Really thank you SE, you blocked the way for speedrun atleast let trash drop 100 gil or one philosophy currency
Really thank you SE, you blocked the way for speedrun atleast let trash drop 100 gil or one philosophy currency
With the lack of Merit points from XI and any useful drops at the moment trash really does feel like a huge chore with absolutely no reward, I did have a thought that perhaps you could pick like a ummm lets just call it a "Sub job" for now for lack of a better word, where if you kill things as your level 50 then your "sub job" could earn a VERY SMALL amount of experience as you kill things.
Just a thought maybe someone can expand off it.
Cool idea this way I can.pl my crafting jobs
Yeah 1 Gil... that's an insult...
Seriously people, that's the entire point of trash, to slow you down, to elongate the content, did you bitch about trash mobs slowing you down in Sastasha or Copperbell Mines too? They serve he same purpose as the 300/week myth tome cap, to make shit last longer, without it people would just complain there's nothing left to do.
Guessing people didn't see why speed running was nerfed, it wasn't because you were beating it quick, it was because even in the duty finder people wereexpectingdemanding speed runs and dropping instantly if someone smelled new to AK, shout groups demanding "you must know how to beat it and already have gear from it or better to join" (paraphrased), If you honestly can't see any issues with this, I have no hopes left.
They could have xp (or a percentage of the xp) that you gain rollover into rested bonus xp. This would give it meaning without being a complete handout and encourage people to try out other classes at the same time. Thus less people spamming endgame constantly.
Just your friendly neighborhood elezen
Yeah it is definitely not the same at all <.< every pre-50 dungeon you are earning experience per killSeriously people, that's the entire point of trash, to slow you down, to elongate the content, did you bitch about trash mobs slowing you down in Sastasha or Copperbell Mines too? They serve he same purpose as the 300/week myth tome cap, to make shit last longer, without it people would just complain there's nothing left to do.
Guessing people didn't see why speed running was nerfed, it wasn't because you were beating it quick, it was because even in the duty finder people wereexpectingdemanding speed runs and dropping instantly if someone smelled new to AK, shout groups demanding "you must know how to beat it and already have gear from it or better to join" (paraphrased), If you honestly can't see any issues with this, I have no hopes left.
Or maybe this is a huge design fail? Why it's a user fault?
They had speedrun, people speedrun a lot and once they get fully geared up, they block speedruns, so people equipped will keep goingfurther in the game, while unequipped people are hitting the huge wall of running 70 times AK with 45 minutes per run, and loosing more gold then before.
I don't like speedrun but this heavily broken user gameplay/differences (I can't go to garuda hard mode actually, because is taking ages)
And this is only the first point in design flaws.
Now: trash with no reward, it's a huge design flaw, because people hate it. "They are there to slow you down", yea, don't you remember that this is a game and not a job? I want to be able to have fun, I usually SLEEP while doing trashes, only pressin "0" to heal.
[...]
So what to do?
Make trashes hard and heavily reduce the amount of them.
Making those hard, will challenge the player, involving brain and making it fun (and they can also still not drop: defeating them will still be a reward).
This will:
1) Rebalance speed (improving it a bit, relative to where are hardcore players now)
2) Solve partially the no-reward issue with trashes
3) Making the game more fun
So no, it's not a user issue, making the game boring IS a design flaw, whatever you say.
That's why they worked hard to actually making the game fun also on professions: a boring part of the game is a design flaw.
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