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  1. #61
    Player
    Japary's Avatar
    Join Date
    Sep 2013
    Posts
    2
    Character
    Japary Roxursox
    World
    Leviathan
    Main Class
    Gladiator Lv 50
    Being a paladin without an aoe until level 50 makes jumping into a FATE group and grinding to level cap extremely hard, not to mention boring beyond belief. For most FATEs, all I can do is just sit there, maybe toss out Flash but everything is dead before I even get a chance to target it. I think not having enough quests to hit level cap through questing and FORCING people to have to level this way, as it's the only viable option, is beyond absurd. Not to mention not being able to see any of the mobs because of the sheer number of people AOE zerging in a FATE.
    They're fairly fun while leveling until you get to Northern Thanalan where everyone is zerging them to the point where they feel trivial. It's the lack of options to even reach the level cap that are ruining FATEs and making them awful. Maybe if they had a system that counted each person involved in the FATE and adjusted the difficulty on a per person basis, might alleviate the problem as well. Maybe make the exp rewards and effort on par with dungeons or add more side quests to get to 50. Just my opinion at least
    (0)

  2. #62
    Player
    Theadjectivenoun's Avatar
    Join Date
    Aug 2013
    Posts
    18
    Character
    Calexistine Wyght
    World
    Sargatanas
    Main Class
    Gladiator Lv 90
    Unfortunately the Director has a disdain for leveling through quest. you can see more and more FATE's appearing as the game gets older, eventually reverting back to the way of FFXI but instead grinding on mobs you're grinding out on FATE's, but I can see the reason for the fates. imagine how boring the dungeon grind would be, dungeons give little to no exp compared the fates, and they don't even give out seals for completing them, unless a mob from the GC hunting log is in there.
    (0)
    "A cleaved head no longer plots."
    "Put to the sword those that disagree."
    'Where you recognize evil, speak out against it, and give no truces to your enemies."
    Norse Proverbs.
    Society for Creative Anachronism - ( http://www.sca.org/ )
    Kingdom of Aethelmearc - ( http://www.aethelmearc.org/ )
    Barony of Blackstone Mountain - ( http://www.blackstonemountain.org/ )

  3. #63
    Player
    Riposte's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    116
    Character
    Blaetrot Pfarskoefsyn
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    No hyperbole: The FATE system is some of the worst videogame content I've ever played.

    It is just broken, brain-dead content that the game pushes onto you due to gaps in the story. As the main means to level once you complete the story, it is the face of the game's experience under 50 and it is... ugly. Dungeons, guildleves, and guildhests don't match up and players, as humans, will take the path of least resistance, sinking the community along with them. If FATEs are the main content of the game 1-49 after the main scenario is completed, then the game is terrible.

    I don't think they need to be nerfed, I think they need to be entirely redesigned from the ground up. I actually wrote a list of changes I think FATEs need, but I'll post it some other day.

    In any case, the absurdity of FATEs and the brutal endgame grind of tomestones will kill this game for a lot of people. The main scenario (the big thing this game advertised as a "real Final Fantasy", although it is just very easy standard MMO filler outside primals and dungeons) can be cleared within the free month if people play somewhere around 15 hours a week (dungeons being dead may extend that, but not in a way that will make people want to play more). I hate to say it, but this game is on its way to F2P status. And no, you can't say "but FFXI...", this game is nothing like FFXI ("game starts at 50" design philosophy, no community hooks, people are far ruder because duty finder allows it, standard modern MMO mechanics (no cooperative mechanics), little multinational presence on servers, economy makes no sense, gear is a linear progression (no one cares about loot or crafted items before 50, everything 50+ is a sequence of gear checks), endgame actively discourages having more than one job because it is an insane linear grind, etc etc). It has nothing to do with FFXI and it is good elements are going to be blotted out by the two main types of content being poor (leveling other classes, endgame).
    (4)
    Ultimate FATE fix/redesign: http://forum.square-enix.com/ffxiv/threads/92555-Making-FATEs-smarter!-%28Comprehensive-FATE-%28-guildleve-quest%29-fixes-redesign%29
    Better integrating DoH/L into the endgame: http://forum.square-enix.com/ffxiv/threads/90616-Getting-DoH-DoL-more-involved-in-endgame-progression...-%28two-ideas%29

  4. #64
    Player
    Lonlinal_Lifestriker's Avatar
    Join Date
    Sep 2013
    Posts
    5
    Character
    Lonlinal Lifestriker
    World
    Odin
    Main Class
    Arcanist Lv 39
    They need to imply seals are for FATES and Higher exp in dungeons.

    Leves should be same as FATES but with mid-rewards to ready up for your next Dundeon. 3:1 exp
    FATES should be for higher Seal bonuses 2:1 exp Seals 5:1
    Dungeons (with +content regularly updated) Should be the highest EXP and Top tier for Level Loot 5:1 exp With Seal bonus at Final Boss, Seals 2:1

    BAM Fixed!

    But really, I'm sure they will see this and fix soon. Fix the balance and it'll be good.
    (0)

  5. #65
    Player
    Lonlinal_Lifestriker's Avatar
    Join Date
    Sep 2013
    Posts
    5
    Character
    Lonlinal Lifestriker
    World
    Odin
    Main Class
    Arcanist Lv 39
    Hopefully they will do the DAOC PVP system. So using PVE Gear is able to be used in PVP... then they can have battlegrounds for level 20 30 40 and then 50s. People will start caring about the Dungeons and crafting to have a top geared toon for each. Which will carry the best armor for pvp/pve
    Thats is how you get Dungeons to matter and you can then use LEVES for each level pvp zone "end game pvp" geared jewelry or something.

    all and all FATES need to be just for seals. that can be great for PVP with a full suit of company armor


    BC lets face it, it was perfect in DAOC...

    Mythic just failed because they brought out WARHAMMER.. such a failure.....so they took away all their players from DAOC, then WOW came out.
    but there is also 200k+? players playing the free servers.
    (0)

  6. #66
    Player
    fxivexno's Avatar
    Join Date
    May 2012
    Posts
    26
    Character
    Beatrice Elder
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    I like fates but they are a mess, they also get in the way of gathering.
    (0)

  7. #67
    Player
    Avorniel's Avatar
    Join Date
    May 2013
    Posts
    71
    Character
    Petra Lesrekta
    World
    Phoenix
    Main Class
    Scholar Lv 75
    Quote Originally Posted by geekgirl101 View Post
    During the early beta phases these "were" fun, but now with the high server populations it's an aoe spam fast that is over within seconds of it starting. People who have their own chocobos and those who farm fates in packs of 50+ are piling in fast on them before anyone else can reach them and often I'm arriving just as it ends. They really need to last longer and be more harder because I'm getting barely any credit for that 1 hit I manage to get in on a mob before 50+ people smash it to death.
    This sums it up for me.The amount of spam messages there is asking for fate grps is near enough as bad as the gil sellers.Think the fate system really needs a rethink or some tweaks.I can't really beleave SE intended 8 man grps to farm fates (none bosses).They just remind me of GW2 WvW and zerg upon zerg ....
    (1)

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