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  1. #1
    Player
    Kahri's Avatar
    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    85
    Character
    Kahri Mhigo
    World
    Ridill
    Main Class
    Pugilist Lv 50
    I would like to offer all those above who keep saying things along the lines of 'if you can do it, the devs must've intended it' an example of what, I think, proves why using death as a strategy isn't what the devs intended.

    Behests.

    Anyone and everyone can pass a Behest. Literally. If you die you just respawn and respawn and respawn again. Technically it's very simple to win a Behest by simply not caring about dying and just kinda zerg rushing the scenario with your death respawns. You'll still get rewarded for completion and you'll still get it ticked off on your duty finder.

    So can it be said this is what the devs intended?

    NO!

    For three simple reasons:
    - the devs built in an individually tailored NPC instructor to give you very direct tips on how to be successful in each particular Behest;
    - if your group, together, follows those instructions you're highly likely to do so without any deaths;
    - if (a) you are a first timer to a Behest and (b) successfully beat it without any party knockouts/deaths you will get a HUGE bonus to the exp & gil reward received (something like an additional 4x the initially stated bonus).

    The devs construct those individual Behests in a particular way to reward us for playing together as a group, for following instructions, and finally - for avoiding death -.

    You can still technically pass the Behests without doing so by not giving a shit about dying - you'll still go on to access Behest 'end game' - but if you technically win by zerging the Behest mechanic in this way, you haven't done what the devs intended and you don't get the massive bonus reward for it.

    Behests are the devs way of trying to help players understand how to work together as a party, therefore the way they structure the rewards in Behests is the way they want you to play the game.

    Succeeding without player knockout/death is a sign of individual and group skill.

    Succeeding by manipulating an easy win via the use of player knockout/death as a strategy:
    - (a) does not require skill; and
    - (b) is not how the devs intended you to play the game.
    (1)
    Last edited by Kahri; 09-05-2013 at 01:57 PM.

  2. #2
    Player
    Zdenka's Avatar
    Join Date
    Mar 2011
    Posts
    596
    Character
    Zdenka Vaera
    World
    Excalibur
    Main Class
    Goldsmith Lv 60
    This bug is very hard for SE to fix since they need to fix the mechanics that would adjust more than just Ampador Keep since they probabaly use a set of rules for different mob mechanics etc that would in turn affect other areas. (its very common to do this because its much easier to change if the code is the same).

    If SE does fix it, its not going to be right away, and probably not for a long time actually. People used to train in Haukke and SE changed dungeon mobs to never leash, and that implementation stayed in 1.0 with Ampador keep. That WAS their fix for this behavior soooo i don't know if they really know of anyway to stop it even.
    (0)

  3. #3
    Player
    CalamityTwo's Avatar
    Join Date
    Sep 2013
    Posts
    9
    Character
    Miyu Luine
    World
    Jenova
    Main Class
    Scholar Lv 90
    Pushing this thread to the top as well. Already got pushed out of another game by people demanding I run instances this way with them.
    (0)

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