Guildheists should be mandatory for dungeons. I think they do a pretty good job to teaching game mechanics to newbies.
Guildheists should be mandatory for dungeons. I think they do a pretty good job to teaching game mechanics to newbies.



SE could impliment a limit on FATEs like 1 per hour. They would be treated as a little bonus to your EXP while you wait in town for your dungeon group to form. Of course people would use their one allowance on the really good FATE leaving the rest as dead...or maybe FATEs could take up your leve allowances.
/facepalm cant say nothing more or maybe.. you go full retard, never go full retard man..SE could impliment a limit on FATEs like 1 per hour. They would be treated as a little bonus to your EXP while you wait in town for your dungeon group to form. Of course people would use their one allowance on the really good FATE leaving the rest as dead...or maybe FATEs could take up your leve allowances.
now back to topic..
I blame SE on this , SE decided bring mmorpg causual (mostly PS3 players) and didnt do a much to guide them (i dont think guildhest are enought). Go and check oficial web sites, averge causual will have a lot of problem to find any usefull info. about roles and what they should do..
Sure we have youtube full of how to play <insert whatever> guide, but do you realy think that these players have any slightly idea that they even should try find some of this info ?
This would have been a good suggestion, if only 1/3 of the role did not have such a long queue time. Healers and Tanks can do lots of dungeons and at a faster rate than DPS who need to wait around 20-40 minutes. I am leveling a DPS class now and since my first class was a Healer, I have noticed how horrible the waiting is for a spot in the dungeon. We all know why this is happening, so lets not discuss this.SE could impliment a limit on FATEs like 1 per hour. They would be treated as a little bonus to your EXP while you wait in town for your dungeon group to form. Of course people would use their one allowance on the really good FATE leaving the rest as dead...or maybe FATEs could take up your leve allowances.
Assuming we follow your suggestion, then our only option as a DPS while waiting in a queue is to either level a another class (combat classes needs duty finder aswell, Guildheists needs duty finder aswell) like gathering and crafting or do levemetes and lets not forget for Levequests you need allowence and the experience is not that great.
Personaly, I think this issue could have been fixed if crafting gave better type of gear. Right now my level 15 dungeon gear is alot better than my level 20-25 crafting armour and has better stats than alot of the level 20-25 armours.
Now if you were a DPS with no quests and knew that crafting your own armour would be nothing compared to dungeon gear, what would you do?
Do I think being useless to a group is a good thing? NO!, but seeing what their options are and the fact that majority of players have a Me! Myself! and I! type of mentality, I can understand why this is happening.
Last edited by Laerune; 09-25-2013 at 03:24 PM.

Its not the fates at all, its that fates are the only non tedious way to level in this game once Quests run out, if all parts of the game were as similar as the fate trains but gave players some idea of how to use their classes things would be vastly different..
Honestly why do you people expect players to fight through tedious dungeons and grindy content which gives very little exp and rewards and not use fate trains to level easier, no one in their right mind chooses the hardest stuff to do just for the hell of it, they need incentives or drastically different content to level on.
People need to understand a lot of players play casually and for enjoyment of the story/world and rewards, not work, grind and challenging gameplay.
Last edited by DanteMog; 09-25-2013 at 03:58 PM.
Knowing and confessing to having no clue is the 1st step to TRUE elitism.
The most logical solution when approaching the duty finder is not to use it.
What we suffer is "the curse of knowledge". For new people, most of the dungeons after level 24 is considered "intense". For us, we just don't understand why newbies do not "get the mechanic" when everything is spelled out for you right in front of your screen... For them Brayflox is HARD ("you want me to Esuna all of you? move out of the way? and cure three people???), Sunken Temple is "ZOMG WTF was that", Cutter's Cry was "intense" and Titan "baby trial" was "fck this, I swear I ran and out of the train track from hell".
I really have to agree with some of the posters here.
This is not the caused by the players but by SE design.
When you start a second character fates trains are the only way to level up.
Sure you could start chaining but you need a group to do that efficiently and then you really dont have a intensive to do anything different then fates just spam some skills for fast kills and rack up the chain.
Now if SE want to change this they need to do fates with a diminishing xp return the more u do.
Secondly they need to bump up the xp from dungeons.
third they need to remove the diminishing returns from syncing
This will help a lot for the following reasons.
1 less incentive to do fates for a long period
2 since fates are less xp more people will start to que for dungeons reducing waiting times.
3 If the dungeons give the xp for the level you are and not the sync level people will que up for more dungeons even below the level they are at
The only real problem would be the syncing and the skills since if you do a level 25 dungeon with a max sync at 28 you cant use skills from level 30 so there should be a workaround here.
Either they remove the skill block or diminishing returns come back at lets say 10 > 15 levels above the sync level.
now for the disclaimer these numbers are pulled out of my ass so pleas if you disagree give a better method or say why a certain system would not work.
Now in a earlier post on a topic similar i gave the option to add more quests however after that i learned why this was not done and that main reason was that everyone would be able to level 1 class to 50 with that method (except of course in the 46 > 50 range) while if you wanted to level the other classes it would not be easy.
Unfortunately fates messed that up and they give you little incentive to learn and understand your character.
Currently i am trying to level up a second character but this is a real pain and every time in really have to join a fate train or just wait for 30 > 120 minutes before i enter a dungeon.
Also i am not a healer never liked to do that i am always a dps so saying well if you want to que fast level a healer or tank my answer is NO.
I dont need to level to 50 in a day but waiting for 30 > 120 minutes for a little xp is also a issue and thats why this problem needs to be resolved.
Last edited by Talmaran; 09-25-2013 at 04:24 PM. Reason: Please remove the character limit SE i am begging here

how does questing all the way help a player learn? stop blaming fates, its the fact that earning exp no longer require party and combat elements that is causing players to progress without knowing their roles.
you honestly think questing all the way help a player learn?
why don't the people who are complaining just take the time to guide and teach these players? this is a community-based mmo, no?



Isn't guildhest and the first 4 dungeons the place you learn the basics of party play? What dungeons were they?
It is not a FATE problem, but more a speedlevel problem where the players get many exp with less effort (same problem was with 1.0 speedlevel).
Solution? Nerf FATE exp.
It take time to get a whole gear set from a dungeon. It is better to get only some gears, use crafted gear for the missing dungeon gear and hop on to the next dungeon.Personaly, I think this issue could have been fixed if crafting gave better type of gear. Right now my level 15 dungeon gear is alot better than my level 20-25 crafting armour and has better stats than alot of the level 20-25 armours.
Now if you were a DPS with no quests and knew that crafting your own armour would be nothing compared to dungeon gear, what would you do?
Last edited by Felis; 09-25-2013 at 09:20 PM.
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