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  1. #1
    Player
    Lucke's Avatar
    Join Date
    Nov 2012
    Posts
    1,661
    Character
    Lucke Arrayo
    World
    Hyperion
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Roda View Post
    The FATE system was a decent idea to implement but they never really committed to it enough to have it do more than be a source of easy exp.
    They should be interacting with the maps way more than they do. Give us branching FATE chains depending on the FATE outcome. FATE chain success should be tied to levels of hostility in entire areas. Maybe opening up merchants with rare goods and collectibles. Maybe provide access to repeatable quests (maybe that reward bicolor gems) if an area is held long enough? Hell, make it so gathering nodes have bonuses while the area afinity is high. Something to inspire people to do them when they don't need the EXP anymore.
    They actually did this. In Eastern Thanalan, there's a series of FATEs dealing with that big bridge. Failing the FATE started one chain, and winning started another chain. If you failed, the 2nd part has you rescuing NPCs I believe. There's also the one in the Shroud where you have to take over the bandit camp then defend it. If you fail, you have to take to over again. Both times had merchants that sold different items depending on if you won or lost. The bandit camp for example had a merchant that was only available if you held the camp. They sold a minion and some other goodies, for as long as players had the camp.
    (11)

  2. #2
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,249
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Lucke View Post
    They actually did this. In Eastern Thanalan, there's a series of FATEs dealing with that big bridge. Failing the FATE started one chain, and winning started another chain. If you failed, the 2nd part has you rescuing NPCs I believe. There's also the one in the Shroud where you have to take over the bandit camp then defend it. If you fail, you have to take to over again. Both times had merchants that sold different items depending on if you won or lost. The bandit camp for example had a merchant that was only available if you held the camp. They sold a minion and some other goodies, for as long as players had the camp.
    Yes I loved those fates at the time. Sad they never expanded the concepts though.
    (2)