Results 1 to 5 of 5

Hybrid View

  1. #1
    Player
    MajinUltima's Avatar
    Join Date
    Aug 2013
    Posts
    43
    Character
    Kyut Tsundere
    World
    Gilgamesh
    Main Class
    Arcanist Lv 90

    Current FATE issue, and Quest/Kill/FATE Exp tuning changes.

    I scanned around for the appropriate board to bring this up in, this seems the most appropriate. There's a lot of talk going around about the prospect of nerfing FATE exp rewards due to how much of the game has become FATE grinding... but the issue isn't FATEs, the issue is everything ELSE.

    One-Time Quests: Give poor exp for the time commitment, especially travel-time involved often crossing half a zone (even mounted). Worse, they're one-time... I exhausted EVERY one-time quest in Coerthas while mixing in FATEs and 3 Dungeon runs and found myself short at 38 40 and 41, unable to continue progression. It's undertuned when I mix in a full level of extra activities and still can't keep pace with the story... which forces more FATEs.

    Levequests: Restricted by Allowance gains, but Battlecraft leves give terrible exp. Considering I can only do a few of these a day, and have to choose between battlecraft, fieldcraft, or tradecraft use, these are also extremely undertuned.
    (2)

  2. #2
    Player
    MajinUltima's Avatar
    Join Date
    Aug 2013
    Posts
    43
    Character
    Kyut Tsundere
    World
    Gilgamesh
    Main Class
    Arcanist Lv 90
    Dungeons and Kill Exp: Generally undertuned, and exclusive with forming a party or even using your chocobo in combat. When dungeons give poor exp for the time investment, why would someone do them over forming a party for much faster FATEs? If open world and dungeon queues gave better exp, people would consider it an option. I want to get my Chocobo's Rank up but I constantly have to fight with the fact that I cannot queue for an instance while doing so, and I often have to compete with grouped players for my fair share of FATE exp.

    Players don't FATE grind because they WANT to, they FATE grind because they're FORCED to.
    (2)

  3. #3
    Player
    MajinUltima's Avatar
    Join Date
    Aug 2013
    Posts
    43
    Character
    Kyut Tsundere
    World
    Gilgamesh
    Main Class
    Arcanist Lv 90
    My proposed solution is simple, re-tune the undertuned exp sources:
    + 100% more exp from One-Time Quests.
    + 150% more exp from Battlecraft Levequests.
    + 50% more exp from Kills.
    + 200% more exp for Dungeon completion, encourage people to queue for in-progress and to stay.
    + 33% of the first-time bonus exp for Guildhest completion, for repeat visits.
    + Add Guildhest exp and gil for Trials, to encourage players to do them more than exactly 1 time.
    + Some large amount of Gil for Castrum Meridianum and Praetorium, to encourage players to do them more than exactly 1 time.
    - 20% less exp from FATEs, they'll still be fast and effective, but you won't feel obligated to drop everything to chase every FATE that appears or grind only on them.

    Make the investment of time in Quests, Levequests, Dungeons, etc competitive with FATEs, while also reigning in FATEs a little. It's MUCH healthier to have a variety of similarly efficient exp methods.
    (2)

  4. #4
    Player
    Darkrotor's Avatar
    Join Date
    Jul 2012
    Posts
    115
    Character
    Sad Panda
    World
    Balmung
    Main Class
    Archer Lv 50
    3 Likes, I hate doing fates because of how many people there are doing them. As a result I lvl very slowly because everything else takes forever to get any exp
    (0)

  5. #5
    Player
    Siuling's Avatar
    Join Date
    Aug 2013
    Posts
    28
    Character
    Siuling Black
    World
    Odin
    Main Class
    Pugilist Lv 50
    it's simple, make FATES invisible on map. Problem solved!
    (0)