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  1. #1
    Player
    BillyKaplan's Avatar
    Join Date
    Dec 2015
    Posts
    2,913
    Character
    Lho Polaali
    World
    Moogle
    Main Class
    Conjurer Lv 23
    Quote Originally Posted by Xiomara View Post
    The probable fix is that they'll use the last ability which killed the mob to determine the job, and award XP for that job only, rather than the current "mob killed, award XP to current job" model they are currently using. So it'll go "Jolt II killed this mob, award XP to RDM only", and if your job doesn't match then you get no XP.
    They have a system like that in place already, too. If you hand in items to the GC, you'll get experience for the right class depending on what you submitted. It's not a concept foreign to the game.
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  2. #2
    Player
    Xiomara's Avatar
    Join Date
    May 2015
    Posts
    164
    Character
    Xiomara Sage
    World
    Tonberry
    Main Class
    Paladin Lv 100
    Quote Originally Posted by BillyKaplan View Post
    They have a system like that in place already, too. If you hand in items to the GC, you'll get experience for the right class depending on what you submitted. It's not a concept foreign to the game.
    Not saying that it is, just that they'll apply it to combat XP. The melding challenge log used to apply to your current job as well, but if it's not a DoL/DoH job you get zip.
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  3. #3
    Player
    FantasyFuel's Avatar
    Join Date
    Nov 2018
    Posts
    15
    Character
    Ragrar Flamesword
    World
    Diabolos
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Xiomara View Post
    The probable fix is that they'll use the last ability which killed the mob to determine the job, and award XP for that job only, rather than the current "mob killed, award XP to current job" model they are currently using. So it'll go "Jolt II killed this mob, award XP to RDM only", and if your job doesn't match then you get no XP.
    I can see how that could put extra strain on the servers, having to process all the kills in the world with extra data, not to mention it would also increase useless data processing data even in all the instances currently going (dungeons, trials, HoH/PotD, etc).

    Quote Originally Posted by BillyKaplan View Post
    They have a system like that in place already, too. If you hand in items to the GC, you'll get experience for the right class depending on what you submitted. It's not a concept foreign to the game.
    I would think this is a different system, the awards are preset as in "we'll give this job exp if you submit this item".
    (0)

  4. #4
    Player
    Xiomara's Avatar
    Join Date
    May 2015
    Posts
    164
    Character
    Xiomara Sage
    World
    Tonberry
    Main Class
    Paladin Lv 100
    Quote Originally Posted by FantasyFuel View Post
    I can see how that could put extra strain on the servers, having to process all the kills in the world with extra data, not to mention it would also increase useless data processing data even in all the instances currently going (dungeons, trials, HoH/PotD, etc).
    I don't think the servers would be involved, it'd be more a client side thing. The server confirms the kill, but the client is responsible for determining the job and applying XP, before reporting said XP increase to the server.
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  5. #5
    Player
    FantasyFuel's Avatar
    Join Date
    Nov 2018
    Posts
    15
    Character
    Ragrar Flamesword
    World
    Diabolos
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Xiomara View Post
    I don't think the servers would be involved, it'd be more a client side thing. The server confirms the kill, but the client is responsible for determining the job and applying XP, before reporting said XP increase to the server.
    You'd still need a way to sync data between the client and server, what you're proposing is not a simple solution.
    the game would have to keep a buffer of kills made, and the server would have to connect the kills to the client list of kills, that could cause problems if the lists were ever out of sync, if lag happens, or packets go missing, then future kills would have bizarre effects.

    It wouldn't be too much of a good idea to do such things client side, there are reasons why such things are handled server-side in almost all MMOs. The more mission critical things you do client-side the more you open up your game to be exploited.
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