Actually, maybe I'm just being optimistic, but I read it as they're going to give us a reason to kill them. Hopefully that means Moneyz and Lootz! XD
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Wonder if we'll see a challenge mode type of implementation from WoW where you have to kill x trash mobs to finish it.
Here is my idea for this fix. Give 1 Philosophy Tome per enemy defeated in a dungeon. That way people actually have a reason to defeat them! You can readjust the amount of tomes given out per boss (they drop loot anyway) so that it isn't broken in terms of rushing through equipment. Sound good?
Now I know I am probably being way to positive since this is SE we are talking about......but maybe if you kill all the trash mobs you will get more tomes? I know its probably a one-handed, blind man's shot in the dark but I can be irrationally optimistic, can't I?
inb4 "reason to kill them" means "you have to kill every mob in an area to unlock a portal to the next"
Only way to fix it, is to
A) Make it so you need to kill everything (please don't, that is just stupid)
B) Make it so they drop a SUBSTANTIAL amount of Gil. Maybe some Allagan pieces or the occasional 1-3 Tomes.
I don't mean so much gil we become rich, but enough to pay for repair costs. Your 1 Gil from mobs in Ak is a joke.
They could do it similar to a HQ item for a crafting leve. Kill ALL the mobs and you get a percentage bonus of tomes at the end, that'd be a pretty good adjustment if you ask me, I hate being forced to skip packs, especially when it feels like each group has different expectations of the tank.
The problem isn't that it doesn't drop any gil. They all drop 1 gil. ONE. GIL. It's a fucking insult!
CM nerf incoming, guess I have to farm it even more than usual.
ONE. SINGLE. GIL.
I thought this game is casual why do people want to fix speed runs? do you all really want to waste 30-45m+ a run to get your points? I play 8-10hours a day so at the end it does not bug me w/e they do but i thought more then half of players are casual lol.
Really they could solve the issue with trash mobs in 50 dungeons very easily. Give them a good (> 50%) chance to drop a tomestone of philosophy or mythology. Then we'd all be yelling "put more trash mobs in dungeons!" ^_^
No idea what they will actually do, but what I would like to see is every monster either drop or have the potential to drop 1 or more tomestones. Have it start out as say 1% chance, with every kill in the dungeon increasing the drop rate. Balance it by changing the amount of tomestones and the drop rate as you see fit. Then keep it so boss fights drop a set amount of tomestones, lower the set amount if necessary.
Anything with a reasonable gil amount lets say 500-1000gil would cover my average repair bill. (wich is around 300-500gil/run.)
(and oh yeah...on my main character that is, not this one...)
Just for the record when he did a live letter way back when he was talking about all the changes he was going to make to FFXIV, he actually stated he played tons of MMO's said afew (including Guild Wars 2) and said he was getting inspiration and advice from them and mechanics he believed would work in this game. So yeah.
I get that some people make the argument that "the incentive is that if you want to kill the bosses than killing the trash is necessary".
The reality, however, is that if the trash mobs did drop gil (lets say enough to compensate for the gil sinks) than that would be more then enough motivation for people to start playing the dungeons "correctly". I mean you could speed run..and not make enough gil to pay for your runs..or you could play it the ways its meant to be played and be rewarded for doing so.
Hey, you get 1 gil in AK, that's something! :p
Just make "objectives" list - defeat x amount numbers of certain enemies, get certain amount of tomes. And make the Boss battle as the bonus round where it gives additional more tomes that are must be completed to bump up the amount of rewards. This way players have to hunt down the enemies to complete the objectives or it will severely undercut the rewards potential. Also for each objectives completed you get 300 gils, so you end up with 3000 gils per dungeon if you complete all objectives and boss battle. If we have to do the dungeon for twice as long then the reward should be doubled. Also make those mobs drop random end game crafting items for better weapons and random materias tier 3 + 4.
Basically make each end game dungeon runs as "multiple levee runs" with gil rewards, item rewards, and additional tomes. You already have the mechanic of these "killed x amount number of enemies" in the game, why not use it.
Honestly kinda worried about this hotfix.
No one is doing CM or AK for gil. They want tomes. Mobs dropping more gil isn't going to make me want to waste time fighting them. No one is going "Man, I want to waste my time killing all these trash mobs, but only if they'd drop enough gil to at least cover the repair costs..." So hopefully it's not that.
Them dropping tomes would be great. But only if they DON'T adjust the amount of tomes you get from bosses. If they lower the boss tomes to even things out then all that would do is make the grind even more horrible than it is now. Same reward, except now you have to fight more trash! Yay. The rewards have to be greater than they are now, or they just made things worse. Making CM worse...that would be quite the feat.
Please don't mess this up, SE. I know you want to prolong the game, but if the grind is too brutal then you're not doing yourselves any favors. I would gear up multiple jobs if it didn't mean running the same dungeon over and over and over and over x 60 or whatever. That's already not fun. Don't make it even less fun. Please.
Yes. While I might want the party to go out of their way for an extra 1K gil per run, everyone farming won't want to waste the time they could be getting Tomestones. Gil isn't enough of an incentive to go for all the trash mobs, because many people aren't poor enough to warrant that waste of time. It's called a SPEED run because people want to defeat it as quickly as possible so they can hurry and do it again. The only viable solution would be to have mobs drop tomestones. Even 1 or 2 per mob would really help out.
I have seen so many threads on these forums from people bitching about how the endgame is not sustainable due to the fact that the repair costs associated with running dungeons far outweighs the reward for those dungeons...so what you end up with is a large gil sink that drains money from the economy.
Some of you want the best of both worlds...you want to quick run the dungeons over and over...but you also want enormous rewards for skipping the majority of the dungeons..sorry it shouldn't work that way. In fact, I think they should tie the tome reward to the percentage of mobs you kill and if you clear the dungeon maybe provide a tome bonus on top of the gil earned from killing the mobs.
I'm pretty sure the previous changes implies they don't want people doing "speed runs". At least not by the same meaning that most of us are used to, which is to avoid everything you can to finish the instance without losing a single second.
Tomestones dropping from mobs would be a bit extreme IMO, given that that's part of the games current means of gating endgame. Great if they do make it that way, but seems a little too poorly thought out, given that this is just a hotfix... which I'm not sure is even the appropriate term, unless it literally was a mistake they made.