I do agree that gil should drop from other mobs ( only gil making from killing mobs is by killing Garlands).
Edit (Suggestion): Every Boss fight ( mini as well) you get gil and Bosses should yield a decent amount of gil).
I do agree that gil should drop from other mobs ( only gil making from killing mobs is by killing Garlands).
Edit (Suggestion): Every Boss fight ( mini as well) you get gil and Bosses should yield a decent amount of gil).
Last edited by Starlord; 09-13-2013 at 12:32 AM.
The objectives usually say "clear that room" or "kill that boss". If people found a more efficient way completing these objectives, why is SE kicking them in the balls now? Imo monsters in a dungeon should drop tomestones to make it worth killing them, if SE wants them dead so badly.
What has happened to everyone, its like 5 years went by and I stepped into bizarro world.
sounds like a money management issue. just because the user sucks at finance doesn't mean the game is broken. learn ways to make money other than brute force trash pharm, and learn better ways to mitigate your repair costs.
Someone there clearly doesn't understand how gil finds its way into the world![]()
Everquest was oine of the first that did this, hell it was the first. Trash mobs should drop Gold/Items/Cash loot. Nuff said. Or bring back the aspects of most FF games where after killing a specific trash mob, a new rare mob spawns (00.001% chance) that has a 20% chance of dropping an amazing item. FF3/6?
They just make it more worse >< more trash mobs now. add some effin loot to trash!
There is a lot players that like kill mobs for money.
oh well, when free sub ends im out. end game is just boring.
I actually think there are a lot of options for better dungeons (and reasons to go into them and keep some trash around too).
Times waves / Mini bosses Dungeons
You have semi challenging mini bosses that retreat though the dungeon every X mins a new wave of trash spawns and moves towards you.
This happens regardless of if your on the boss or still clearing the last lot of them.
Multi mini boss / different routs / timed
You chose a patch the the dungeon at each mini boss, depending on what bosses you face (i.e the path you pick (boss allotment would be random too) this effects the area.
Options could include:
- The next mini boss and a clear patch
- A Floor puzzle? (you have to keep moving and die if not)
- A few elite mobs.
- Lot and lots of trash mobs.
- A dead end or really hard hard demon wall.
- You can double back and change path (reduces final loot volume/level)
Attack/Defence Dungeons
- Multiple locations are under attack/being attacked and your helping, mini bosses with trash support will keep spawning and attacking the opposing forces.
- Depending on the number of locations you save/capture the better the reward is.
- Between locations are mini boss fights or trash (random).
- The Final boss has more support based on what you have/haven't achieved balanced against the reward (you do really badly you just get a mini boss again but still some reward).
Assault Dungeons (8/12 man Empire beast tribe)
- Multiple waves rush your location you have to push though them shutting down the spawn/access point.
- Only one main boss spens once you only have 1 access/spawn point left.
- Spawn points can be reactivated by specific npcs (resulting in you getting attacked from behind).
Ok i could go on for ages with ideas but still to keep this shorter..
Changes to give reasons to keep trash in dungeons:
- Specific items only come from them.
- Rare HQ materials come from them.
- Random mobs hold keys to unlock side rooms/boss rooms.
- Better Gil rewards from humanoid mobs.
- Gear drops (I'm only talking stuff we can get that the mob would be wearing and it would be Torn/damaged needing a crafter/npc to fix it)
Last edited by Esk; 09-13-2013 at 12:44 AM.
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