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  1. #1
    Player
    Elldur's Avatar
    Join Date
    Aug 2013
    Posts
    4
    Character
    Clywd Drachentanz
    World
    Shiva
    Main Class
    Conjurer Lv 43

    FATE vs Dungeon xp

    In the last days and weeks the great game FF14:ARR changed a lot for me, when I realized that most people are just powerleveling while running around in (silent) FATE groups and ignoring all the other content, e.g. dungeons.
    Thus I would like to see FATE rewards (xp/seals) to be nerfed or at least having diminishing returns.

    Imho dungeons should give better xp and be overall more rewading than anything that someone could achieve solo - at least this is an MMORPG, thus it should prioritize social over antisocial behaviour.

    In order to strengthen the community I would also like to see that the rewards from dungeons are better the more people from your own server are running with you. This would relieve a lot of the problems that the dungeon finder generates (as the dungeon finder is not encouraging "good" behaviour that may lead to good and long lasting communities, because everybody knows that he will never ever meet the people again that he is grouped with at the moment).
    (3)

  2. #2
    Player
    Sern's Avatar
    Join Date
    Sep 2013
    Posts
    8
    Character
    Roland Ka'sern
    World
    Ixion
    Main Class
    Thaumaturge Lv 27
    Seeing as it takes 30-90 minutes for a dps to get a dungeon spot, it might just be these people are staying busy while they wait for their story quest spot to open.

    Personally i either work on my lower level class or run fates when im in line at the duty roster.
    (0)

  3. #3
    Player
    00Seven's Avatar
    Join Date
    Aug 2013
    Posts
    4
    Character
    Epsilon Delacroix
    World
    Tonberry
    Main Class
    Arcanist Lv 31
    Already topics about this in the FATE section
    (0)

  4. #4
    Player
    Sern's Avatar
    Join Date
    Sep 2013
    Posts
    8
    Character
    Roland Ka'sern
    World
    Ixion
    Main Class
    Thaumaturge Lv 27
    You a rent a cop 00seven?
    (0)

  5. #5
    Player
    Jojen's Avatar
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    Sep 2013
    Posts
    6
    Character
    Rayfe Rivendell
    World
    Behemoth
    Main Class
    Arcanist Lv 32
    Why should FATE's be nerfed? If people want to power level they can do FATEs, if they want to work on party dynamics with friends and getting gear they can do dungeons. I don't think the game needs to change just because you want people to focus on dungeons. And besides, most people are grouping for FATEs anyway so they are developing communication with people if that's your argument.
    (0)

  6. #6
    Player
    Elldur's Avatar
    Join Date
    Aug 2013
    Posts
    4
    Character
    Clywd Drachentanz
    World
    Shiva
    Main Class
    Conjurer Lv 43
    After reading some comments here I have to add that I don't want that FATEs are removed or nerfed to death, I just want them to be in line with the other ways to play the game. At the moment FATEs are affecting the whole game negatively because they are removing most players from all other activities, and turning this great MMORPG into a Zergfest.

    I posted the same topic also on reddit: http://www.reddit.com/r/ffxiv/commen...vs_dungeon_xp/
    At least it seems to be a hot topic with good arguments on both sides.
    (1)

  7. #7
    Player
    Jojen's Avatar
    Join Date
    Sep 2013
    Posts
    6
    Character
    Rayfe Rivendell
    World
    Behemoth
    Main Class
    Arcanist Lv 32
    FATEs aren't forcing people to play a certain way. I have been crafting for the past 3 days because I have enjoyed it so much that I haven't been worried a bout leveling up my character. FATEs are essential for leveling when you have already done quests in an area for one of your characters, if they allowed your character to do quests over for different classes then I'm sure people would just be questing. However, questing is not an option when you have already completed them so FATEs are essential and are there to help level your character. Dungeons are for gear and partying and FATEs are useful for leveling characters, it's up to the individual to decide how they want to play.

    People are always going to exploit their needs in a game, if it wasn't FATEs which provide a huge amount of exp it would be something else.
    (0)

  8. #8
    Player
    BuffChesthair's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Buff Chesthair
    World
    Coeurl
    Main Class
    Archer Lv 29
    I do think it would be good to have some incentive for people to run dungeons instead of F.A.T.E.s some times, but I'm not sure tweaking the exp rewards are the way to go. Nerfing the exp for F.A.T.E.s may result in difficulties leveling up damage classes down the road after a person has already completed all the available quests. Increasing the exp reward in dungeons may result in tanks/healers progressing through low levels too fast, and making it difficult to progress through the low level story missions as a damage class; since there are no tanks/healers left in that level range anymore.

    If people are using F.A.T.E.s to level secondary classes quickly, maybe give some other incentive to run dungeons; maybe bonus gil for re-running dungeons. If there were bonus gil awarded for re-running a dungeon (limited to once per instance per week to limit the influx of money), then it would give players a reason to run dungeons without taking away the reason to run F.A.T.E.s
    (0)

  9. #9
    Player
    Delrosa's Avatar
    Join Date
    Sep 2013
    Posts
    17
    Character
    Delrosa Voidbringer
    World
    Sargatanas
    Main Class
    Goldsmith Lv 33
    Just to point a couple things out real quick, first off nerfing FATE exp won't help with your dungeon leveling, it actually will very possibly make the duty finder take longer. The problem is not the number of people doing dungeons, its the number of tanks and especially healers doing dungeons. If you nerf FATEs then you will add a ton more DPS to the line and very few tanks and healers. Also nerfing FATEs so that people don't do them defeats the entire purpose of having them, why not just remove them all together? Secondly dungeons are not bad experience people just don't pay enough attention to realize it. The number at the end isn't massivly huge so people things its bad exp yet what they don't notice is that even in the low level dungeons you're making 500+ exp a kill on trash mobs which is pretty good considering you make like 100 a kill outside. With food and rested bonus I've seen that spike to 1k a kill.
    What would actually make sense is to make FATEs not stupid easy. As it is tons of people zerg everything down in no time and its a no effort system. If the FATE scaled to the number of people in it then people would have to work for the exp and who knows they might actually be fun. Right now I see everyone complain about the exp from FATEs when the truth is you really don't have to do them they are just the easy way. Level a healer and you can level just as easy from dungeons I'm sure since you won't have long duty finder waits. What I think would help a lot more is if FATEs were actually fun and the only way I see that happening is if they make you work and don't just have you spamming attacks hoping to get a hit on a mob before it dies.
    (0)
    Last edited by Delrosa; 09-07-2013 at 01:33 AM.

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