Page 3 of 3 FirstFirst 1 2 3
Results 21 to 26 of 26
  1. #21
    Player
    dark0past's Avatar
    Join Date
    Aug 2013
    Posts
    108
    Character
    Dark Past
    World
    Ragnarok
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Nahara View Post
    I come from the background of the old-style leveling parties of FFXI, where players just sat in one place for hours on end pulling mobs that you fought in order to get EXP. Occasionally you would stop to let the healer rest to get MP back (or not if there was a BRD in the party with Mage's Ballad), but for the most part it was hour upon hour of just sitting in one camp, farming the same mobs, and once you got past a certain level, you'd move to another camp and do the same thing.
    No one said we wanna get rid of FATEs and Dungeons, actually having them much MUCH better than not.
    (0)

  2. #22
    Player
    dark0past's Avatar
    Join Date
    Aug 2013
    Posts
    108
    Character
    Dark Past
    World
    Ragnarok
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Rin_Kuroi View Post
    This would be awesome. More exp for dungeons!


    Better scaling fates for high population zones would be great too.
    Agreed ...

    + more content and [Hard long quests] with more than 10k exp
    (0)

  3. #23
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    i think the trouble is not the FATE, but the exp gain from dungeon and leves. (people tend to forget leves, or use it only for craft/gathering)
    people do fate, why? because is the best ratio exp/time, better you get gils and seal if you are good enough.
    when a dungeon can end without gaining any gils or loot. (the rng can be a b.... sometimes)
    leves don't give enough exp or gils, without forget they are limited.

    we know the 2.1 will bring dailies, but they really need to think to how balance the gain of exp/gil from dungeon and leves, maybe when they will have do this, the fate will be less zerg.
    (1)

  4. #24
    Player
    Nahara's Avatar
    Join Date
    Aug 2013
    Posts
    669
    Character
    N'hara Tia
    World
    Excalibur
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by dark0past View Post
    No one said we wanna get rid of FATEs and Dungeons, actually having them much MUCH better than not.
    I wasn't saying that, either. I put that is so that someone reading my pose knows where I'm coming from when I say how much I enjoy FATEs and Dungeon running.
    (1)



  5. #25
    Player
    Luvbunny's Avatar
    Join Date
    Jun 2012
    Posts
    691
    Character
    Coralie Moonseeker
    World
    Belias
    Main Class
    Arcanist Lv 60
    FATE is fine the way it is but need some tweak. Mobs need to last a lot longer so that its not 2 mnts zerg. Dungeon xp does need to be doubled, more daily rewards for running random dungeons, and more incentive for higher levels to level synch down for lower dungeons (which they will do in future patches). Right now, I do agree that most people would rather do FATE grind party than training how to play the game doing dungeon run. This will be causing a huge problem later on when everyone at 50 and trying to do harder contents.
    (0)

  6. #26
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Quote Originally Posted by dark0past View Post
    No one said we wanna get rid of FATEs and Dungeons, actually having them much MUCH better than not.
    My problem is people are making it sound like it's a better alternative when it's really not.

    Leveling gets dull for a while no matter how creative or inventive they get. It's just a fact of repeating any given activity.

    I've yet to meet a MMORPG that can stretch out progression long enough to keep people playing without making any aspect of it at least somewhat repetitive and tiring after the first time you go through it.
    (0)

Page 3 of 3 FirstFirst 1 2 3