http://www.youtube.com/watch?v=ML3Ukt3lpiY
Demon Wall glitch caught on video.
http://www.youtube.com/watch?v=ML3Ukt3lpiY
Demon Wall glitch caught on video.
Last edited by Jonjey; 09-07-2013 at 03:59 AM.

They just need to add a reason to kill the trash mobs. Have them drop 1 mythology, for example, which gets given to a random party member. That would probably be enough that people would kill them.
Alternatively, or more creatively, they could have them drop high end crafting mats that cost mythology currently.



You know this is actually a pretty nice idea since you are capped on how many mythology stones you can get per week anyways and will help people get their stones a little bit faster.


Yeah, this is nonsense.
Same old company, permit something stupid, and leave it for years, and then when noone cares, it gets fixed (people are saying this was a thing from 1.0, that's where I get 'years').


This
We never budged an inch, one guy left without saying a word and the healer said "rofl." and left.
Utter nonsense.

I also don't think trash should be just a pain to clear, the idea of them dropping gil or company seals would be a great step towards that.
What would also be sweet is if trash dropped frequently high quality crafting materials, or maybe a small chance to drop unique equipment pieces.



I don't do crafting and unless the gear is better than the gear i'm speed running for or what i have, it has no use to me. So both are moot.I also don't think trash should be just a pain to clear, the idea of them dropping gil or company seals would be a great step towards that.
What would also be sweet is if trash dropped frequently high quality crafting materials, or maybe a small chance to drop unique equipment pieces.



I said this in another thread, but probably more appropriate here.
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In all fairness, SE did kind of design this 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.
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Hypothetically if you did want to prevent things like this from happening, like someone said, features like in Aurum Vale where killing the mobs is necessary to proceed is how you fix issues like this. I can't say if SE will respond to AK speed runs, but they most likely know it exists and will take these type of things into account when creating and releasing new dungeons.
Last edited by Velhart; 09-07-2013 at 06:01 AM.
They can help with two issues the game has by placing treasure chests in smart places and making the Allegan coins drop for everybody in the party. People will run the dungeon as intended and we get a step towards stopping the deflation crisis that is looming.

Just wondering, what exactly is the Demon Wall exploit?
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