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  1. #1
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90

    Players need some way to gauge a FATE's strength or Devs to develop dynamic scaling

    FATE strength is determined by how many players were present the last time it was completed. This can result in massively strong FATEs when there isn't the same amount of players able to complete them.


    It really sucks zoning into an area after a FATE train has moved instances only to realize you have next to zero chance of being able to complete them solo if there's no one around to assist.

    Perhaps institute a Star system (1-5) or a tier system (C-S) that indicates how strong a FATE is. There has to be some internal system that tells the game how strong a FATE is going to be.

    Please give that information to the players.
    (16)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  2. #2
    Player
    Raoabolic's Avatar
    Join Date
    Nov 2016
    Location
    Bastok
    Posts
    2,004
    Character
    Raogrimm Ironfist
    World
    Coeurl
    Main Class
    Fisher Lv 90
    The issue is sort of solved via the instance system in the world but that assumes you have one open on your server for the area you are fate farming in. Besides, I think fates slowly fix themselves 2-3 are not completed in a zone. That said, best bet is just to smack it and if it isn't going down fast enough then just do something else for 15 or so minutes. A system showing the strengths of common fates wouldn't be a horrible idea, though I would assume it's a non issue for the majority of the playerbase for the devs to put this idea in the maybe pile.
    (0)

  3. #3
    Player
    Misplaced_Marbles's Avatar
    Join Date
    Jun 2021
    Posts
    469
    Character
    Violent Saviour
    World
    Omega
    Main Class
    Monk Lv 90
    Quote Originally Posted by Deceptus View Post
    FATE strength is determined by how many players were present the last time it was completed.
    Which, of course, is the most counter-intuitive system ever. Why don't they just scale based on the amount of players present? The world may never know.
    (8)

  4. #4
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,358
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Great idea, especially with this penchant of FATE trains to jump instances. That will be alleviated once we don't have instances any longer, but there will still be the problem of not knowing what was going on in the zone before you go there so not having any idea of whether you'll be stuck with your thumb up your butt until the system works itself out.
    (1)

  5. #5
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    Quote Originally Posted by Misplaced_Marbles View Post
    Which, of course, is the most counter-intuitive system ever. Why don't they just scale based on the amount of players present? The world may never know.
    Because the scaling is determined at the time of the FATE spawning in; it's not going to be able to easily adjust the mob health pools and such on-the-fly once the mob is already instanciated, especially if combat's already underway when the number of participants present increases (or decreases).

    I suspect the reason they do it based on how many people participated the last time is that it works not as a measure of population but of interest. If you have a special FATE in the current expansion, and people are slamming it every time it spawns, it's going to scale up to account for that. If you have a special FATE in a previous expansion and people aren't really going to fight it any more because it's outdated content now... well, now it scales down, so it can be handled by smaller groups.

    It's still annoying, I grant you, but there's at least some probable logic behind it.
    (3)
    Quote Originally Posted by Packetdancer
    The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
    I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.

  6. #6
    Player
    hobostew's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    459
    Character
    Astrid Arkwright
    World
    Brynhildr
    Main Class
    Monk Lv 90
    Quote Originally Posted by Packetdancer View Post
    Because the scaling is determined at the time of the FATE spawning in; it's not going to be able to easily adjust the mob health pools and such on-the-fly once the mob is already instanciated, especially if combat's already underway when the number of participants present increases (or decreases).
    IIRC HP adjusting on the fly has been a thing for at least world bosses in WoW since like MoP I think. Obviously they are different games but it's clearly not something impossible.
    (0)

  7. #7
    Player
    Velnora's Avatar
    Join Date
    May 2020
    Posts
    469
    Character
    Velnora Pharetsu
    World
    Sargatanas
    Main Class
    Machinist Lv 80
    I'd rather they just not scale us down for fates. Make gear progression actually useful outside of raids.
    (2)

  8. #8
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    Quote Originally Posted by hobostew View Post
    IIRC HP adjusting on the fly has been a thing for at least world bosses in WoW since like MoP I think. Obviously they are different games but it's clearly not something impossible.
    Honestly, the reason I think it's less feasible is not technical, per se, but because of how we tend to approach this game. If folks could figure out the scaling algorithm, do you really think someone wouldn't figure out how to optimize a FATE train such that you send one person on to fight a FATE boss down to like... half health or whatever (thus only one person participating and the boss is scaled waaaay down) and then the whole FATE train slams in at once, and sure the boss' health scales up, but...

    If you had one person participating and the boss had, say, 500k HP, and they took out 300k of that HP, and then the FATE train lands and the boss' health scales up to a maximum of 4M HP... but the boss was already down to 200k/500k (so 40% of the health). So it scales up to a maximum of 4M health but only has 1.6M of that health on the bar (thus the percentage/position of the boss' health bar doesn't change). Now you only need to do 1.9M of damage total to the boss rather than 4M, but everyone still gets credit. Yay! Now the FATE train can go even faster!

    Etc.

    So it's not "there are technical reasons why scaling a FATE after it's already been engaged seems impractical" so much as "there are cultural reasons -- i.e., how we as a playerbase tend to want to optimize content consumption to an extreme degree -- that make scaling a FATE after it's already been engaged seem impractical to me".
    (2)
    Quote Originally Posted by Packetdancer
    The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
    I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.