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  1. #11
    Player
    Koreos's Avatar
    Join Date
    Dec 2012
    Posts
    54
    Character
    Kore Harumi
    World
    Excalibur
    Main Class
    Archer Lv 50
    My ideas:

    I think that perhaps FATEs should only take into account individual contributions: When people group for FATEs, they cannot queue for the Duty Finder. When people don't queue for the DF there are longer queues for those who want to do dungeons. Also, when people don't do dungeons, the zones are overloaded with groups of people going from FATE to FATE. FATE group controbutions also make it impossible for those who cannot find a group to ever get a gold medal, even if they really did a good job. Reward those who try, not those who zerg!

    Increase the EXP from dungeons, decrease the EXP from FATES. Make FATE give more gold or items perhaps?

    Decrease the rate of FATEs.

    Add more quests to zones.
    (2)

  2. #12
    Player
    Adathain's Avatar
    Join Date
    Aug 2013
    Posts
    24
    Character
    Adathain Skyrender
    World
    Adamantoise
    Main Class
    Lancer Lv 50
    Increase the exp from other activities in the game and FATEs will take care of themselves at that point. Why cripple one of the few ways to consistently earn decent exp in this game? If a player decides to level through FATEs and skip the storyline or dungeons, then all he/she is doing is altering their own experience.

    At this point my issues with FATEs are the lack of money from finishing them and the culling issues where the boss or randon enemies will start to disappear. I think the culling issue will work itself out as people quit once their free month is over.
    (1)

  3. #13
    Player
    Azzaare's Avatar
    Join Date
    Aug 2013
    Posts
    4
    Character
    Azah'to Lyegha
    World
    Moogle
    Main Class
    Arcanist Lv 20
    I think solution should be global, not only FATE.
    1) Make dungeon the best way to earn xp. Equivalent to current FATE. Make sellable and best gear drop rate lower. Make average gear as pink one drop rate higher.
    The token farm of end game dungeon will make up for loss xp need.
    Reason: Dungeons (and guildhest) are the only and best place where we learn how to play our job in a group.
    1.1)Make guildhest completion reward available for each class once.

    2) Make combat levequest the best way to earn money.
    Reason: We roughly act as a mercenary on those, so that would make sense.

    3) Make company leve the best way to get seals.
    Reason: Do I have to tell why?

    4)Make FATE the only way to get average reward of everything. That would keep the interest of doing FATE even at level cap.
    Make the reward decrease slowly for each FATE done in the last x hours (for example 12).
    Reason: FATE will then fulfill the original aim of being an unpredictable, efficient, and enjoyable break from everything.

    5)Make an xp bonus for killing mob depending on the number and/or level of quest you have done in the area. Erase the 50% bonus for leveling jobs other than your highest.
    Reason: That would automatiaclly solve the lack of a quest available, even on the scale of a buest-hub area.

    Sorry for my English, foreigner and using a smartphone.
    (3)
    Last edited by Azzaare; 09-08-2013 at 10:55 PM.

  4. #14
    Player
    Zareth's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    61
    Character
    Julianne Dragonhope
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    The only real problem I see with fates is the lack of a player limit for it. I think setting a limit on how many people can take part in a fate would reduce the spell spamming zergfest fights that happen now.
    (0)

  5. #15
    Player
    rabbitzero's Avatar
    Join Date
    Aug 2013
    Posts
    416
    Character
    Cally Evergrey
    World
    Coeurl
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Jinko View Post
    Remove all Zergs, have all FATES be boss style fights, simple.
    Terrible idea, i think, because then you are boned if you try to do one and are in a zone that it's farmed. I'll do random ones i come across during questing, and if it's just me, those boss ones are near impossible to finish in the time. Making them all like that would just punish those who don't farm, as the farmers would take them down just as fast.

    Maybe making them scale in difficulty with the amount of people around would help, i don't know though. People will always try and find the fastest xp/min, and do those the most.
    (2)

  6. #16
    Player
    Tetsaru's Avatar
    Join Date
    Jul 2011
    Posts
    331
    Character
    Tetsaru Arigashi
    World
    Excalibur
    Main Class
    Gladiator Lv 80
    My thoughts:

    - Remove the culling in the Behemoth and Odin fights. It's retarded not being able to see the very thing you went out to fight 99% of the time.

    - In large-scale battles like Behemoth and Odin, have a large, easily visible reward chest appear in the world in a designated spot for participating players to access after successfully defeating the necessary enemies.

    - Encourage better rewards for high/max-level players that are scaled down in lower-level FATES. As a Lv50 PLD, I only get a measly 5 gil for helping out, and no exp. It'd be nice to see an alternative use for exp for something (not just from FATE's but in general), such as currency for buying specific items, merit points, etc.

    - Don't lock us out of our moves/abilities when scaling down our level (this should go for dungeons too).

    - Have more FATE "chains" and meta-events where one FATE leads to another, or different FATE's can occur depending on the outcome of a previous one (such as successfully or unsuccessfully defending a camp from beastmen, etc.).

    - Be wary of FATE placement in regards to other quest/leve locations, gathering nodes, etc.
    (1)

  7. #17
    Player
    Niyuka's Avatar
    Join Date
    Sep 2013
    Posts
    266
    Character
    Cierre Mhakaracca
    World
    Shiva
    Main Class
    Pugilist Lv 90
    Reduce XP given by fates by 40-50% based upon the number of people partaking, maybe even more. This is to counteract the fact that by completing a FATE in mere seconds for full exp, it gets more effective to zerg them, thus reducing any sort of effort required to zero.
    Additionally, reduce FATE spawnrate based on players present in the zone. Why would the beastmen insist on fighting when there is an army waiting for them already? This makes travelling through zones for fates a possibility, and doesnt pool everyone into the same zone.
    (0)

  8. #18
    Player
    Moesugi's Avatar
    Join Date
    Sep 2013
    Posts
    27
    Character
    Q'bi Ary
    World
    Tonberry
    Main Class
    Archer Lv 50
    SE is just too lazy to make a proper FATE

    This is what it did in GW2 (And in my opinion, GW2 did this best)

    - The "FATE", aka Real Time Event, in GW2 are in fact normal quest. There are only a few "exclamation mark" on the map.
    - RTE usually are a chain of 3 or more together.
    - The RTE in GW2 take nearly an hour or more to respawn. Especially with boss RTE like the dragon, it might take several hours. They do not take "minute" to respawn like what SE did

    SE is just lazy and made FATE into a zerg fest. They don't need to fix its exp, just increase the time between each one to 1 hour, boss FATE to 2 hours or more and that will be it. No more farm.
    (1)

  9. #19
    Player
    ThatSneakyRussian's Avatar
    Join Date
    Aug 2013
    Posts
    20
    Character
    Dax Geldin
    World
    Behemoth
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Soulburn32 View Post
    <snip for length>
    The problem is how piss awful dungeons are. The encounters are fun, but the rewards are pathetic.

    Monster experience is pathetic.

    Boss/Mini-Boss rewards are pathetic.

    Random loot chests are pathetic.

    There REALLY is zero reason to repeat dungeons prior to the end-game dungeons for their scarce loot.


    Seriously, when people first do dungeons in the lower tiers they're so horribly disappointed by the repeat rewards they swear off repeating ANY dungeon until 50, for good.

    "Why would I spend 60minutes on a dungeon for a 1/6th of my level bar, and essentially zero loot, when I can spam Fates for 60minutes and almost make an entire level, and get about 2000 gil?"


    Seriously, piss poor design for Dungeons, and don't get me started on how WORTHLESS Trials are, especially the story-blocking ones!!!!!!!!!!!!!!!!!!!!!!!!


    Fix fates? Your best bet is to make Dungeons ACTUALLY worth doing.
    (1)

  10. #20
    Player
    Moontide's Avatar
    Join Date
    Sep 2013
    Posts
    146
    Character
    Liliha Liha
    World
    Mateus
    Main Class
    Dark Knight Lv 70
    IMO buffing XP of everything else up would not be healthy for the long-term experience. And it would hurt crafters even more.

    Simple solution would be to bring FATEs down to be on par with the rest XP-wise, or alternatively make them much more difficult. The current Whack-a-Mole state of FATEs is just too easy and rewarding in comparison to everything else. The Grand Company rewards would be good enough to keep people in even after an XP nerf.

    Sadly it's always a lot harder to make things more difficult and to require more effort on MMOs than to make stuff easier and more effortless. The more people get used to the added convenience and easiness, the more of an uproar it will cause if that convenience is taken away from them.
    (1)

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