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Thread: The Future of FATEs     submit to reddit submit to twitter

  1. #41
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    You know, you actually quoted the answer to your question. on this job

  2. #42
    Strider/Doom/Cyclops
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    Saying "I'm not interested in doing CT on job x because I already have full coil gear for it" is basically saying "I already have the best gear in the game for job x, therefore I have nothing to do."

    If there's nothing to do after you have the best gear in the game is a "flaw," then virtually the entire MMO genre suffers from it.

  3. #43
    RIDE ARMOR
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    Pre 2.1 fates were not bad, but since the last release they are crappy and nearly impossible to do with the lack of people. Why can't SE find a balance between dungeons and fates?

  4. #44
    CoP Dynamis
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    Game has only been out for 4 months, probably takes some to tweak well. At least dungeons are actually viable now!

    Also in my server I can still find FATE parties in most hotspots (Quarrymill, for instance) Not sure why some servers are different.

  5. #45
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    Quote Originally Posted by Celestialone View Post
    Pre 2.1 fates were not bad, but since the last release they are crappy and nearly impossible to do with the lack of people. Why can't SE find a balance between dungeons and fates?
    SE added a scaling system for FATEs that makes it easier to do FATEs when the last FATE had few participants. I soloed a few from low to high level (non-boss) and there was a noticeable decrease in spawn numbers compared to pre-2.1

  6. #46
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    They just take a long time if it's low manned IMHO. Kind of frustrating. At least Costa area.

  7. #47
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    I agree, there should be something done to the Fate system. I personally havent done any since the dungeon changes, but then again, i've been playing as healers and tanks so my que times have been short. But even before the changes to dungeons there were/are many FATEs in obsure areas that are not reasonable for FATE grinding. Those misc FATEs I think should have some low chance of obtaining some item that could be traded in for gear or the like. Otherwise having FATEs, like those up in the Sylphlands that are not yet tied to beastman quest, are pointless.

  8. #48
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    I dunno, I am sticking to the old poplular ones... Aleport, Quarry, Dragonhead, and then Ceruleum. They are all a grind and take a long time. Anyone know if there will be any kind of adjustments made in the future on these? And also, my legacy character is stuck on Excalibur getting dusty. I want to xfer to Ultros. Been forever already.....

  9. #49
    CoP Dynamis
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    Maybe the tweak to FATEs was also to get people to go and XP in other areas? Seems like it.

  10. #50
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    I think it would be neat if they scaled it to how many activate participants a fate has at that that time instead of how many did it last time.

  11. #51
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    Quote Originally Posted by OWS_Tonx View Post
    I think it would be neat if they scaled it to how many activate participants a fate has at that that time instead of how many did it last time.
    Think that is too much work for SE programmers - you get people entering and leaving FATEs constantly (even people just traveling through) so it's impossible to gauge on the spot how big a FATE will be, but the system can gather the amount of awards it gave out during the last FATE and control the next pop that way (Only gave out 5 awards = 5 participants, scale to X% yadda yadda).

  12. #52
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    Quote Originally Posted by Jaybar View Post
    Think that is too much work for SE programmers - you get people entering and leaving FATEs constantly (even people just traveling through) so it's impossible to gauge on the spot how big a FATE will be, but the system can gather the amount of awards it gave out during the last FATE and control the next pop that way (Only gave out 5 awards = 5 participants, scale to X% yadda yadda).
    Passerbys shouldn't even be a concern. Act on a mob, get put on a global list. The event progressively scales based on that list. If it's a Fate that spawns a bunch of mobs/escort/turn-in, the number of mobs grows based on the players. If it's a boss Fate, give them a perma-buff that scales up damage reduction and improves damage output based on the same list. Bosses could even get new moves based on participation. There, a more dynamic system for SE to fuck with.

  13. #53
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    What Arus said was what I was meaning and then some. I can see the work that would have to be put in but if they're going to stick to these quests that make you do FATEs I'd think it would be a good investment

  14. #54
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    Quote Originally Posted by arus2001 View Post
    Passerbys shouldn't even be a concern. Act on a mob, get put on a global list. The event progressively scales based on that list. If it's a Fate that spawns a bunch of mobs/escort/turn-in, the number of mobs grows based on the players. If it's a boss Fate, give them a perma-buff that scales up damage reduction and improves damage output based on the same list. Bosses could even get new moves based on participation. There, a more dynamic system for SE to fuck with.
    What about healers?

  15. #55
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    It's a good idea but seems like it might be a lot of work to implement. Not sure though don't know that much about computer stuff.

    Also, healers.

  16. #56
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    I'd say keep the the same concept as a DD. If you damage a FATE mob = you're included into its calculation. I would say until you leave, but there's too much room for trolling and if you're really FATE gridning you're not staying there until the finish on the majority of them. Or maybe if you toss someone participating in the FATE a buff or heal

  17. #57
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    Healers should just dps once for every mob then heal if you need to.

  18. #58
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    What are you shit posting to get to btw?

  19. #59
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    Quote Originally Posted by Shaano View Post
    What are you shit posting to get to btw?
    http://www.bluegartr.com/threads/120...nner-Questions lol

    I can see why as we don't have a RQT.

  20. #60
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    wait a sec, they really adressed exp issue in dungeons and players level now by doing dungeons? Fate grinding was one of the biggest turn offs for me and led me to quitting FFXIV after 2 months (there were some other issues). I wanted to level via dungeons etc. but it was just not possible because noone signed up for any dungeons on duty finder. Are people now leveling via duty finder and is it feasable to get now a group there without waiting for hours?

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