Also yeah, get rid of the Fates in the map with a toggle. It really breaks immersion when youre BAMMED with the fate music and the whole map is dotted full of purple.


Also yeah, get rid of the Fates in the map with a toggle. It really breaks immersion when youre BAMMED with the fate music and the whole map is dotted full of purple.



These are all good suggestions. FATEs can also be a great storytelling device, if we could get a log to read the descriptions whenever we want as well as more chains. They could make each zone much more interesting.
I also would love more exp rewarded. I'd like to level up jobs in the open world but I always end up spamming dungeons because it's just not worth the time.



Oh yeah, I'd love that too.These are all good suggestions. FATEs can also be a great storytelling device, if we could get a log to read the descriptions whenever we want as well as more chains. They could make each zone much more interesting.
I also would love more exp rewarded. I'd like to level up jobs in the open world but I always end up spamming dungeons because it's just not worth the time.
I really enjoyed leveling in the open world in other MMOs and it's sad that this isn't a viable alternative in this game. Dungeons are cool and have their place but personally I find fighting monsters within the game world more immersive, even if they don't have an objective like a dungeon. It feels more like actually adventuring.
With Fates you could add maybe one or two zone bosses that have a similarly complex attack set like a dungeon boss that appear after doing enough other fates (but that scale with the amount of players doing the Fate so you can fight them in light or full parties or solo).

I think the Challenge Log should reward Bicolor Gemstones when you finish the FATE sections as a lvl 100.
I'd like to see more FATEs that interact with the world and add to its immersion, like the one in Central Shroud where you assault a bandit camp. These days almost all of them are just "AOE a bunch of random mobs" which makes grinding them such a slog. It's not fun at all.
FATEs that utilize the environment around them are neat. Thinking it might be possible to like jury-rig dungeon or alliance raid-like fights in the overworld using FATEs.I'd like to see more FATEs that interact with the world and add to its immersion, like the one in Central Shroud where you assault a bandit camp. These days almost all of them are just "AOE a bunch of random mobs" which makes grinding them such a slog. It's not fun at all.


It would be cool if you could use the overworld environment against FATE enemies. Such as being on raised elevation or hiding behind pillars to avoid certain attacks, hiding behind a cactus when targeted with a charging tackle to hurt the enemy, or nullifying fire related attacks by being on water.
Careful, now. If we could have situations innately improvable by sandbox elements, how would the previous-mechanics-randomizer stand out in our "handcrafted" fight designs?It would be cool if you could use the overworld environment against FATE enemies. Such as being on raised elevation or hiding behind pillars to avoid certain attacks, hiding behind a cactus when targeted with a charging tackle to hurt the enemy, or nullifying fire related attacks by being on water.


Great idea, but the thing preventing this is the same thing that has made striving to provide challenging content an all pervasively poisonous struggle, and led them down the god awful DDR situation we have today, where the only challenge is in watching YouTube videos until you know exactly where to stand, exactly when, 'ahead' of time.It would be cool if you could use the overworld environment against FATE enemies. Such as being on raised elevation or hiding behind pillars to avoid certain attacks, hiding behind a cactus when targeted with a charging tackle to hurt the enemy, or nullifying fire related attacks by being on water.
The game engine with its snapshots, still uncorrected "netcode" (unless your using addons if course), fluctuating "server tick", etc stuff I don't want to know about at an intellectual level in a game, means that would just be frustratingly futile experience. See Fall Guys.
This is the one area SE have s good excuse for not being able to easily fix. It would take some real ambition to split the game into battle engine 2.0, vs new battle engine 3.0 with a 'totally different feel.
I don't see them doing that except through having two games accessed through one launcher.
(back for the free 4 days. M1, M2, M3 were great. Monster hunter normal trial was amazing. But until X-DC PF is implemented and the casual game is invested in, there is no point in making new social contacts that will leave again, so while I've had fun re-running instances until I've got one piece of gear, I'm done after a day, and I've no reason to sub for even a full week.)
Tbh, since what's being asked for are all mechanics we already do quite often, the only problem would be if the poll rate is far, far higher in those places we already do those mechanics and is therefore only smoothly doable in those instances.Great idea, but the thing preventing this is the same thing that has made striving to provide challenging content an all pervasively poisonous struggle, and led them down the god awful DDR situation we have today, where the only challenge is in watching YouTube videos until you know exactly where to stand, exactly when, 'ahead' of time.
The game engine with its snapshots, still uncorrected "netcode" (unless your using addons if course), fluctuating "server tick", etc stuff I don't want to know about at an intellectual level in a game, means that would just be frustratingly futile experience. See Fall Guys.
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