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  1. #11
    Player
    Sepiriz's Avatar
    Join Date
    Aug 2013
    Posts
    18
    Character
    Hinali Nuitari
    World
    Cerberus
    Main Class
    Archer Lv 50
    Quote Originally Posted by Delorean View Post
    I bet there would be a lot less skipping trash if the dungeons weren't so long or offered rewards for not skipping it.
    That would be the most satisfying solution. Just adding a mechanic that prevents skipping (auto aggro whole party, closed doors, etc.) would only cause unhappiness. At the moment, trash mobs are mere obstacle that don't have any value what so ever (even worse, besides the huge time investment, killing them actually costs you money in terms of repair bills). Skipping them, if possible, therefore is the logical conclusion .. because there is no reason to do otherwise.

    So the best way to solve the "problem" would be to add an incentive to kill trash. That way we actually have to make a decision if we want to skip (faster tomes) or kill (money, xp, other items, ... whatever incentive you can think of) trash. Having more options would be a good thing here.
    (3)
    Last edited by Sepiriz; 09-09-2013 at 08:16 PM.

  2. #12
    Player
    IzumiRaito's Avatar
    Join Date
    Aug 2013
    Posts
    323
    Character
    Raito Izumi
    World
    Odin
    Main Class
    Arcanist Lv 50
    Make trash drop reasonable amount of gil, seals and tomes and problem solved.
    (4)

  3. #13
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    All you need to do is put everyone on the threat list once an enemy is engaged.

    There will be no dying and ressing then because the whole party will be dead.
    (0)

  4. #14
    Player
    Ariyn's Avatar
    Join Date
    Aug 2013
    Posts
    305
    Character
    Enitzu Zen'yr
    World
    Goblin
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Jinko View Post
    All you need to do is put everyone on the threat list once an enemy is engaged.

    There will be no dying and ressing then because the whole party will be dead.
    Sure go for this option. Then we just could have tank die and healer insta rez him and wait for them to reset and rez anyway. There are always going to be speed runs and the like as long as the trash is worthless. The only way to stop speed runs is make it worth it to kill trash as people have said. There is a severe lack of gil incoming to the servers but a large amount going out. Simple solution is add a decent amount of gil dropping from trash mobs. I for one would kill trash if I profitted from it. But as it stands there is no reason for me not to speed run anything. I take more durability loss killing the trash then I do dying 3 times in a speed run of AK.
    (5)

  5. #15
    Player
    nimuniverse's Avatar
    Join Date
    Aug 2013
    Posts
    78
    Character
    Sakura Rain
    World
    Kujata
    Main Class
    Arcanist Lv 50
    You can make gil drops from trash but here's another thought:
    Kill all mobs in dungeons and you get bonus tomes! Make it like 10 phil and 4 myth just like hard mode primal. Then people will do full clear.
    (7)

  6. #16
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Ariyn View Post
    Sure go for this option. Then we just could have tank die and healer insta rez him and wait for them to reset and rez anyway. There are always going to be speed runs and the like as long as the trash is worthless. The only way to stop speed runs is make it worth it to kill trash as people have said. There is a severe lack of gil incoming to the servers but a large amount going out. Simple solution is add a decent amount of gil dropping from trash mobs. I for one would kill trash if I profitted from it. But as it stands there is no reason for me not to speed run anything. I take more durability loss killing the trash then I do dying 3 times in a speed run of AK.
    Did you not read what I wrote ? ....

    If everyone is placed on the threat list, if tank dies, healer will die as will the dps, so when monsters reset there will be nobody to raise the tank.

    Currently only the person who attacks or is attacked is placed on the threat list so when he dies the monsters reset and leave the rest of the party alive. (this should be changed)
    (0)
    Last edited by Jinko; 09-10-2013 at 12:58 AM.

  7. #17
    Player
    Feilina's Avatar
    Join Date
    Oct 2011
    Posts
    573
    Character
    Felgo Donnerherz
    World
    Shiva
    Main Class
    Alchemist Lv 50
    How do they skip the enemies? Do they run through em and let someone die?
    Do they skip enemies by legally slipping through them without being activated?

    First one would bring em a report for exploiting, second is absolut OK imho.
    (0)
    I like Random-Number-Generator
    'cause I'm able to accept that
    a dice normally has six sides
    a pyramid has 5 sides
    a toast has 2 sides
    AND I CAN'T PREDICT WHICH SIDES IT FALLS TO.

  8. #18
    Player
    nimuniverse's Avatar
    Join Date
    Aug 2013
    Posts
    78
    Character
    Sakura Rain
    World
    Kujata
    Main Class
    Arcanist Lv 50
    To Jinko, what Ariyn is saying is that: before the party dies from your suggestion of threats, cast instant raise on healer (since I am a smn, i know what she means, i have access to instant battle rez). Healer don't accept raise till all party died and monsters leave. Then healer rez and raise the rest. Got it now?
    To Feilina: Yes tank ran and agro every mob and the party follows. In the boss room, tank goes left, the rest go right. Tank died, mobs leave, then healer go raise tank.
    There's easy way to make it so there's no speed run. Make it so that once anyone steps into boss area, boss agro that person. 15sec later, area is sealed. And all the mobs that followed from outside area stays in the area till all party member died. Also even if you cast instant raise and accept, you will be targeted by the boss since it is set to agro anyone within the area. There goes your speed run. Simple. If SE want to, they can do it. They allowed speed run simply because of the need for tomes.
    Image, you play 2 hours a day. You wait an hour for DF. And one DF takes an hour to clear. How are you going to get necessary tomes to get gear? Speed run is a necessity for casual gamers. Unless they put crafting recipes so that darklight equivalent gear can be crafted, then speed run must stay.
    (2)
    Last edited by nimuniverse; 09-10-2013 at 01:08 AM.

  9. #19
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Ahh ok, she wasn't very explicit in what she meant.

    In that case why not keep players on the threat list until the player returns.

    I don't think having the mobs drop more gil is going to make people want to kill them, hell in WP there are items in the chests for relic and most parties just want to run through and get the tomes.

    Of course the simplistic fix would be to have the requirement to clear the floor to unlock the boss.
    (0)
    Last edited by Jinko; 09-10-2013 at 01:08 AM.

  10. #20
    Player
    Ariyn's Avatar
    Join Date
    Aug 2013
    Posts
    305
    Character
    Enitzu Zen'yr
    World
    Goblin
    Main Class
    Paladin Lv 70
    Yea exactly what Nimu said except that PLD's can raise as well so in my case when the healer gets agro at all I die and he insta rez's me and I just raise him afterwards. Same thing really.

    Main thing is if there is no reason to kill the trash and it's actually worse to do so then no one will want to do it. Like I said I have a higher repair bill just from damage tanking mobs then if I just die. So what's the benefit to killing them? Surely not the 1 gil per kill or the non exsistant drops
    (1)

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