advantage over most MMOs because of the MSQ.
    Though, for FFXIV its MSQ is both its advantage and its disadvantage.

    Due to the whole "One character, all jobs" thing, you do the MSQ and level up 1 job. Great. Then you maybe do all the sidequests and level up a second job, a little bit slower. Okay.

    Then... Everything is done... You have no more quests to do, but 13 (Soon, 15) other jobs you might want to level up...

    At least with other games, each new class is a new character so you can do all the story quests and side quests again. It might get a little tedious, but it's efficient leveling and you can skip all the dialogue and cutscenes because you're already read/watched them.

    FFXIV it's... Spam FATEs/Duties until your eyes bleed to level up the vast majority of jobs... New Game+ might help alleviate this... Except from my understanding it starts back from level 1 with the first ARR quest every time, and so likely will mean having to go through the whole of ARR and HW story to even be at a relevant point for leveling DNC/GNB let alone if you were just wanting to level your jobs from 70-80 >.>

    Quote Originally Posted by Gemina View Post
    The problem with all of this is that most players will choose the path of least resistance. If FATEs gave comparable EXP and rewards to dungeons, then fewer people would run dungeons.
    Well, to be honest, the main thing to try and target is PotD/HoH. Since that's where all the DPS gather because its more efficient than queuing for DF.

    So, if the choice ended up being level through Dungeons/Trials (This would necessitate Trials also becoming more experience efficient, especially its BS with daily bonus... Freaking Ifrit Normal in the Leveling Roulette eats your daily bonus and gives you crap experience for it >.>)

    Or doing FATEs - Alongside something else in the overworld that is appealing to do.

    Then that might end up working better. Trying to make FATEs not just redundant. Since the concept is fine, the implementation is just off.

    As far as balancing it goes... You just need both options to provide unique rewards of similar worth. If both give the same experience per time, then people would then opt for one or the other based on the additional rewards.

    An interesting idea might be to extend the "Daily Bonus" from Roulettes, so it lasts for several duty runs and provides something useful while leveling. Maybe take a page out of WoW and let it give level and class appropriate dungeon gear from a mystery bag. Maybe 5 times a day.

    Then do something similar for FATEs. First 5 FATEs in the day give a bonus reward. Maybe something like Materia that has +experience to put into your fancy new gear you got from the dungeon bonus but that is destroyed upon removal?

    Quote Originally Posted by Gemina View Post
    FATEs are a withering plant, and much like battlecraft leves, probably should just be left to die.
    I don't know... As it stands, if FATEs are left to die, then it basically just makes the overworld itself redundant. Meaning you may as well just make the game exist only through duty finder...

    Want to gather something? DF your way into a quarry/field/forest.
    MSQ? Every step just sends you to a solo instance.
    Hunts? Too late it already got ninja pulled and killed.

    Quote Originally Posted by Gemina View Post
    Even if they did give more exp and rewards, they're not even that fun to do.
    You say that, but then there's people whom claim to actually enjoy Eureka. Which is literally, just FATE farming.

    It is possible to create better FATEs, so they aren't mostly just "Kill a bunch of these trash mobs that are inexplicably lower level than the rest of the zone (But yet we'll punish you with less contribution if you attempt to do this FATE at the level of the mobs!)" or "Kill this one big dude with lots of HP that is basically just a thicc version of normal mobs in the zone"

    It's merely a matter of having a look at how other games have done these types of "Open Quests". I mean, Warhammer Online did pretty great open quests, with an actually meaningful contribution system (One person would get gold contribution and would get a gold bag which would contain rare or better items, potentially even a set item. Other players could get silver and get a silver bag with rare items in and then there was bronze and they'd get a bronze bag full of gold or other currency)

    You had a bunch of interesting mechanics in them too. Such as trying to stop a demon from running rampant by helping to complete its summoning and then killing it. Collecting items to fix things that are guarded by enemies (Rather than just handing them into a person and that's the FATE done >.>)

    Heck, just thinking here, they could make a FATE where you go gather a bunch of cannonballs and then load them into the cannons... Then you use the cannons to blast away at some big old monster using that new FPS mechanic they brought in with SB.
    (0)

  10. #10
    Player
    MrThinker's Avatar
    Join Date
    Jan 2019
    Location
    Ul'dah
    Posts
    902
    Character
    Jakaar Rakkin
    World
    Kujata
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Kalise View Post
    Though, for FFXIV its MSQ is both its advantage and its disadvantage.

    Due to the whole "One character, all jobs" thing, you do the MSQ and level up 1 job. Great. Then you maybe do all the sidequests and level up a second job, a little bit slower. Okay.

    Then... Everything is done... You have no more quests to do, but 13 (Soon, 15) other jobs you might want to level up...

    At least with other games, each new class is a new character so you can do all the story quests and side quests again. It might get a little tedious, but it's efficient leveling and you can skip all the dialogue and cutscenes because you're already read/watched them.
    I think I read somewhere that the quests replayed through the New Game + system would have their corresponding exp rewards attatched? If that is true, then levelling through all the story quests again will be a possibility.
    (0)

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