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  1. #1
    Player Shiyo's Avatar
    Join Date
    Apr 2011
    Posts
    946
    Character
    Shiyo Kozuki
    World
    Leviathan
    Main Class
    Arcanist Lv 70

    Fates literally do not scale.

    Fates do not scale, not one bit at all. I am shocked. In P3 beta when I first tried the game I noticed they didn't scale at all, I assumed this wasn't implemented yet or a bug and they would fix it or add scaling at a later date.


    Here we are, 3 weeks+ after release, and fates still do not scale. A public event system, where anyone can join and zerg the mobs, does not scale. This system scales in every single other MMO I've played with a such system in place, but not this one.

    Non-scaling public event system is a very bad idea, and all the complaints about fates, the zerging, the tab aero, the no challenge, the inability to tag stuff reliably for gold without a group, it would all be fixed if they actually scaled.

    How could you release a public event system in 2013 where they don't scale? If you intend for us to level up all our non-main classes in fates, can they at least scale properly? Why are they intended for someone to solo? That makes absolutely no sense, and the grind to level a class not your main is the worst grind I've experienced since a Korean MMO. A game that's main defining feature is "Play any job on any class, swap instantly" has the worst leveling of any non-korean video game, where you learn absolutely nothing about your class except how to effectively tag for exp.

    Quote Originally Posted by SinisterJoint View Post
    They do scale dumb dumb.... go test it
    I did, I did a fate outside Bluefog with 30+ people, then did it with 10 hours later, the exact amount of enemies spawned and they had the exact amount of health. Every fate in this zone has the same number of enemies spawning with 30+ as it does with 10, and the exact same health.

    Fates do not scale.
    (48)
    Last edited by Shiyo; 09-21-2013 at 08:25 PM.

  2. #2
    Player
    TaruPower's Avatar
    Join Date
    Sep 2013
    Posts
    44
    Character
    Aether Armetage
    World
    Adamantoise
    Main Class
    Arcanist Lv 50
    I agree, this is a pretty serious issue. Fates being so easy and getting zerg'd down so fast actually makes them not fun at all for me, which is the worst part.

    Please SE, make Fates scale.
    (18)

  3. #3
    Player
    Wiggles's Avatar
    Join Date
    Sep 2013
    Posts
    118
    Character
    Xyos Soma
    World
    Diabolos
    Main Class
    Gladiator Lv 50
    I think you should re-word your post. They do in fact scale in level, but you are saying the monster density and difficulty does not scale. Thats kind of tricky since any number of players can enter or exit the FATE thus causing the FATE mobs to reduce/increase according to who is in it.

    Its fine the way it is.
    (5)

  4. #4
    Player Shiyo's Avatar
    Join Date
    Apr 2011
    Posts
    946
    Character
    Shiyo Kozuki
    World
    Leviathan
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Wiggles View Post
    I think you should re-word your post. They do in fact scale in level, but you are saying the monster density and difficulty does not scale. Thats kind of tricky since any number of players can enter or exit the FATE thus causing the FATE mobs to reduce/increase according to who is in it.

    Its fine the way it is.
    Fates in GW2 scale perfectly fine depending on the number of players. It's not tricky at all, guild wars 2 did it. I'm pretty sure fates in Rift(called rifts) also scaled with players, but I can't remember, and that game is YEARS old. GW2 is also over a year old, there's zero excuse a brand new game can't have scaling.
    Quote Originally Posted by Riderpride View Post
    Agreed with Wiggles. There'd be a lot of coding, and a lot of potential issues/exploits/griefing cropping up if FATE's scaled based on the number of players that joined in. Especially if you want them to scale on the fly as players join/leave the fate "zone" as it were. If it didn't scale as players join/leave, there could be easy exploits by having one player hit the FATE, mobs pop up based on 1 player in the FATE, 30+ people jump in to try and get credit, can't, now just wasted their time while the initial player reaps all the rewards for just being there. The other alternative is if FATE groups are roaming around, the opposite happens. 30+ players roaming the countryside looking to isolate players, as a FATE pops up, mobs spawn for 30+ players, those same 30+ leave the one player to fend for himself, likely getting killed in the process, thus griefing.
    Completely wrong, fates in GW2 scale PERFECTLY, no exploits, no griefing, nothing bad ever happens except people can actually play their class in them unless there's 100+ people.

    You armchair game devs need to sit down and stop responding, because you're 100% wrong. The fact another game does scaling perfectly fine, and has NO PROBLEMS with the way it scales fates shows it can be done and done right.
    (14)
    Last edited by Shiyo; 09-21-2013 at 08:53 PM.

  5. #5
    Player
    DerpyCubone's Avatar
    Join Date
    Sep 2013
    Posts
    138
    Character
    Devi Copperhawk
    World
    Adamantoise
    Main Class
    Viper Lv 100
    They do scale. Or atleast have in my experience.

    I've done fates in Aleport early in the morning, with no one around, where less enemys spawned then what seems to spawn later in the day.
    (3)
    Last edited by DerpyCubone; 09-21-2013 at 09:17 PM. Reason: More info

  6. #6
    Player
    Jynxii's Avatar
    Join Date
    Sep 2013
    Posts
    151
    Character
    Jynxii Au
    World
    Tonberry
    Main Class
    Arcanist Lv 50
    This is single handedly the biggest issue with FATEs. If they took as long as they were 'intended' to, it probably wouldn't be the most efficient way to level, and the rest of the content would actually get used. The fact that, in some cases, a NPC will spawn and die before you can get an instant cast skill off on them suggests that there is something very wrong.
    (10)
    If my posts seem short or incoherent, I am probably editing the rest in.

  7. #7
    Player
    Riderpride's Avatar
    Join Date
    Aug 2013
    Posts
    7
    Character
    Aurrakai Brynjolf
    World
    Adamantoise
    Main Class
    Marauder Lv 33
    Agreed with Wiggles. There'd be a lot of coding, and a lot of potential issues/exploits/griefing cropping up if FATE's scaled based on the number of players that joined in. Especially if you want them to scale on the fly as players join/leave the fate "zone" as it were. If it didn't scale as players join/leave, there could be easy exploits by having one player hit the FATE, mobs pop up based on 1 player in the FATE, 30+ people jump in to try and get credit, can't, now just wasted their time while the initial player reaps all the rewards for just being there. The other alternative is if FATE groups are roaming around, the opposite happens. 30+ players roaming the countryside looking to isolate players, as a FATE pops up, mobs spawn for 30+ players, those same 30+ leave the one player to fend for himself, likely getting killed in the process, thus griefing.
    (1)

  8. #8
    Player
    Riderpride's Avatar
    Join Date
    Aug 2013
    Posts
    7
    Character
    Aurrakai Brynjolf
    World
    Adamantoise
    Main Class
    Marauder Lv 33
    Now we come to where mobs will increase/decrease based on players that join/leave. Seems like a good idea on paper, but with as many players as there in this game, including myself who hasn't joined a guild as of yet (at least until transfers come along so I can transfer to the server where my friends are playing), but I can already see potential nightmares with coding and bug fixes trying to implement something like this. Honestly, they're fine the way they are.

    ((I didn't realize there was a 1000char limit on posts lol, had to break it up in 2 pieces, and wait 30 seconds between posts))
    (0)

  9. #9
    Player
    Jynxii's Avatar
    Join Date
    Sep 2013
    Posts
    151
    Character
    Jynxii Au
    World
    Tonberry
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Riderpride View Post
    Stuff.
    I'm sure they can have some 'smart' coding to address these issue. As was mentioned above, they were able to do it perfectly fine for Guild Wars 2, so can you (or anyone) tell me the exact difference between a) GW2's open MMO world and dynamic event system and b) FFXIV's open MMO world and FATE system?

    You could program something that would have an equation like (Zone population /2) and base the scale on that, and then 3 minutes into the FATE's life have a second check to determine the amount of players within boundaries of the FATE (plus a little more), and then scale up or down depending on that. There is no amount of logic that should say it is okay for a 30 minute FATE like "Keeping the Hive" to be done in 90 seconds, let alone be done at the spawn point and completely ignore the 'defense' mechanic. Dynamically scaling stats is nothing new; games of the ARPG (Diablo/Torchlight) do it all the time.

    Also, in response to your comment about the first one getting there, and the rest having no chance; As it is already, if you (and your group) aren't there in the first 30 seconds of the FATE's life, your shot at scoring anything more than a silver is near impossible, and sometimes even a silver is near impossible.

    In regards to the character limit (which is painful), you can just cut a large section from the bottom of you post, hit the post reply button, then edit and paste the last section in.
    (6)
    Last edited by Jynxii; 09-21-2013 at 09:16 PM.
    If my posts seem short or incoherent, I am probably editing the rest in.

  10. #10
    Player Reiterpallasch's Avatar
    Join Date
    Aug 2012
    Posts
    783
    Character
    Arya Stark
    World
    Leviathan
    Main Class
    Leatherworker Lv 50
    They most certainly do scale. They just don't scale all that well. If you keep adding people to them, they eventually hit the point where they stop scaling at all, and that's where they really turn into a mindless zergfest where stuff dies the second it spawns.
    (3)

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