
That's part of the scaling drop rates for would play in, the less mobs you clear the smaller the rewards, including Tomes, so if you clear only half a dungeon you get half the Tomes. It's not to say speed isn't good, just that skipping sections is bad.
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I called it "Smart" not exploit.



In all fairness, SE did kind of design this kind of poorly making only one dungeon that isn't Binding Coil of Bahamut the best access to Mythology tokens. No other dungeon gives them and the other method of getting them is a minuscule amount from primals in comparison. When you are spamming the same dungeon again and again and again non-stop, you are inevitably going to get tired of it's aspects and find the quickest way possible.
There are better ways this could have been approached. They could of made Wanderer's Palace give mythology tokens also, or add a feature that Duty Finder picks a random lv.50 dungeon, but gives more mythology tokens as a reward. Giving variety helps things feel less tedious. WoW end game when farming valor points, has at least 3-4 dungeons to run with Random giving more if you choose it and it does help the process feel less tedious.
Maybe it wouldn't completely resolve the issue. However, the reason exploits like these happen to begin with is because of how tedious the task is. They simply need to add variety and features to "help" prevent these things. They kind of stepped on their own foot making one dungeon (a long one when killing all mobs mind you) the go to place to get mythology tokens.
I personally have gotten sick of the dungeon already and the game has only been out a week. I would of loved that other dungeons offered the tokens and SE has created better incentives to play a variety of dungeons end game instead of just one. To me, this is a major flaw for end game.
here's another thread in hopes of this coming to the attention of square enix.
http://forum.square-enix.com/ffxiv/t...T-Amdapor-Keep
maybe we can get a response from them...
I personally like it. This strat has a major flaw in it though. If everyone dies you have to run through again and again making it difficult to really use with people who are new.
So you want to change how a dungeon was intentionally designed by the developers because it lets people get items fast? You all are probably the ones who have tried doing this and have failed the run multiple times.
This design option for skipping mobs was inherited from FFXI where you could have entire raids sneak or go invisible through an entire raid and only fight bosses. It was made to be like this.


Skipping dungeon trash mobs is a time-honored tradition in MMOs.
There is no reason to "fix" this, because there is nothing to fix.

If this situation was intended by the devs, then they wouldn't have bothered putting in 'trash' mobs at all.
I like the idea of scaling rewards based on dungeon clearance. I would alter it so that it is based on clearance for that section of the dungeon to the chest, since various dungeons have sporadic chest placement. I also think it would help to scale rewards based on how many player deaths occur. ie - more deaths, less rewards.


Did you ever play Tera? The dungeons in that game have plenty of trash mobs which are always meant to be skipped. In this case, it's because the Koreans love skipping trash in their MMOs so the developers gave them what they wanted.

(dons her subligar) This isn't Tera. This ... is ...SPARTAFINAL FANTASY! (shoves Illya into the deep dark pit)
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