You get 1 gil from some trash mobs.

You get 1 gil from some trash mobs.


This is NOT the real issue.
Doesn't matter what trash mobs dropped, if there was a way to exploit and run to the boss then all you speed-runners would do it anyways, REGARDLESS of what trash mobs dropped. And don't try to claim otherwise.
You think of mobs dropped Allagan pieces people would skip them?


There is NO deterrent for an exploit, so long as the boss drops better loot than the trash, then people will exploit and skip if possible.
Clearly there is a money issue with endgame players that just grind dungeons all day. As soon as said players make enough money from the Allagan pieces, that the Allagan money itself becomes "useless" then the exploiting would begin again. The only problem I see is that trash mobs should just be more difficult and drop crafting materials which can then be sold on the market. This game also contains Crafting/Gathering which are ways to make money if money is your focus.
Other than that, there's no reason for exploits to be in place, even if trash mobs dropped anything at all. I'm glad to hear the fix was implemented.
What a load of bullshit: people want to talk about senses of entitlement in a video game that consumers are paying for purely entertainment value and don't see the irony in such generalized statements? What goddamn rock do these simpletons live under?
If any them had half the mind to step into end game they would realize just how much effort really is put into the dungeons, the mechanics of the bosses, and gear progression. Bosses are not simple walks in the park, and when players don't have a clue what to do leads to massive wipes. An under geared Tank, Dps, or Healer can cost their team dearly, and run out the timers due to not meeting the minimum requirements to tackle a dungeon. To top the issue of little to no reward, crafters wouldn't be able to make the items needed for relics if no one went into a dungeon.
The amount of argument from ignorance, assumption, and false authority is outstanding. Pull your heads clearly from your ass wannabe adventures because Trials, Dungeons, and Raids are meant to be experienced in an enjoyable fashion, and for some individuals clearing trash for the sake of a mindless difficulty of burning through health bars is bad design.
I swear the ones who are entitled are the naysayers expecting anyone and everyone to prescribe to their ideals of game-play. This is not just your Final Fantasy game, and people are allowed their opinions on matters concerning aspects of play. Argument ad hominem makes you like like puerile adults who can't come up with legitimate thoughts as to why trash should remain reward-less as opposed to awarding players for their efforts.
Last edited by Brolleun-Hunter; 09-13-2013 at 08:24 PM.

To be fair, the people upset about this most are just people who want to play.. correctly. It's actually not that unusual for a lot of people to be upset that they can't do so because a lot of other people want to things in a more productive (and faster) way. We really do nothing more than spin the wheel arguing both ways at one another though.. There is no way for one type of player to easily convince the other. The solution lies in SE's hands, they need to do something about this situation rather than let the community split apart over something as silly as this.

They should add some gil drops to the trash mobs and maybe some nice crafting mats, just something to add some interest to clearing them and maybe cover the repairs from killing them. Most dungeons in just about every MMO have 'trash mobs'. They are called this because that's what they are. They are there to be cleared out, nothing more. Just being able to skip them all is not how the dungeon was designed to be done.
Even so, arguing that it's an MMO standard and should just stay the way it is, seems pointless. It would be pretty awesome to play an MMO where trash mobs drop some money and maybe occasionally interesting loot, like how in some WoW raids there are trash dropped pieces of epic gear that can just randomly drop off of any trash mob in the dungeon. This can provide better incentive for clearing out all the trash and make people more enthusiastic about doing so. It's never a bad idea to improve an old system to make it more fun. =)
Last edited by Altheras; 09-13-2013 at 08:35 PM.


Actually, I think they should spread the final sum of tomes across all the available 'trash mobs' throughout a dungeon. If you want the complete sum, then you have to do the work for it. If you decide to bypass a section of the map because its 'out of the way', then you're willingly giving up the potential sum of tomes that you could have received for not being lazy.
Greetings,
The development team is aware that the benefits for defeating regular monsters in high level dungeons are not proportionate to the effort. They are also aware that dungeon runs can also be filled with players with conflicting goals (like enjoying the story versus doing a farming/speed run) that leads to it being difficult to enjoy the content. They feel that improvements in these areas are needed and are currently working on countermeasures for this.
We will be sure to fill you in on the details in the near future.
Devin "Camate" Casadey - Community Team
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