Hello, so first i'd like to inform you that i'm French and so maybe my English is not going to be perfect, but i decided to post this on English forum since most of the comunity just read the English forum (French inclued).
This is my point of view about how to reintroduce a challenging, balanced and fair new End Game System deseigned for our new lv 99.
Of course i'm just here to suggest my ideas and since the forum was made for this, thanks to Square Enix to have make this possible.
How to reintroduce world spawn HNM and HNMLS gameplay in FFXI Lv99
1: Reintroducing 6 man party with a new type of "experiences points"
So there was "Experience points", "Merit points", i think we should introducing a new type of "experience"
Lets call this new experience pts "Valor points" (its just a random name for the exemple)
-Valor points should only drop from mobs outside abyssea.
-Most of the TOAU zone should be revamped for this since old exp mobs here are useless with Abyssea.
-Theses mobs should be deseigned to be fight from old school 6 man Party.
-Optional idea: 2 type of camp could be reintroducing "easy camp" like was Greater Colibri on lv 75, and advanced camp that require a realy old school setup with a real Tank, healer, black mages, DD, and based on Skillschain/Magic burst to deal real Damages of course with a reward from theses "advanced camp" more "Valor exp" per mobs.
I will explain on what "Valor Points" could be used for, on next section.
2: Reintroducing of World spawn HNM:
--> New Claim system! When an VHNM will pop, the players will be not able to claim him anymore, he will pop and instant claim a player (with an animation like a stun or something), he will claim a random player in a 50' Yalm range~.
If there is no player in range when he pop then he turn in a normal NM to claim. (If the claimed player is AFK during 1min after the claim, the NM should come yellow, then as usual, 1st team acting on it get the claim)
(it should be cool if these new HNM could get a maximum of 4 windows, the time of dead window + 3 windows of 30 min, so a total of 1h30 camping maximum ~ or even a single window "force pop" 23h~(To slowly get a change in the time zone) after time of dead should be ok!).
--> Players will be able to buy "Valor enmity" to an NPC with "Valor points", 1 Valor enmity point will coast XXX Valor points, Players will be able to get a maximum of 50 Valor Enmity points, each Valor Enmity points will increase a little bit the chance that you get claimed from the VHNM when he pop in your range, but even someone with 0/50 Valor Enmity can get the claim over a player with 50/50, luck based, but of course the player with 0/50 have realy poor chance to win the claim.
--> Each player in range when an VHNM pop, will lost a Valor Enmity point even if he dont claim you or your team, if you are already @ 0/50 "Valor Enmity" you will loose nothing.
--> Players should be able to buy some key item "Valor Cell" like the actual VoidWatch Cell, but Key Item version, can only store 1 per type and only buyable from Valor pts to an NPC, then they're will drop from your temporary key item list when you or your team succesfull kill a VHNM, and increase your chance of personal drops/valor pts etc...
--> Any player should be able to join or leave the party after the claim, but only players that was in the party/alliance during the claim will be able to get their Key Item that boost drop rate used when the VHNM die. (without the Key Item the drop rate shoud be realy low for personnal treasure, like a VoidWatch without cell, so better to not change the party setup after claim.
--> No more proc (!!) sytem!!!!, VHNM should be realy tough, a real challenge that need a real teamwork from end game players, the only focus on a VHNM fight should be to kill it before he kill you. AND ONLY THAT.
--> All the drop rate from the VHNM should be boosted on an exponential % based on the diversity of the team. (Extreme exemple: Full alliance with 18 differents jobs = maximum bonus, full ally of 1 same job = minimum bonus).
--> When a VHNM is defeats he should drop a Treasure chest like Voidwatch + a treasure pool.
- rar/ex items = Personnal Treasure chest.
- Others items = Party/Alliance Treasure pool.
So this is the idea, I dont ask anyone to agree with all but i think there is some cool new ideas.
Thanks for reading.
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FAQ:
Q:
Q:
R: You forgot some points on my system,
So this mean the mule with 50/50 Valor pts will lost 1 pts on each pop in her range, if the guy dont go farm new valor point to buy new valor enmity point, his mule will become 0/50 and claim 0,01% of pop over the people with 50/50~, and this should be long to get one enmity valor point (idk maybe 3 hours of exp farm for 1 Valor enmity pts, so this mean about 150 hours of farming for the 50 Valor Enmity pts~ this even should avoid people to camp everyday, and monopolize camp, and made a natural turn over).Each player in range when an VHNM pop, will lost a Valor Enmity point even if he dont claim you or your team, if you are already @ 0/50 "Valor Enmity" you will loose nothing.
And this in the context of 6 man Exp pt mandatory to farm Valor pts, no SMN burn, no leech possible, only a real pt of 6 real guy should be able to farm thoses "Valor exp" properly.
And there is another point i thinked to avoid abusive mule claim:
So this mean what it mean, better not change the setup exept if its vital to get the win.Any player should be able to join or leave the party after the claim, but only players that was in the party/alliance during the claim will be able to get their Key Item that boost drop rate used when the VHNM die. (without the Key Item the drop rate shoud be realy low for personnal treasure, like a VoidWatch without cell, so better to not change the party setup after claim).