Do my eyes deceive me or did I see trash mobs being described as challenging content?
Because they're not. They're trivial, boring, and don't offer any real variation.
I wish the dungeons had at least some sort of dynamic element in the encounters to combat the monotony of fighting the same monster packs over and over. Without any sort of surprises to watch out for, I'm just going through the motions, and frankly, it's not very fun.
Last edited by docbon; 10-02-2013 at 07:50 AM.
People need incentive to kill trash mobs because it effectively extending their time, aka WASTING everyone's time. The dungeon looks really nice, and the developer spent time designing this. It is sad that they are completely clueless in what motivate people to play. When you are lvl 1-49, you have a BIG reason to do these low lvl dungeons, for gears and xp which are two big things - each mob you kill net you some sort of rewards. By giving objectives and rewards killing trash mobs, it makes the play a bit more meaningful, and giving it reasons. Otherwise the reason is to kill boss and skip trash for the shortest cut possible to do it fast. I am really hoping patch 2.1 will remedy this - otherwise this game is really not worth paying the monthly fee.They could add 2-4 "mystery mobs" - Upon beating said mystery mob the group would earn additional tomes or treasure loot for beating said mob. This way players would be encouraged to fight every mob in hopes of finding the mystery mob and then earn maybe an additional 30-60 tomes for their troubles or gain an additional 1-2 pieces of potential item lv 60 gear or maybe even some pieces of gold allagan coins."
I really like the game, I think they did amazing designing content for lvl 1-49. The world is very immersive and beautiful and the gameplay is solid and just right, could use tweaks but nothing really bad. However the content after is beyond mind numbing boring and badly need some varieties. They should just make dungeon from level 32-50 drop philosophy and mythology so that people have over 6 dungeons to farm - not to mention it will help a great deal for new players as well. This is like very easy fix - all they have to do is putting philosophy and mythology as reward for anyone at lvl 50 who synch down to do lvl 32-49 dungeons. They can cap this to 5 lower level dungeons a day if they want to.
Last edited by Luvbunny; 10-02-2013 at 02:08 PM.
I agree with you, the game already has all the potential in it, world is beautiful and mechanics while they could always be enhanced, work fine and are fun to play. But the mindless grind of the same content at end game added up with the waste of time added by trash mobs sort of -forces- players to do the best to skip and avoid this content that could otherwise be fun, specially as said before, for players who don't have too much time to play. I STRONGLY believe that adding tomestones (both, myth and the other) to trash kill would help this a lot, whatever the amount is, is up to SE to balance, maybe make certain guys, say the "chiefs" from each pack of trash only give x amount. And to prevent people from farming trash instead of whole runs since it's faster just add a lockout, a cooldown to reset the trash that gets cleared once you finish the dungeon.
When all is lost,
All is in vain.
When Good and Evil,
Unite in pain.
Rivers of swords must join as one,
Only then shall the spell be undone.
This sounds like a GREAT idea to me! A lot of times doing the leveling dungeons your thrown in with 3 others that are as new to the dungeon as you are. I have yet to clear Dzmaes Darkhold yet because every time i have qued i get 3 new people and none of us know the mechanics :P
If lvls 50s could que and "help" with these for a certain amount of philosophy tomes i think it would help a lot. Makes sense in my mind anyway.
There should be a grading system at the end of each dungeon run. Grades vary by number of mobs cleared. It could also be percentage instead of grades... the higher your percentage/grade is, the better the extra reward (gil, craft mats, etc.) This way, if people want to speed run, they can do so and get a minimal %/grade with minimal rewards. For those who choose to run the full dungeon can have better rewards. It makes everyone happy.
There's plenty of good ideas in this thread as to how to make trash mobs worth killing already, so here's a mediocre one: why not have us continue to gain EXP after 50 and every time we "level up" give us another stat point to spend. The 30 cap on stat bonuses could stay, or be raised, and it'd give some sense of bettering your character, however minimal the effect it may actually have.
trash mobs should have a chance of dropping tomb stones
Bosses loot is worthless, this argument is only valid in Raids. (crystal tower or Coil due to the boss drops being worth something).
I'm the Bloodgaru Queen.
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.