Forum Settings
       
1 2 Next »
Reply To Thread

Leaving FATE earlyFollow

#27 Oct 19 2013 at 11:41 AM Rating: Good
*
121 posts
If they would implement a smarter reward system based on total damage dealt or total healing provided (ideally 1:1 ratio for damage:healing I would imagine) then problem solved. It seems like it only takes about 5 hits on a boss to get full reward. I guess the goal is to reward as many players as possible.

Edited, Oct 19th 2013 1:43pm by ErikHighwind
#28 Oct 19 2013 at 12:03 PM Rating: Good
****
8,779 posts
Viertel wrote:
snip


Read the OP.

aadrenry wrote:
I was under the impression that leaving the FATE early while level synced would result in getting no experience as well, but just yesterday I died and went back to my homepoint, which took my level sync off, and I still received 5k experience.

I remember this especially because after going back to hp and losing sync I thought to myself "Ah bummer, probably should have just stayed there dead to keep the reward" and then, about a minute later, I received the xp and gil. Perhaps a glitch?


I'm not sure where the idea that level sync was involved came into play. Yes, if you're level sync'd and you leave, you don't get any credit for a FATE. That was not an issue here. The issue here is people leaving a FATE before it's finished and the "skeleton crew" that sticks around dying because you can't kill the NM.
#29 Oct 19 2013 at 12:06 PM Rating: Decent
Ken Burton's Reject
*****
12,834 posts
ErikHighwind wrote:
If they would implement a smarter reward system based on total damage dealt or total healing provided (ideally 1:1 ratio for damage:healing I would imagine) then problem solved. It seems like it only takes about 5 hits on a boss to get full reward. I guess the goal is to reward as many players as possible.

Edited, Oct 19th 2013 1:43pm by ErikHighwind


There are a few issues with that, not the least of which means that people would be more likely to abandon crowded FATEs to try out more open ones to get bigger numbers. The reward system is fine, they just need to make it so that if you leave the area (the FATE label vanishing) you get 0 reward.
____________________________
Twitter: http://www.twitter.com/pawkeshup
YouTube: http://www.youtube.com/pawkeshup
Twitch: http://www.twitch.tv/pawkeshup
Blog: http://pawkeshup.blogspot.com
Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
#30 Oct 19 2013 at 12:17 PM Rating: Default
Scholar
Avatar
***
1,339 posts
Archmage Callinon wrote:
Pawkeshup the Meaningless wrote:
Mainly because if you aren't in a party or at least duoing with a healer, the moment all the other people ditch and leave you to solo the FATE, you wind up *** up in the snow. I think that point was covered. Did you miss it? I think you missed it.


That point's actually been made a whole bunch of times... including in the OP. He's not the first person to miss it, though I'm not sure how that keeps happening.

Just to restate... if you're left alone with an angry boss and suddenly have no healers or support, you're going to lose. You're going to die. And the FATE is getting reset, and then nobody gets rewarded for it. THAT ISN'T BETTER.

You can't just depend on "enough" people sticking around to finish the fight; especially as this behavior becomes more well known and more common (and if it's really more efficient, then that's what will happen).


Uh, no. Unless it's an HNM fate (Gorgomiera, Lazy Laurence, Cancer, etc.) or a chain FATE that ends in a boss fight (and even these aren't that bad) you're trying to make this be some huge issue where it isn't. They're slightly stonger hitting monsters with heavy hitting red-zone abilities -- if you're a tank with even one more damage dealer, the boss is at 10%, and you can't kill it from there you're flat out terrible and need to dodge their movesets. They're FATEs, not HM Primals; the damage they deal is small on normal attacks any self-healing or a potion can take care of easily for 10% of their health.

First of all, in the big FATE train areas not once have I *EVER* seen 90% of the people leave at low health to rush off somewhere else. Why? Because there's so many people in that flustercluck they can't be assured they're going to get full credit since the bosses literally melt in seconds. If you're in a zone that's not of the big gravy-train then you really don't have anyone else to blame but yourself (and considering usually the small cluster of people there stay to ensure the boss dies it's not even an issue in those places either). POIDH.

Lastly, despite what you posted, it doesn't matter if the FATE succeeds or fails for credit. If it dies, and you got gold, you get 100% credit. If it fails, and you got gold, you get around 75-80% credit -- not nothing. If you paid even the slightest attention during this summer festival event with Return of the King (in *ANY* zone) you'd have seen this happen because in the lesser populated zones he spawns in it's much harder to finish it successfully, yet you still get a reward for participating. You can engage an NM FATE in a fairly lonely zone (Outer La Noscea, for example), beat away until you run away, wait until it ends, and you'll get something.

Again, like the OP, you're trying to make some mythological issue a problem that doesn't even exist in reality.

Quor wrote:
Viertel wrote:
snip


Read the OP.


Simply because you were called out for whinging in some scenario that more than likely didn't happen doesn't mean I didn't.

Not joining in to agree on random "I hate this, others should be punished for being efficient, oh and I'm a hypocrit" of this week on ZAM != I didn't read.

Edited, Oct 19th 2013 2:23pm by Viertel
#31 Oct 19 2013 at 1:34 PM Rating: Default
Sage
Avatar
****
8,187 posts
Viertel wrote:
Lastly, despite what you posted, it doesn't matter if the FATE succeeds or fails for credit. If it dies, and you got gold, you get 100% credit. If it fails, and you got gold, you get around 75-80% credit -- not nothing. If you paid even the slightest attention during this summer festival event with Return of the King (in *ANY* zone) you'd have seen this happen because in the lesser populated zones he spawns in it's much harder to finish it successfully, yet you still get a reward for participating. You can engage an NM FATE in a fairly lonely zone (Outer La Noscea, for example), beat away until you run away, wait until it ends, and you'll get something.


The issue with 'losing' a fate and still getting gold, for me, doesnt have anything to do with the xp/gil... it would have to do with specific fates that have a rare reward attached to them.

Take the Mushroom King for example (yeah its a lower level fate, but stick with me).. if you get gold and win, you have a chance to get a mini pet... if you get gold and lose... you will not get a mini pet. For a lot of people the (like me) the mini is more valuable then the xp/gil attained from the fate.
____________________________
Things I sometimes play...

"What do you want to be when you grow up?"
"I want to be a unicorn!"
"Awww, why's that?"........
"So I can stab people with my face."
#32 Oct 19 2013 at 2:27 PM Rating: Excellent
41 posts
you guys realize the social purpose of FATEs right? its to get players to come together and fight together for a common purpose. to team up and take down the big huge boss that no one can fight on his own.

to me this 'people leaving fates' thing comes down to the lack of a good community. i know there will always be the players who dont care, who just want to grind and dont want to have anything to do with anyone else. but maybe we could try building a stronger community. hype people up, get them excited about doing fates. talk to people. congratulate them. send them tells after the fate is done telling them how great they were or how much you enjoyed playing with them.

whenever i see a fate pop, i run over to it. sometimes im the ONLY person there, staring at this big huge boss, kinda scared, not sure if i should start it and hope that others rush in later or just forget about it. then one or two players will come over and do the same thing. they'll run up and kinda stand there, unsure who (if anyone) should rush in. i try to talk to them and say things like 'come on , we can do this!' . 9 times out of 10 it will work and no one will leave prematurely. and even if its 3 or 4 of us, we will be successful.

its a lot like real life—we complain about how often people are angry or jerks or selfish but not many of us try to encourage a positive environment or spread happiness and goodness toward others, which are the very things that would slowly break down the negativity, even if on a small scale.

you want people to be nice and contribute and feel responsible for their actions and treat others with respect? start doing your part to build a positive community on your server, or city, or zone(s) in which you fate grind. im not saying its your responsibility; it cetainly isn't your job to make people care about others. but YOU CAN help, you can make a difference. and its infectious!! once it spreads, it will keep spreading exponentially. i think we should all give it a shot and see how it affects our experience in FFXIV :)
#33 Oct 19 2013 at 4:24 PM Rating: Decent
Scholar
***
1,104 posts
I've seen this happen a lot starting in Coerthas, mostly with the boss fights. This needs to be fixed. If you aren't within a certain range of the FATE, you fail it and get nothing.
____________________________
http://na.finalfantasyxiv.com/lodestone/character/1053318/
#34 Oct 19 2013 at 9:58 PM Rating: Good
Sandinmygum the Stupendous wrote:
Turn in FATEs are the best/worst fates.
99% of the player base does not understand that if you farm the spawned monsters you will get a sh*t load of EXP within the 15min.
The mobs are so weak, but fast exp is good exp . . .
But the moment to many of the items are turned in the timer drops to 1 min, and it normally only take like 10 items to fill that bar. This is when everyone then needs to turn in w/e amount the managed to get off the mobs or off the ground.


There are many low level players who solo these fates for xp. They don't have the option to kill anything so they'll turn in crates regardless. Anything short of nerfing this behavior itself like they did with Dark Devices(griefing) won't solve anything. Especially a macro that people don't care to follow.
1 2 Next »
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 262 All times are in CST
Anonymous Guests (262)