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  1. #11
    Player
    ninesunz's Avatar
    Join Date
    Aug 2011
    Location
    U-DA!
    Posts
    339
    Character
    Nine Sunz
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    so let's say you have all mobs drop gil in proportion to the repair cost of your gear used to killing said mob. so when you finish killing n number of mobs the n number of gil gained is equal to the amount to repair the gear. What's the point of having gear repair? If you were going to do that - why not just eliminate gear dmg/repair?

    as if you need an extra incentive to kill so called trash mobs, they are an obstacle to the boss. Disposing the obstacles grants you access to the boss. they would be considered trash if they didn't pose a threat and you could simply walk by them on the way to the boss.

    speed runs, hard mode, etc.
    another way of adding challenges. although i'd prefer if SE just created a harder or shorter time duration instance then what they had before of beating a certain time. That way you can queue up with players with the same goal, and not have once instance with players all trying to do different things.

    i'm really trying to understand the gripe here, do you just want it easy? or do you want every little ounce of effort you put in to be rewarded with gil and items? if yes, then what is the point of playing this game or any game if there are no challenges/obstacles?

    can players accept that there's content beyond their skill level/playing time duration? or must SE create content that must be accessible to all skill levels with play times minimums of 1hour per day?
    (2)
    Last edited by ninesunz; 09-13-2013 at 01:14 AM.