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  1. #33
    Player
    BillyKaplan's Avatar
    Join Date
    Dec 2015
    Posts
    2,913
    Character
    Lho Polaali
    World
    Moogle
    Main Class
    Conjurer Lv 23
    I wonder if the solution is really as convoluted as some people worry it is. Monster dies -> triggers death animation -> animation's end triggers exp. It's during the death animation that things like this and the Eureka cheesing happen, so why not, for instance, move the exp triggering to before the death animation? You can't change jobs until it dies, so giving the exp as close to the actual death as possible makes sense, narrowing the window of exploit. Granted there's a lot I don't know about how that chain of events is actually programmed, but we could be talking about something as simple as taking a line of code from an event later in the chain and moving it to one earlier in the chain.
    To be honest I'd love to know why they did it the way they did. Waiting for exp until after the death animation ended doesn't seem to hold too much merit.

    Quote Originally Posted by Tempest222 View Post
    SE has said this is ok to do
    Quote Originally Posted by Lodestone known issues post
    However, since this was not the Blue Mage’s intended design, we do not recommend engaging in this behavior, and encourage players to level in the intended fashion.
    They acknowledged it was an issue, and one that they intend to fix. The problem is how delicate the areas they'd have to fix are, and that's why they don't wanna rush it. Only reason they're not penalizing people for it is that they knew about this bug and still released BLU, so that makes it their fault.
    (5)
    Last edited by BillyKaplan; 01-19-2019 at 04:12 PM.