Thats just the thing though, you shoot Jolt II, and swap classes before you ever enter combat. Because you enter combat when spell hits.I run a software developer.
You don't know what you're talking about. The server can and does restrict how many packets can be sent from the client at once and accepted by the server. Global cooldown is part of this scheme. They can make an adjustment to resolve this which won't require completely re-writing the XP award rules because the core problem is not the rules, but the limited restrictions on class swapping. That's the actual problem. The thing is engineers often think about the most complicated way to address something since coding is very complicated itself, and sometimes miss the more obvious solutions to problems that take much less work to implement.
The solution here is to put class swapping on a timer if you just recently killed an enemy because the problem isn't XP rules but class swapping not having any timers on it to prevent abuse of the XP rules.
Over in WoW if you switch your talents it locks your spells for several minutes to specifically prevent similar kinds of abuse. There's no reason FFXIV cannot do the same since players are not intended to swap classes during combat.


Forcing the exploiter to kill one enemy every five minutes will stop the mass slaughtering of monsters that prevents legit players from leveling in the zone, and since it takes about 5 minutes to kill the enemy on the blue mage anyway using thousand needles there's no benefit to the swap anymore. It's the mass slaughter that is the problem.
No it won't, people would just do the two man exploit instead. The already way more efficient two man method that, unlike the one man method, actually can clear out entire chunks of zone.Forcing the exploiter to kill one enemy every five minutes will stop the mass slaughtering of monsters that prevents legit players from leveling in the zone, and since it takes about 5 minutes to kill the enemy on the blue mage anyway using thousand needles there's no benefit to the swap anymore. It's the mass slaughter that is the problem.


The two man method is actually much slower because it requires the blue mage to cast a spell and coordination between two people to deal with.
I think it's an exploit too but it's not nearly as much of a problem as every lv70 character being able to slaughter an entire zone and power level their blue mage job.
Edit: I seem to have reached my "daily posting limit" for this forum (lol?) so I can't respond to anymore posts, but I hope my feedback gets to SE and they address the problem rather than ignoring it.
Last edited by therpgfanatic; 01-19-2019 at 05:50 AM.
It'll just force people to pair up and have a 70 friend 1 shot everything they tag. Much more efficient and exacerbating the "problem" you're having.Forcing the exploiter to kill one enemy every five minutes will stop the mass slaughtering of monsters that prevents legit players from leveling in the zone, and since it takes about 5 minutes to kill the enemy on the blue mage anyway using thousand needles there's no benefit to the swap anymore. It's the mass slaughter that is the problem.
This is such a non-issue I don't see the need to moan about it. Most zones will probably be barren again by this weekend anyways as everyone hits 50 and moves on to doing something else.
|
|
![]() |
![]() |
![]() |
|
|
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.


Reply With Quote


