Theonehio wrote:
Did you even play FFXI since...post 2004? At all? Since a lot of your comparisons when you bring up XI hasn't been true since around then. Hell I've been solo and duo farming EVERY dynamis zone for over 2 years now.
Hey, news flash everyone! Apparently Dynamis was changed in 2007 rather than 2011.
Theo I never picked up my Duelist Chapeau until
after the changes, I know what I'm talking about.
Dynamis changed
late in FFXI's life cycle, we are EARLY in FFXIV's life cycle. As people insist on drawing comparisons, I compared it to Old Dynamis. Because, realisticly, people are ******** about a game that's pre-dynamis, pre-Zilart. Yet that gets conveniently overlooked when they want to bash FFXIV.
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Welcome to MMORPGs that survives more than 6 months - 1 year after launch,
And?
My statement wasn't a complaint, why the hell are you taking it for one? Fact of Life, anything done in repetition is a grind.
Being a long time FF fan before they even went to MMOs, I'm used to it. Some people don't seen to be. That's fine.
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All of them. You kind of have to if you were expecting to level prior to the update to dungeon exp. Many FATEs a lot avoided because idiots ruin it, i.e the "turn in item one" spawns mobs infinitely, you can rack up a ton of exp but it takes only that one idiot to turn in the items and cut the 15 minute FATE to 20 seconds within 2 minutes, losing out on a TON of exp.
*eyebrow* Cause, you know, every player has played until launch. And every player has gone an explored every fate in every zone instead of following the path of specific zones everyone layed out for the best leveling path... and that's of course before Leves and Dungeons became more profitable for Exp.
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FATEs were never overooked, people were just @#%^ing sick and tired of them and wanted SE to boost the dungeon exp to get AWAY from FATE grinding lol.
For someone who just, in the same post, ******* at me about using dated information, you sure seem to hold a double standard to yourself.
FATE issues were a 2.0 issues. Now, as you accurately claim, SE boosted Dungeon exp (and also Leve, and Guildhest Exp, they also boosted Guildhest first-time bonus so they apply to each class individually rather than the character.) So FATEs weren't nearly as in vogue as they were before, to the point where SE had to make adjustments so that certain FATEs would scale down to lower number of participants.
So yes, a lot of FATEs outside the bottle-neck zones were being overlooked - intentionally or otherwise. Regardless of what your or other people's opinions of FATEs are, if they're abandoned, it's dead content - from a business standpoint, that's bad for business.
Now, if people want to follow the Zodiac Path (Note, they don't have to, there are more weapons at i100 and above you can acquire) they're going to have to buck-up and do FATEs.
Moreover, when they start getting the Myth tome Books, they're going to still go back and do more dated content over again.
Why is this a smart idea?
It keeps people cycling through content, keeping it populated and enabling new players to participate in this content without suffering from the intentionally top-heavy population we have. Newer players will be playing side by side with veterans as they progress up the levels, from everything from Dungeons to FATES.
You may not like it, but it's a smart decision by SE to keep content relevant and populated. Complain about the semantics, overlooked, neglected, whatever. It's content that people weren't populating that now, thanks to being relevant to an endgame quest path, will have people working at, for at least a while longer now.
As I said on the Official Boards. I wish they'd make FATEs more interesting, but I doubt it will happen because it'll likely step on Leves and Guildhests if so. But one can hope.
Edited, Mar 28th 2014 2:00pm by Hyrist