Results 1 to 10 of 193

Hybrid View

  1. #1
    Player
    OM3GA-Z3RO's Avatar
    Join Date
    Aug 2020
    Posts
    209
    Character
    Celestria Thurmand
    World
    Zodiark
    Main Class
    Dark Knight Lv 90
    Sadly, the moment they removed EXP from trash was the final nail in the coffin of ever making dungeons at least a little non-linear.

    Making bosses the only things that give you EXP tells you to just go for the bosses.

    Linear Dungeons
    Single Square or Circle Room Raids

    These things are here to stay and players are not free from the blame. Simplifying things like this, simplifies the formula of Dungeons and Raids. It is also easier for the devs on their "Super Busy" schedule.
    (5)
    Last edited by OM3GA-Z3RO; 06-25-2023 at 02:22 AM.

  2. #2
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by OM3GA-Z3RO View Post
    Sadly, the moment they removed EXP from trash was the final nail in the coffin of ever making dungeons at least a little non-linear.

    Making bosses the only things that give you EXP tells you to just go for the bosses.

    Linear Dungeons
    Single Square or Circle Room Raids

    These things are here to stay and players are not free from the blame. Simplifying things like this, simplifies the formula of Dungeons and Raids. It is also easier for the devs on their "Super Busy" schedule.
    Do you know why they're linear?

    Because players wanted them that way.

    All anyone wants to do is rush through the most efficient and quickest route to the end. Wall-to-wall pulls are the default for a reason.
    (3)

  3. #3
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,421
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by OM3GA-Z3RO View Post
    Sadly, the moment they removed EXP from trash was the final nail in the coffin of ever making dungeons at least a little non-linear.
    People were skipping optional mobs and rushing straight for the boss long before they took EXP off trash mobs. The roulette EXP was always worth far more than you'd get from clearing all of the trash anyway.
    (5)