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  1. #1
    Player
    Prestige's Avatar
    Join Date
    Mar 2011
    Posts
    134
    Character
    Lothire Cross
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 54

    [dev????]Yellow Mobs and LOSING XP!?

    I have played this game on and off since release, and I love all the different ideas they have to fix the game. However, one thing I didn't see mentioned was a fix to targeting and XP gain.

    Let me give you an example:
    You start a leve that requires you to kill 6 monsters. When you kill 5 and get to the 6th, it starts hoofing it towards a group of new monsters that you have to kill. Suddenly, you are bombarded by not just 1, but 3 monsters at the same time.

    There are TWO issues that arise here.

    -If you disengaged the monster running away so you could heal/keep up, it may turn yellow. When this happens, any damage you did to it will remain, but the XP accrued from that damage disappears. Now, when you reengage the monster, XP is calculated from its new LOW HP instead of factoring in the damage you already did, thus a big chuck of XP was just sucked into oblivion.

    -When the 2 new monsters spawn, you need to think quickly, and what a lot of people do is pull out an AOE attack to try and strike them all down quickly. However, if you are targeting the single monster that was running away when you initiate the AOE, the damage done to the other two doesn't allow you to gain any XP, since their names stay yellow.

    Essentially, it seems that you are being penalized for trying to use your different abilities in combat to kill all the monsters as quick as possible.

    Is there any chance for this to be addressed in the near future? I hope a Dev responds to this because it is one of my biggest complaints with combat in this game.

    Thanks.
    (4)

  2. #2
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    That is why i hate those running mobs. ><. its been stupid forever and is yet to be fixed. If they just eliminate the running mob bit all together (Unless they are humanoid and intelligent), various leves would be a whole lot funner. Theres a camp horizon leve where you have to chase a lala for over 1000 yalms before he finally summons his friends. such a waste of time. Wystrons Herd is about the stupides leve ever in this reguard. Dodo runs away to get help from sheep?! then sheep runs away to get help from WOLVES?! what nonsense is this?
    (1)

  3. #3
    Player
    RichardButte's Avatar
    Join Date
    Mar 2011
    Posts
    1,107
    Character
    Richard Butte
    World
    Hyperion
    Main Class
    Machinist Lv 90
    I think they did this so players couldn't damage a mob down half way, then run away to heal, then go back and kill it for full exp.

    But yes, the problem you mentioned is a valid concern, since it was the mob's choice to run, not yours.
    (0)

  4. #4
    Player
    Prestige's Avatar
    Join Date
    Mar 2011
    Posts
    134
    Character
    Lothire Cross
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 54
    Well what if you wanted to gather a few mobs, and AOE them down? It only allows you to claim a single monster, so you will never be able to get XP off of a group of mobs that don't claim together, or if one aggroes and you want to AOE both so you don't die.

    I just feel they need to make it so XP isn't based on the damage dealt when name is Red only.
    (1)

  5. #5
    Player
    Lienn's Avatar
    Join Date
    Mar 2011
    Posts
    1,949
    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    I agree...its tremendously annoying these monsters that run away losing claim and receiving damage penalty due this. They should, at least, make them stay claimed so we could get full sp after finishing them. Its our mobs, our leves...its not like anyone else could abuse these hurt mobs.
    (1)

  6. #6
    Player
    Noctix's Avatar
    Join Date
    Apr 2011
    Location
    Ul'dah
    Posts
    29
    Character
    Nauct Kagami
    World
    Excalibur
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Reika View Post
    That is why i hate those running mobs. ><. its been stupid forever and is yet to be fixed. If they just eliminate the running mob bit all together (Unless they are humanoid and intelligent), various leves would be a whole lot funner. Theres a camp horizon leve where you have to chase a lala for over 1000 yalms before he finally summons his friends. such a waste of time. Wystrons Herd is about the stupides leve ever in this reguard. Dodo runs away to get help from sheep?! then sheep runs away to get help from WOLVES?! what nonsense is this?
    I know of the Horizon leve you speak of, very stupid.
    (0)

  7. #7
    Player
    Shika's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    298
    Character
    Ellana Trevelyan
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    I have always hated this- why have the mob leave combat during a leve when it runs? I don't see why it cannot stay claimed to the group; it's extremely annoying.

    Also in regards to Wyrston's Herd... why did they even bother putting this in? The mobs give no SP- sheep dying in 1 hit for 0SP on 5 star.... I don't even pick this one up anymore.
    (0)

  8. #8
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Yea its a complete stupid system.

    It would be better to award SP to a group/person based on the damage you did to the monster, so say you did 50% damage, even if its killed by another group/player you will still be awarded 50% of its total SP as long as you are within the area.

    This would mean that if you damaged a yellow mob, once it died you would gain SP for the damage you or your party did, have it so that if the monster completely heals to 100% the SP is reset for that monster.
    (0)
    Last edited by Jinko; 04-21-2011 at 10:22 PM.

  9. #9
    Player

    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    23
    Quote Originally Posted by Jinko View Post
    It would be better to award SP to a group/person based on the damage you did to the monster, so say you did 50% damage, even if its killed by another group/player you will still be awarded 50% of its total SP as long as you are within the area.
    This could work on a group basis but never on a per person basis, The poor healer keeping the party alive who does only a few % of the total damage would only get a fraction of the SP (if they were lucky) a DPS would per kill.

    A per person approach would effectively remove all healers from SP parties overnight as there is no incentive for them to party as they could get 50 times more SP per kill soloing.

    It has a whole host of other more subtle problems about it too such as mobs that are immune to magic or physical attacks. Tanks would also favour mobs that are tank and spanked over mobs that are kited.
    (0)
    Last edited by Dux; 04-22-2011 at 12:34 AM.
    Never Underestimate The Power Of A Duck!
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  10. #10
    Player
    Cairdeas's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,759
    Character
    Julie Nymphiel
    World
    Balmung
    Main Class
    Marauder Lv 60
    Running Mobs should join the party of the mobs that spawn.
    (0)
    I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.