This can be found on some trash in tam tara hard im informed when I was complaining in game about who had the bright idea to stick a skill on some hunt mark
Only thing being hunted in northern Than on my server was the H-2 and Gogo....Chimera fate lol
Also the honest truth is the devs can fix this problem in 5 minutes of coding. All they have to do is make it so you can't switch classes within 5 minutes of killing an enemy. It's not complicated to hotfix. You're not supposed to be able to switch classes while in combat and this exploit bypasses that rule, and everyone who did the exploit knew they were cheating. They should get a softban, they deserve it.
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Thats a big no from me. I cannot tell you how many players I have ran into who were dead asking for raises and I just switch to a class that could raise after a fight to raise them.
It should be changed to 30s that way the delay is long enough to where the xp is given out before the chance to change jobs is allowed.
Even 10 seconds would solve it, seeing as the time between when the mob dies and the exp is given is relatively short. I don't believe it is more than 5 seconds. It would solve the issue, while also not punishing anyone for wanting to switch in a timely fashion.Also the honest truth is the devs can fix this problem in 5 minutes of coding. All they have to do is make it so you can't switch classes within 5 minutes of killing an enemy. It's not complicated to hotfix. You're not supposed to be able to switch classes while in combat and this exploit bypasses that rule, and everyone who did the exploit knew they were cheating. They should get a softban, they deserve it.
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Thats a big no from me. I cannot tell you how many players I have ran into who were dead asking for raises and I just switch to a class that could raise after a fight to raise them.
It should be changed to 30s that way the delay is long enough to where the xp is given out before the chance to change jobs is allowed.
Sorry. SE has said this is ok to do and people will not be punished for doing it, therefore I shall do it. Why not level blu quicker if I can? It’s not like I really gain the most important part of the job from it. You still have to go out and farm spells, you just get to shorten the pointless leveling portion. Now I’m not trying to steal mobs from anyone and if I go somewhere and see some blus around or anyone else for that matter who looks like they need mobs in the area I go somewhere else. Also if I see someone else tag a mob it’s theirs and I’ll grab something else. Thing is though, no one owns a zone in the game and no ones claim to a mob is more legit than someone else’s. They could have just as easily released some other new content that requires killing mobs in the field and people would still be getting butthurt because someone else came along and “stole” enemies in “their” zone.
It doesn’t seem like those who are outraged are even upset about the quicker leveling, they are just mad because they missed out on a kill. As others have pointed out people can and do go through zones killing tons of mobs quickly but who aren’t doing it to gain personal blu exp. This is really no different. Getting angry at people for engaging in what SE has deemed to be legal activity isn’t going to help anything.
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.
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.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.
Last edited by BillyKaplan; 01-19-2019 at 04:12 PM.
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.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.
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.
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).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 would think this is a different system, the awards are preset as in "we'll give this job exp if you submit this item".
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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