Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Is this a good solution to the dungeon problem?

I haven't been playing the game because I can't buy it! hahahahahahah

but I read the forums everyday and I noticed some people complaining

that after some point, the only viable way to level up is grinding FATE's.

They say that dungeons reward are too low and because you don't have

more quests. So, I was thinking: what if square enix makes possible to

craft gear as good as raid gear? For that, you'd need to complete difficult

dungeons where you would find very rare mats for crafting. Whatever, I

don't really well what I'm saying cause I'm totally inexperienced in mmo's.

Comments

  • rojoArcueidrojoArcueid Member EpicPosts: 10,722
    Fate zerging is a really bad design to level up, but its good that its another option for leveling. I do fates that happen to be close to where im questing or gathering materials. I personally wont turn into a zombie chasing fates.




  • klloudklloud Member Posts: 14
    Ah, I didn't know it was the only good option after 47. As I said, I'm not playing the game yet. I was on the phase 4 of beta, but I didn't play much. So it seems like a design problem at the end. Hm, but don't you think that giving some rare mats for crafting good, beautiful and unique gear wouldn't be a way to incentive people to do dungeons? I think this would give replay value to some dungeons. My fear is that when I start playing, It will be too difficult for me to find a group to do low level dungeons.
  • Electro057Electro057 Member UncommonPosts: 683
    Originally posted by klloud
    Ah, I didn't know it was the only good option after 47. As I said, I'm not playing the game yet. I was on the phase 4 of beta, but I didn't play much. So it seems like a design problem at the end. Hm, but don't you think that giving some rare mats for crafting good, beautiful and unique gear wouldn't be a way to incentive people to do dungeons? I think this would give replay value to some dungeons. My fear is that when I start playing, It will be too difficult for me to find a group to do low level dungeons.

    ...The game is brand new, in a manner of speaking. That's normally only a problem in older games lacking an LFG tool, and with many expansions. In which case you'll notice all older content is completely ignored. Like in EQ2.

    You will most definitely find a group, I always do.

    --Custom Rig: Pyraxis---
    NZXT Phantom 410 Case
    Intel Core i5-4690 Processor - Quad Core, 6MB Smart Cache, 3.5GHz
    Asus Sabertooth Z87 Motherboard
    Asus GeForce GTX 760 Video Card - 2GB GDDR5, PCI-Express 3.0
    Kingston HyperX Fury Blue 16GB

  • Electro057Electro057 Member UncommonPosts: 683
    Originally posted by Aori
    Originally posted by klloud
    Ah, I didn't know it was the only good option after 47. As I said, I'm not playing the game yet. I was on the phase 4 of beta, but I didn't play much. So it seems like a design problem at the end. Hm, but don't you think that giving some rare mats for crafting good, beautiful and unique gear wouldn't be a way to incentive people to do dungeons? I think this would give replay value to some dungeons. My fear is that when I start playing, It will be too difficult for me to find a group to do low level dungeons.

    I don't see it becoming an issue to find groups any time soon. Even if it became an issue, they would remedy it but then there would likely be bigger problems.

    The issue is that right now Fates are to easy for the reward. Dungeons require effort, fates do not. That is why there is a dislike for the dungeons leveling up.

    Fates need to give half of the XP they currently do for them to match effort/reward of a dungeon.

    Fates are a pain for healers though.....Though on the bit about dungeons being hard...They are incredibly hard in comparison to other games and their starting level or pre-end game dungeons. Some of them even rival older raids in WoW and EQ2, having to burn down things or getting instant KO'd, massive waves of adds that instantly KO and do things like split the party up with walls or lazer beams of doom....The one temple I ran the last boss drops adds you have to kite and kill on a certain square of ground, he also spawns egyption cruxes and they'll either be four and they shoot lazers that one shot you. And they actually gang up on you and shift about quite quickly, so you'll be standing there and then you'll be targeted by four lasers all crossed on you XD And then it spawns two more cruxes that cordon off a big invisible square of space and anybody inside dies, and you can't heal them or anything cause the invisible magic wall blocks your view. Then when it gets low it starts doing all these things at the same time, and it can also do an AOE that'll drop your party down to nothing if you don't kill all these adds. Yep....And you get next to nothing for this stuff... Whereas you can get a quarter level for spamming one ability in FATES XD

    --Custom Rig: Pyraxis---
    NZXT Phantom 410 Case
    Intel Core i5-4690 Processor - Quad Core, 6MB Smart Cache, 3.5GHz
    Asus Sabertooth Z87 Motherboard
    Asus GeForce GTX 760 Video Card - 2GB GDDR5, PCI-Express 3.0
    Kingston HyperX Fury Blue 16GB

  • BigdaddyxBigdaddyx Member UncommonPosts: 2,039
    Originally posted by Aori

    I think things are being taken out of context. Fates are the only real viable way to level up past 47.. for some reason it seems SE got kind of lazy for the last stretch of levels and rushed it out.Below 47 you can do quests, dungeons or fates. Fates are the most optimal but not the only viable solution to level up. That is unless you have a strong group of friends to run dungeons with, it can usually keep pace with a fate grind.

     

    People who say FATES are only viable way of leveling say so in terms of leveling alt classes / jobs. Side quests are limited and there are no main scenario quests to boost your leveling. Moreover guildhest XP diimnishes when you do it more than once and leve xp sucks compared to FATES.

    So yeah for leveling other classes..FATES is all you got. Why would anyone go to dungeon to get sucky XP for over an hour when you can do 10 times more in same time while doing FATES?
  • klloudklloud Member Posts: 14
    Originally posted by Bigdaddyx
    Originally posted by Aori

    I think things are being taken out of context. Fates are the only real viable way to level up past 47.. for some reason it seems SE got kind of lazy for the last stretch of levels and rushed it out.

    Below 47 you can do quests, dungeons or fates. Fates are the most optimal but not the only viable solution to level up. That is unless you have a strong group of friends to run dungeons with, it can usually keep pace with a fate grind.

     

    People who say FATES are only viable way of leveling say so in terms of leveling alt classes / jobs. Side quests are limited and there are no main scenario quests to boost your leveling. Moreover guildhest XP diimnishes when you do it more than once and leve xp sucks compared to FATES. So yeah for leveling other classes..FATES is all you got. Why would anyone go to dungeon to get sucky XP for over an hour when you can do 10 times more in same time while doing FATES?

    So do you think maybe SE needs to lower the xp given at FATES and give more reward for dungeon completion?

  • BigdaddyxBigdaddyx Member UncommonPosts: 2,039
    Originally posted by Aori

    The rates are about the same. There are two differences though.

    1. Do you want gear or seals?

    2. A bad dungeon group will make your exp rate plummet, a bad fate group will make your exp rate stay roughly the same.

    So do you buff dungeon exp or make fates harder?

    The rates are nowhere the same. If you are DPS through duty finder it takes anywhere between 30 minutes to one hour to get in dungeon. To cut that down time play tank or a healer but we know how many are interested in that. Don't want to use duty finder? fine shout for groups. Waste some more time get group together.

    Once inside the dungeon spend over an hour killing trash MOB for bad xp and next to no gil. 

    Compare that to FATES. Multiple parties always going on, people always shouting for recruiting new members.... non stop action from one FATE to another with extremely good xp and decent gil.

    If you are leveling alt class / job what option the players will go for?

    Again the gear outlevels quite fast that you get from dungeons and drop rate is horrible. There are other ways to get seals faster (again FATES come to mind) along with hunting logs. The gear you can get from Grand companies is on par with dungeon gear.

    So sorry my friend but you are wrong to say that 'rates are about the same'.

  • PsYcHoGBRPsYcHoGBR Member UncommonPosts: 482
    I don't think they need to lower xp rates as the game gets quite grindy and tedious. Dungeons should be improved with better xp and like a previous post you get a loot bag for completion. Also when you change class on the same toon I would like to see the normal quests reset.
  • LacedOpiumLacedOpium Member EpicPosts: 2,327
    Originally posted by psychobgr
    I don't think they need to lower xp rates as the game gets quite grindy and tedious. Dungeons should be improved with better xp and like a previous post you get a loot bag for completion. Also when you change class on the same toon I would like to see the normal quests reset.

     

    Leveling is already too quick.  "Grindy" is a term used when people have to resort to the repetitious senseless killing of mobs and given no other alternatives by which to advance.  The only way to remedy this situation is by adding content.  XP rates have nothing to do with it.  An MMORPG should be a long term experience.  People should not be attaining top levels in class in a mere few days.  Achieving top level is the carrot on the stick.  What good does it do a game when it shoves the carrot in your mouth within the first few days? Where is the motivation to continue playing going to come from? The fun factor will only take you so far.  At the very core, MMORPGs are ultimately about progression and achievement. 

  • PsYcHoGBRPsYcHoGBR Member UncommonPosts: 482
    Originally posted by LacedOpium
    Originally posted by psychobgr
    I don't think they need to lower xp rates as the game gets quite grindy and tedious. Dungeons should be improved with better xp and like a previous post you get a loot bag for completion. Also when you change class on the same toon I would like to see the normal quests reset.

     

    Leveling is already too quick.  "Grindy" is a term used when people have to resort to the repetitious senseless killing of mobs and given no other alternatives by which to advance.  The only way to remedy this situation is by adding content.  XP rates have nothing to do with it.  An MMORPG should be a long term experience.  People should not be attaining top levels in class in a mere few days.  Achieving top level is the carrot on the stick.  What good does it do a game when it shoves the carrot in your mouth within the first few days? Where is the motivation to continue playing going to come from? The fun factor will only take you so far.  At the very core, MMORPGs are ultimately about progression and achievement. 

    I'm at level 47 and cannot find any quests to do until 49 for main quest all I have is hunting log which I have finished, fates and leve's,(dungeons are not worth doing after the first run) to me this is obvious grinding and lack of content. I played Daoc for many years before they put quests in, that was pure grind. Been there seen that bought the T shirt. The year is 2013 and mmo's should not have obvious grind.

  • RaxeonRaxeon Member UncommonPosts: 2,288
    Originally posted by psychobgr
    Originally posted by LacedOpium
    Originally posted by psychobgr
    I don't think they need to lower xp rates as the game gets quite grindy and tedious. Dungeons should be improved with better xp and like a previous post you get a loot bag for completion. Also when you change class on the same toon I would like to see the normal quests reset.

     

    Leveling is already too quick.  "Grindy" is a term used when people have to resort to the repetitious senseless killing of mobs and given no other alternatives by which to advance.  The only way to remedy this situation is by adding content.  XP rates have nothing to do with it.  An MMORPG should be a long term experience.  People should not be attaining top levels in class in a mere few days.  Achieving top level is the carrot on the stick.  What good does it do a game when it shoves the carrot in your mouth within the first few days? Where is the motivation to continue playing going to come from? The fun factor will only take you so far.  At the very core, MMORPGs are ultimately about progression and achievement. 

    I'm at level 47 and cannot find any quests to do until 49 for main quest all I have is hunting log which I have finished, fates and leve's,(dungeons are not worth doing after the first run) to me this is obvious grinding and lack of content. I played Daoc for many years before they put quests in, that was pure grind. Been there seen that bought the T shirt. The year is 2013 and mmo's should not have obvious grind.

    alto fo people like to grind instead of quest all the time tho why not have both options like they do

  • drekzdrekz Member Posts: 27
    Originally posted by klloud

    I haven't been playing the game because I can't buy it! hahahahahahah

    but I read the forums everyday and I noticed some people complaining

    that after some point, the only viable way to level up is grinding FATE's.

    They say that dungeons reward are too low and because you don't have

    more quests. So, I was thinking: what if square enix makes possible to

    craft gear as good as raid gear? For that, you'd need to complete difficult

    dungeons where you would find very rare mats for crafting. Whatever, I

    don't really well what I'm saying cause I'm totally inexperienced in mmo's.

    Not what I was expecting...

     

    Only real dungeon problem is all the Fate farmers that never learn how to play their job hitting 50 and queuing for dungeons in their AF gear and a bunch of level 20 grays(weapons, waist, neck, wrist, rings).  It's even worst when someone actually inspects them and the group breaks up before the first pull.

     

    As far as Fate farming only viable way to level?  LOLOLOL I hit 50 on my first job a week ago and have my second job into the 30s and have never Fate Farmed.  In fact, I'm leveling the second job with the side quests that the first job doesn't even need to level.   Funny reading so many posts about it being the "only way" or "fastest way" and it's usually coming from some lower level player who read a forum "OMG SKY FALLING MUST GRIND FATES!!"

     

    Ofcourse Fates are the fastest way to level if you have no idea how to play a game and you believe every whiner on the forums.

  • Solid_AltairSolid_Altair Member Posts: 27

    Funny. I had had the same idea as the OP: dungeons giving you elite materials for crafting. Kinda thought that'd be a cool hing. I don't think that is what happens in the game, though.

    I play a Tanker and the duty finder doesn't take too long. But I get the impression that fates reward DD considerably more, because they're easy and everyone plays a DD in easy Fates. If you're Tanker or a Healer, you're gonna deal little damage and hardly ever need to Tank or Heal, so I suppose the XP you'll get will be lower than the XP got by the real DDs.

  • AyulinAyulin Member Posts: 334
    Originally posted by LacedOpium
    Originally posted by psychobgr
    I don't think they need to lower xp rates as the game gets quite grindy and tedious. Dungeons should be improved with better xp and like a previous post you get a loot bag for completion. Also when you change class on the same toon I would like to see the normal quests reset.

     

    Leveling is already too quick.  "Grindy" is a term used when people have to resort to the repetitious senseless killing of mobs and given no other alternatives by which to advance.  The only way to remedy this situation is by adding content.  XP rates have nothing to do with it.  An MMORPG should be a long term experience.  People should not be attaining top levels in class in a mere few days.  Achieving top level is the carrot on the stick.  What good does it do a game when it shoves the carrot in your mouth within the first few days? Where is the motivation to continue playing going to come from? The fun factor will only take you so far.  At the very core, MMORPGs are ultimately about progression and achievement. 

    Grinding is exclusively doing any activity repetitively over a long period of time. You can grind FATEs, you can grind Quests, you can Grind dungeons... just as much as you can grind mobs.

     

  • laseritlaserit Member LegendaryPosts: 7,591

    I read so much into people being to concerned about how much xp you get for this and what reward you get for that. Some people here make a damn game sound like playing the stock market. Some people here make every game sound so damn boring.

    I swear that if I ever designed an MMO, you would reach level cap in 15min and the rest would be end-game. Then maybe people would shut up and just play for the fun of it.

    "Be water my friend" - Bruce Lee

Sign In or Register to comment.