View Full Version : Aht Urhgan Beastmen Leaders, Beseiged & mythic weapon quest problem
tezmania
10-23-2011, 05:26 PM
Since the level cap increases besieged is becoming a complete walkover especially on the NMS that spawn during it. This is leading to Gulool Ja ja, Medusa and Gulfulur being defeated and anyone trying to get the titles by killing it in its Stronghold no chance of getting it. :mad:
Since I am trying to get the titles for some friends to complete the mythic quests, we ask nicely people to not kill it as we plan to kill it but they ignore it and just continue to kill them anyway. They don't have to listen but something needs to be done about it really since it is extremely hard to always be on to see if the leader was alive at the last beseiged and it is holding us back on being able to proceed to the next stage. Some take multiple people to go check if they are up with widescan, and then there is the problem of getting people when we do eventually "maybe" find it alive before it is killed again in besieged.
So only way we are able to kill it is if............. the besieged had a really low attendance and rest is luck if were on at a suitable time..
The respawn of these NMS is unknown apparantly but seems to be 3-5 days? and if anything, it needs to be reduced to 21-24 hours or something or just make it not despawn if defeated in besieged.
Anyone else agree this needs looked at?
Thanks
pim-ptarutaru
10-23-2011, 11:15 PM
The road map says "A renewal of the Nyzul Isle Investigation battlefield" What they could do is add those NM as Floor bosses and allow you to get the title which would solve the problem from Beseiged.
Tsukino_Kaji
10-24-2011, 08:21 AM
I don't think I want to be turning a corner in nyzul and come face to face to face with 'ol Jub Jub myself.
pim-ptarutaru
10-29-2011, 01:42 PM
i think it would be kinda cool to see lol
Leonlionheart
10-29-2011, 02:10 PM
After reading weaon, I just wanted to come into this thread and say I didn't read further
Vizardx
11-03-2011, 09:08 AM
Im currently having this Exact same problem, they should just make these nms 1 hr repop after besieged.
Not like they have any good drops that would affect the market..
Alhanelem
11-03-2011, 09:15 AM
Add BCNMs to fight the beastmen leaders in for the quest, and while we're at it, throw some cool new drops in.
Waddaya thinK? :p
Riggs
11-03-2011, 10:55 AM
i agree with op here but i have another question, i was considering killing these nm's just to have the title in the bag, how many people does it take these days to kill them?
Moink
11-04-2011, 03:53 AM
I never had the problem with getting the Kills on Quetz and they can be taken down fairly easy. Holding the adds on any of them can be done by 2 people and have the rest focus on the Boss.
Medusa is a joke though if she catches a player without shadows will still kill a player.
Gulool Ja Ja was never a problem and he never did Mijin
Gurfurlur was easy but took forever because of the amount of HP and Hundred Fist wasn't all that bad
Dracoth
11-19-2011, 08:29 AM
The problem isn't the fight itself. It's finding the mobs UP so that you can fight them in the first place. My LS has been camping Gurfurlur since Sunday night (12:30 EST). We've been camping the room the whole time. We're coming up on 120 hours in about 6 hours from now and we haven't left because getting here is just ridiculously insane. Sure, you can say, "You should have known better! If he's not up, it's not worth going in!" (as we feel like we should have done now), but it takes six people to even get close enough to see if he's up in the first place. Since we logged that night, we've had someone on continuously to look for kills and/or see if he pops, and he hasn't been up since Monday (9 am EST).
Is he really intended to be a 3-5 day spawn? Why? It's not like he's needed for anything other than his title. He doesn't drop anything that's particularly good. It's ruining interest in Mythics completely for us, and it's even making a few of us question whether we want to stay in the game. We'd appreciate any information about spawn times or relevant information regarding this that people, other players or community reps, can provide and would really appreciate the devs investigating this and making adjustments to it.
ScorpiusMaximus
11-20-2011, 06:27 AM
It's like i stated in a post, this game is fast becoming "Every man/woman for themselves"! Unfortunately no-one gives a crapolla what anyone else wants/needs. It blows i know, but that's the way it's heading. Time maybe to try out XIV again??
Dracoth
11-20-2011, 11:32 AM
To me, XIV was much worse. We ended up giving up after 120 hours of straight surveillance and no pops. Another group came in and we offered to team up and got met with silence. So we figured we were done with mythics, one player is now taking at least a one month break, and we're moving on.
Keyln
11-20-2011, 01:56 PM
It's like i stated in a post, this game is fast becoming "Every man/woman for themselves"! Unfortunately no-one gives a crapolla what anyone else wants/needs. It blows i know, but that's the way it's heading. Time maybe to try out XIV again??
What? You think it's better in XIV?
Ravenmore
11-20-2011, 11:02 PM
It's like i stated in a post, this game is fast becoming "Every man/woman for themselves"! Unfortunately no-one gives a crapolla what anyone else wants/needs. It blows i know, but that's the way it's heading. Time maybe to try out XIV again??
The game has always been that way. Now poeple don't have to be nice to LS full of people they rather see get LM-17 just to have a chance at getting what they need.
Camate
11-22-2011, 05:24 AM
Spawn timer reduction for Gulool Ja Ja, Gurfurlur the Menacing, and Medusa you say? In addition to these three baddies, we are actually looking into reducing the spawn time for all HNMs! The idea is to give you all more opportunities to fight these elusive, notorious enemies. However, please understand that by eliminating the “time cost” associated with them, it will result in other types of costs to arise (for example, having to obtain triggers from battlefields to spawn Fafnir/Behemoth/Adamantoise).
Phafi
11-22-2011, 05:38 AM
Spawn timer reduction for Gulool Ja Ja, Gurfurlur the Menacing, and Medusa you say? In addition to these three baddies, we are actually looking into reducing the spawn time for all HNMs! The idea is to give you all more opportunities to fight these elusive, notorious enemies. However, please understand that by eliminating the “time cost” associated with them, it will result in other types of costs to arise (for example, having to obtain triggers from battlefields to spawn Fafnir/Behemoth/Adamantoise).
If some anonymous player, were to send an anonymous Community Rep a weapon, could said Community Rep dispose of the person who came up with the Fafnir/Behemoth/Adamantoise issue?
IT SHOULD HAVE BEEN KS99 drops the pop item for Nidhogg/King Behemoth/Aspidochelone, while Fafnir/Behemoth/Adamantoise still spawn but can drop the pop item for Nidhogg/King Behemoth/Aspidochelone.
[EDIT] or, keep BB item same drop rate as it is now, and make the NQ drop the HQ spawn item at like a 50% rate, cause spending like 700~1k kindred seals for one king behemoth is silly. MAN OH MAN DID I ALWAYS WANT FOUR BEHEMOTH HIDES AND SEVEN THUNDERCLOUDS, I SHOULD HAVE TRADED THESE INTO HIGH KINDRED CRESTS AND GOTTEN COMET AND SOLD THAT!
SpankWustler
11-22-2011, 05:48 AM
If some anonymous player, were to send an anonymous Community Rep a weapon, could said Community Rep dispose of the person who came up with the Fafnir/Behemoth/Adamantoise issue?
I think an experience the Development Bros. could learn from would work better. Like giving them food with horrible laxative in it, and informing them of a 2% chance of being given medication every time they go to the bathroom to void their bowels and souls. Mix the cure into a Cup of Sweet Tea just to make sure they fully grasp the metaphor.
The system isn't really bad, there's progression and effort (albeit minimal) where there was formerly just being in the right place at the right time. Unfortunately, the drop rates for pop items are a complete nightmare.
Tamoa
11-22-2011, 05:58 AM
Spawn timer reduction for Gulool Ja Ja, Gurfurlur the Menacing, and Medusa you say? In addition to these three baddies, we are actually looking into reducing the spawn time for all HNMs! The idea is to give you all more opportunities to fight these elusive, notorious enemies. However, please understand that by eliminating the “time cost” associated with them, it will result in other types of costs to arise (for example, having to obtain triggers from battlefields to spawn Fafnir/Behemoth/Adamantoise).
Please for the love of Altana or any other deity, please please DO NOT make the remaining timed spawn hnms into force pop nms.... I beg of you, leave them as they are, please please pretty please!!! :( :( :(
Edit: to clarify, lower repop timer on Medusa/Gulool/Gurfurlur, that's fine. But leave the rest alone! :(
Please for the love of Altana or any other deity, please please DO NOT make the remaining timed spawn hnms into force pop nms.... I beg of you, leave them as they are, please please pretty please!!! :( :( :(
Or if they are force spawned can the pop item be from non BCNM type content? Forcing us to use seals for more and more things is quite lame. I think timed spawns are much preferable, especially considering that this content isn't really fought over anymore.
Also it takes some of the excitement out of the game.
I don't see why both can't exist. Force spawn for those that want - timed spawn for others.
I mean lets be realistic, this game doesn't need more time sinks.
Daniel_Hatcher
11-22-2011, 06:06 AM
Spawn timer reduction for Gulool Ja Ja, Gurfurlur the Menacing, and Medusa you say? In addition to these three baddies, we are actually looking into reducing the spawn time for all HNMs! The idea is to give you all more opportunities to fight these elusive, notorious enemies. However, please understand that by eliminating the “time cost” associated with them, it will result in other types of costs to arise (for example, having to obtain triggers from battlefields to spawn Fafnir/Behemoth/Adamantoise).
So then worse than it currently is?
The format used for the BB is disgusting.
It's what about 9 hours to get around 99 seals (With a chance of getting 4~5 different types) so by that logic it'd take longer than 24 hours just to get 99 seals to get an abysmal rate of the HQ pop item, than an even more abysmal rate of the actual item needed for the belt.
Just leave them as they are as the devs clearly haven't a clue anymore.
Manicora
11-22-2011, 06:27 AM
Farm a trig is fine, But do not make them ks99 type % that blows Just spend 6+ hours doing ks99 Wyrm and wound up getting 1 HQ trig and 0 BB items... Thanks SE for making 4 thfs look like 4 dnc....
Keep it Low, keep it clean, Dont suck like you have been
Leonlionheart
11-22-2011, 06:38 AM
Spawn timer reduction for Gulool Ja Ja, Gurfurlur the Menacing, and Medusa you say? In addition to these three baddies, we are actually looking into reducing the spawn time for all HNMs! The idea is to give you all more opportunities to fight these elusive, notorious enemies. However, please understand that by eliminating the “time cost” associated with them, it will result in other types of costs to arise (for example, having to obtain triggers from battlefields to spawn Fafnir/Behemoth/Adamantoise).
Leaving them as timed spawns is fine. However be honest with yourselves, anything over an hour respawn is silly at this point. Hauteclair was probably the most sought after item from Aht Urghan HNMs and it's utterly useless now (has been since VNM honestly).
Two hours, tops.
Mirage
11-22-2011, 06:47 AM
Hi camate and co.
In my opinion, just leave it at reducing the spawn timers. You don't have to make them forced pops or anything. Remember that most of these NMs actually drop items that are generally weaker than what you can easily get in abyssea. There isn't really any danger of things becoming unbalanced if you just reduce spawn timers and leave it at that.
Dreamin
11-22-2011, 06:58 AM
Please get rid of the pure lottery and 22+ hr respawn on ALL lower 'NMs' (especially all the ones associated with the early magian trial - they're absolutely nothing but time sync, there's no challenge in them except whether you just happened to be online when they pop). There's absolutely no reason why any of those are not 1-2 hr repop at all since none really drop anything that anyone can want.
Leave the HNMs the way they are but perhaps add an additional ??? that can be force popped with an item or KI that has a rare (say 2-3% drop rate) from surrounding mobs of those HNMs. [I would suggested of the same family but some dont have too many 'family members' nearby so that wouldn't be a good idea unless the item/KI drop rate is higher for those].
Zaknafein
11-22-2011, 07:16 AM
Spawn timer reduction for Gulool Ja Ja, Gurfurlur the Menacing, and Medusa you say? In addition to these three baddies, we are actually looking into reducing the spawn time for all HNMs! The idea is to give you all more opportunities to fight these elusive, notorious enemies. However, please understand that by eliminating the “time cost” associated with them, it will result in other types of costs to arise (for example, having to obtain triggers from battlefields to spawn Fafnir/Behemoth/Adamantoise).
If DI, and SW are changed to a forced pop that would be a real shame. Tiamat I understand. Gaiters still sell at crack prices. DI, and SW drops have been outdated then crashed. Sure you can make some gil if you camp the hell out of them, but more efficient methods exist for making $$$ nowadays.
Changing DI/SW to trig spawned pops will just take away one of the last fun things to do. At least taking a morning or afternoon to camp one of these guys provides a break from the monotony of the game nowadays. If they mess with that it would be very uncool imo.
Arbole
11-22-2011, 07:20 AM
I think it'd be a positive for everyone if they reduced the respawn timer for Tiamat. Make it forced spawn, whatever. Hopefully, it means more affordable herald gaiters that aren't still monopolized by a few surviving HNM shells.
Fredjan
11-22-2011, 07:50 AM
Hi camate and co.
In my opinion, just leave it at reducing the spawn timers. You don't have to make them forced pops or anything. Remember that most of these NMs actually drop items that are generally weaker than what you can easily get in abyssea. There isn't really any danger of things becoming unbalanced if you just reduce spawn timers and leave it at that.
This.
For ToAU beastmen leaders, they drop nothing of value. Anyone kills them for one reason only: the title. Nobody's killing them for any other reason. If they use the same logic they used for Black Belt (which made it harder to get), they'd only make it harder to get those titles, not easier. Nevermind the fact that's the easiest part of the mythic quest... /shrug. I don't see how lower respawn timer for stuff like that isn't enough. For some HNM (such as CoP Wyrms), sure, I understand, but for some others that are only killed once, there's really no point whatsoever in making it more difficult to obtain a title.
Phafi
11-22-2011, 07:59 AM
If DI, and SW are changed to a forced pop that would be a real shame. Tiamat I understand. Gaiters still sell at crack prices. DI, and SW drops have been outdated then crashed. Sure you can make some gil if you camp the hell out of them, but more efficient methods exist for making $$$ nowadays.
Changing DI/SW to trig spawned pops will just take away one of the last fun things to do. At least taking a morning or afternoon to camp one of these guys provides a break from the monotony of the game nowadays. If they mess with that it would be very uncool imo.
i don't know, i can go find and kill ixion for an hour of work a day and walk away with 2mil
uptempo
11-22-2011, 08:58 AM
I hope at 99 you're adding some new hnms to replace all the old ones the game is boring now, there is going to be events for everyone what about the people who liked world spawns give us some new ones.
Atomic_Skull
11-22-2011, 08:58 AM
I don't see what the problem with the new kings system is. I finally have something worthwhile to use all those KS on and have been selling the pops for 2-3m gil each.
Dracoth
11-22-2011, 08:58 AM
For ToAU beastmen leaders, they drop nothing of value. Anyone kills them for one reason only: the title. Nobody's killing them for any other reason. If they use the same logic they used for Black Belt (which made it harder to get), they'd only make it harder to get those titles, not easier. Nevermind the fact that's the easiest part of the mythic quest... /shrug. I don't see how lower respawn timer for stuff like that isn't enough. For some HNM (such as CoP Wyrms), sure, I understand, but for some others that are only killed once, there's really no point whatsoever in making it more difficult to obtain a title.
Again, this.
Spending ONE WEEK of real life time and not even seeing the pop does not constitute a challenge. It even drove one player to the point, as I mentioned, that he's not even sure if he wants to play any more. ("This is the EASY part? I'm done!") Sure, it's a knee jerk reaction, but it's ridiculous to spend that much time constantly logged in and have NOTHING to show for it. Especially since getting to Gurfurlur is a pita and requires 6 people to begin with.
I would be ok with having these three, even, be pop items for reasons mentioned above (they drop absolutely nothing of value). I'm not bothered with the other HNM, as I haven't seen them go THIS long without popping (the few times I've cared to follow what they're doing). Nor to as many of them require such a time requirement to get to.
We would also be interested in knowing how long the time for these HNMs really is. Given that we sat there for 120 hours (with another 10-12 logged out before we got back on the next morning) and not seeing Gurfurlur at all was beyond aggravating. That's a window that's longer than 5 days.
Concerned4FFxi
11-22-2011, 10:34 AM
Tiamat, is a joke and always has been. You don't need a shell to kill him. My pld friend could hold him at 75 with his mdt/fire resist gear if he can get him to fly. Now at 95 with an ochain he can hold him all day solo till a few people come to help kill the adds and deal damage to him when he flies.
I hate magian trials but making empyrean more of a joke then they already are is a dam shame. Yes, i think time sink for an empyrean is important, it slows down lazy people and makes it a slight dedication to get.
As for the 3 TOAU kings, I think a 12 hour respawn is fine, but no more 3-5 day stuff. And heavens no ksnm 99 just to get a mythic weapon title please. Also, to add new drops to the 3 kings of TOAU to justify making them a ksnm 99 is a bad idea because they really should be for the titrles and not for drops at this point, add any new stuff to new world spawning HNM please, thank you.
I don't camp alot of HNM but have camped enough to know I don't like it, but I still think there should be one or two 24+ hour spawns with rare/ex gear just to have around for the mystic of it and for people to look forward to killing one day. Even though I hate camping HNM, the thrill of claiming the sob when it pops makes it all worth it. Having everything within you grasp makes for dull gameplay, that's why I loved AV (at 75 cap), because he was such a pain to kill and I like that not everything was easy to get or common. Some HNM should be a pain to get access to and another AV should be introduced most ff games have at least one seriously retarded HNM in the game and I like that too.
Juilan
11-22-2011, 11:55 AM
Spawn timer reduction for Gulool Ja Ja, Gurfurlur the Menacing, and Medusa you say? In addition to these three baddies, we are actually looking into reducing the spawn time for all HNMs! The idea is to give you all more opportunities to fight these elusive, notorious enemies. However, please understand that by eliminating the “time cost” associated with them, it will result in other types of costs to arise (for example, having to obtain triggers from battlefields to spawn Fafnir/Behemoth/Adamantoise).
Are they making more HNMs force pop????????
WINDOW SEAT HIM NOW, I DONT CARE IF HE IS THE PRESIDENT OF THE COMPANY NO ONE SHOULD LISTEN TO HIM EVER AGAIN
The force pop to Zilart Kings was an okay idea BUT MAKE THEM POP TOO, THEY KILLED THAT CONTENT BY MAKING THEM KS99 POPS
(can you see what im getting at?
SpankWustler
11-22-2011, 12:30 PM
For ToAU beastmen leaders, they drop nothing of value. Anyone kills them for one reason only: the title. Nobody's killing them for any other reason. If they use the same logic they used for Black Belt (which made it harder to get), they'd only make it harder to get those titles, not easier.
As I read this paragraph, I feel like a fellow at the end of a science fiction movie who is discovering that the dreadful planet covered in giant spiders made out of fire is actually Earth. Making the titles harder to obtain would be horrible and makes no sense, and yet, that's exactly why I expect it to be part of their plans.
I can see the update now:
"Shadows of the Mind now has (5%) chance of producing a Suite of Lizardly Lounge-Wear.
A freshly pressed Suite of Lizardly Lounge-Wear is used to spawn Gulool Ja Ja, who now has a (5%) chance to provide a title and a (5%) chance to drop a Terrible-Looking Tyrannic Tankini.
Assuming you can resist wearing it yourself, the Terrible-Looking Tyrannic Tankini is used to spawn Gulool Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja who is identical to Gulool Ja Ja in every way except the title can be obtained 100% of the time by everyone in the alliance that defeats Gulool Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja Ja."
Michae
11-22-2011, 12:54 PM
XIV has gotten/is getting alot better. I almost exclusively play xiv now over xi. All xi is anymore is nm spams, endgame content is virtually dead with vw being a big let down and every else being nerfed the game is now just a repetitive ki hunt/nm kill/ki hunt/nm kill/ki hunt/nm kill -snore-
I still feel they are gimping this game, making the good gear easy to get and removing lvl caps to rush ppl thru the game. Ive already canceled my second account due to boredom as have many ppl i used to know in xi that played and the new ppls that I currently play xiv with. xiv isnt perfect yet but its getting there and most (not all) the neigh sayers have either not played at all or have not played recently. There isnt alot of content but its growing. FFXI needs the influx of a new dev team like xiv got cause the current devs are doing a horrid job (unless they are supposed to be running the game into the ground, then they are doing a fantastic job)
---this was a reply to Scorpiusmaximus but the quote didnt appear with it---
Xellith
11-22-2011, 01:22 PM
I dont see why every single benifit we ask for seems to REQUIRE some kind of detrimental effect to "balance" it out. We wanted stuff like the HNM thing changed originally to GIVE balance. Since the dev team mostly doesnt know what real balance is. Walk of echos? Voidwatch? Broken systems. Current king popping? Broken. The old system was better and that was a pile of crap.
Greatguardian
11-22-2011, 01:49 PM
My real concern:
Why do the Devs still care about the time sink associated with 5+ year old content?
Following this logic, the Devs should increase the Ancient Currency cost of upgrading AF/Relic to +1 if they decide to lower the time Sagheera requires to upgrade each piece.
I realize they haven't introduced the big baddies for 99 yet, but that doesn't mean anyone still cares about time sinks in the big baddies from 75. Those who cared maxed themselves out years ago. They sunk their time. If they want to make content more accessible, make it more accessible. There's nothing wrong with just making them spawn more often or adding force pops in addition to the world spawns. I promise the economy won't crumble if there's a sudden infusion of Hauteclaires and Cerberus Hides into the world.
SpankWustler
11-22-2011, 03:16 PM
Why do the Devs still care about the time sink associated with 5+ year old content?
Bouts of temporary but intense insanity.
The Development Bros often wake up naked, crude tribal designs scrawled on their bodies in Sharpie and White-Out, clutching spoils looted from the offices of the FFXIV development team, and having decided not even half-decade old content can become faster to complete.
Not now, not ever. Not even after they manage to scrub the really stubborn "Mark of the People of the Second Floor Office who Work on the Game that is the Eleventh of the Final Fantasies" off of their bare chests. Which will be a while, because they broke open the copier and used toner to draw that one.
At least, that's all I can come up with. I could understand if they didn't want to modify something that they worked on to make it easier, but making something occur more often or within more player control doesn't change the content at all. The only change would be how often people experience the content and the quantity of now near-pointless drops obtained.
Arcon
11-22-2011, 05:17 PM
[..] However, please understand that by eliminating the “time cost” associated with them, it will result in other types of costs to arise (for example, having to obtain triggers from battlefields to spawn Fafnir/Behemoth/Adamantoise).
I'm beginning to think the "development team" consists of a guy standing up on his spinning chair, staring at the ceiling and going "bawww" to his cat (who does the actual coding).
Runespider
11-22-2011, 06:16 PM
Make them all 1 hour repops or some force pop not involving seals (no more ks99 please, was fine for BB items but not these), Tiamat, Cerberus, Khim, Dark Ixion, Sandworm etc. There is no reason for the long spawns anymore, these NMs used to be difficult but they are a joke now, let people spam em and have fun. Long respawns on such pitiful NM is silly.
If they make SW and DI 1hr repops, I can already imagine there being multiple versions of them up across several zones due to spaghetti code. Could be fun.
As for the others, I don't want Tiamat to be a forced pop or 1hr respawn until I've made a small (or large, I'm not fussy) fortune off my gaiters! Khim and Cerb have been useless for a long time, and the synth mats from both are near worthless now as well.
As I recall Gulool Ja Ja, Gurfurlur the Menacing, and Medusa, don't really drop anything worthwhile at all its more for that quest then anything else.
Yeah, those should definitely get their spawn conditions altered drastically.
Other HNM could do with an adjustment as well, but I don't think it would be beneficial to have 1hr repops on everything. Tiamat can be pretty annoying if you're not paying attention to where you're going (on the way to Boneyard Gully/farming random crap for synthing), and you end up drawn-in and pounded on before you even notice her flapping around.
If they make all HNM forced spawns, I would imagine them going the KCNM route or something similar, which would be almost as frustrating as the ground king changes, although there aren't any HQ's to pop (unless you count Lanstarr's Cereberus,) which would be one frustration less to that system.
Pawkeshup
11-23-2011, 10:54 AM
Seriously, this insane time sink of seal collection needs to end. It's retarded. Look, guys, lower the spawn times and that's IT. Leave it at that.
Tamoa
11-23-2011, 05:33 PM
1. Lower spawn times on Medusa/Gulool/Gurfurlur. They don't drop anything of any value and the only reason people kill them is for the titles. Getting a mythic weapon is already enough of a pain in the backside, why make it even worse??
2. I'd say there is no need to lower spawn time on Tiamat. However, you could shorten the actual window, that would be a LOT better.
3. Khimaira/Cerberus/Hydra? Leave them as they are. Nobody camps them, the only reason they are killed every now and again is boredom, or people wanting to see if they can solo on various jobs. Their drops are useless and worthless now.
4. SW and DI? Please leave them as they are aswell. I see absolutely no reason to change their spawn times or make them force pop.
5. Jorm? Vrtra? See above.
So much has changed in this game already, removing (as in making them force pop) the last few "old" hnms would be (another) step in the wrong direction in my opinion.
for example, having to obtain triggers from battlefields to spawn Fafnir/Behemoth/Adamantoise
I'm assuming the rationale for putting the pops of mobs that can be easily solo'd into costly ksnms that typically can't be solo'd was "but they're 24hr nms!". Thanks guys.
Stupid turtle.
Runespider
11-23-2011, 08:12 PM
They are so gonna make these force pop and make the item a low drop rate from ENM, hopefully they at least make them AH sellable.
Keeps the drops "somewhat" rare and makes people do ENM, added timesinks and make more people do the HNM fights themselves. Will put a lot more of the drops in circulation at least, less for the individual groups that still bother with them now but more all around.
If nothing else this quells the idea of more HNM at 99, not gonna happen..in this game or their other MMO. Thing of the past, best you are gonna get if you like that old stuff is higher tier VW (hard fights). This won't make the HNM people happy ofc because the only thing they really liked about the HNM era was lording rare drops they could almost guarantee getting due to botting, VW doesn't offer this so they don't like that as much.
Babekeke
11-24-2011, 06:59 AM
If they make SW and DI 1hr repops, I can already imagine there being multiple versions of them up across several zones due to spaghetti code. Could be fun.
As for the others, I don't want Tiamat to be a forced pop or 1hr respawn until I've made a small (or large, I'm not fussy) fortune off my gaiters! Khim and Cerb have been useless for a long time, and the synth mats from both are near worthless now as well.
Better sell them quick! Everyone holding onto a pair that was thinking of selling them 'one day after I've had some fun with them' is going to foresee a rapid drop in price if Timmy goes to a shorter respawn, so everyone will be trying to get rid while the price is still high.
I was thinking about selling them the other day, but I came to the conclusion that I like them too much, regardless of price. I hate running somewhere without movement speed, and the only job I don't have 12%+ for is BST, which I don't play anyway, and even then, I'm only missing the 35 for Skadi Feet :D
LeaderofAtlantis
11-27-2011, 03:45 AM
I've always wondered why main leaders for the Zilart Beastmen were never created. With what we've seen recently, I was thinking the armor Hahava wears looks like he ripped apart the body of a giant Antican to make it. Maybe that could be the look of the leader - a giant, 4-armed antican. We've seen alternate looks for Tonberries but even a giant Tonberry with a crown might be cool to throw into the Den and the Sahagin.. well no idea there.
Greatguardian
11-27-2011, 04:40 AM
http://wiki.ffxiclopedia.org/wiki/Za%27Dha_Adamantking
http://wiki.ffxiclopedia.org/wiki/Tzee_Xicu_the_Manifest
http://wiki.ffxiclopedia.org/wiki/Overlord_Bakgodek
...?
Juilan
12-03-2011, 12:58 PM
http://wiki.ffxiclopedia.org/wiki/Za%27Dha_Adamantking
http://wiki.ffxiclopedia.org/wiki/Tzee_Xicu_the_Manifest
http://wiki.ffxiclopedia.org/wiki/Overlord_Bakgodek
...?
Uninstall zilart, you'll still get to those zones. On the other hand you will get bounced back if you try to goto Alept Kazam or Zi'tah. He's talking about ants fish and tonberries... I wouldn't mind seeing a goblin king myself.
SpankWustler
12-03-2011, 04:58 PM
I wouldn't mind seeing a goblin king myself.
http://s3.amazonaws.com/bzzagent-bzzscapes-prod/jareth-the-goblin-king-lrg.png
seallux
07-23-2012, 07:30 PM
think were all missing the point of this thread for the people willing to dish out 600 million gil how is this fair for us to wait 3-5 whole days for "Chance" for the Treasure of Aht urhgan King to pop or at all this seems a little unfair and unjust so please make it Force spawn or anything seriously willing spend 100 million gil if i have to get this stupid title.
Mikhalia
07-24-2012, 12:22 AM
I just want to add on: Please, for the love of God, fix Nid/Faf/Aspi/Ada/Behe/KB. 99 Kindred's Seals for a CHANCE to get an item, three times, is ridiculous.
The egg/beard/tounge need to be increased to 100% drop and/or KS99 needs to be KS30 instead, or can be popped with Kindred Crests instead (without the 3:1 trade; that's 297 Kindred Crests for one fight)
Please fix the Black Belt items, and please don't take the ToAU NMs and break them too.
seallux
07-24-2012, 07:06 AM
I just want to add on: Please, for the love of God, fix Nid/Faf/Aspi/Ada/Behe/KB. 99 Kindred's Seals for a CHANCE to get an item, three times, is ridiculous.
The egg/beard/tounge need to be increased to 100% drop and/or KS99 needs to be KS30 instead, or can be popped with Kindred Crests instead (without the 3:1 trade; that's 297 Kindred Crests for one fight)
Please fix the Black Belt items, and please don't take the ToAU NMs and break them too.
Are you insane Those Timers are ridiculous ToAU NMs need to be Force spawn And this isn't Kings Post Its ToAU Thread read the title If haven't Noticed or done Research which seems highly suggested consider what you said the Timers are based on possible chance of it being Spawned In 3-5 days if doesn't spawn you have to figure out how to make it spawn And Btw there are no clues! also if haven't tried these i'm pretty damn sure you haven't since your concern is with BB If by some of chance you get Lucky and its there you have get your group of friends to come help you get access to ToAU King before Besiege Happens or Else the NM Disappears , oh btw killing them in besiege doesn't grant you the title if your one of those noobs in those servers, you have to prevent them from dying in besiege if your lucky enough to see 1 inside those fights. so yeah a looot fucking effort on the off chance that's there. that's issue so cry about your BB item somewhere else don't got the gil then go play different job
Tsukino_Kaji
07-24-2012, 07:59 AM
What's the differnce between this and the other thread with the exact same name. Other then the age, number of responces and actualy dev posting?
Sayomi
07-24-2012, 08:43 PM
GULOOLJAJA! ARE WE DOING JA JA?!
Maruraba
11-05-2012, 11:50 AM
Okay, I hate to beat a dead horse as well, but I want to join in on this complaint:
I'm trying to get my friends and myself through this part of the first stage and finding these guys is proving difficult. Nothing else in this whole quest line is so ridiculously luck-based. So fine, I say either just have them pop every two hours when Besieged gets over Level 5, or make it a pop one can get from a BC drop. Make it something that drops from ISNM on occasion (and I mean reasonably often), something we can bazaar, and it'll make people more likely to spend time in the Aht Urhgan areas and give those of us that need it a shot at these monsters.
This is definitely going to be a problem when the new Salvage areas come out. The surplus of Alexandrite is going to have a lot of people wanting Mythic weapons and that's going to mean hard times for everyone.
Bonus idea: If the Beastmen Leaders are defeated in Besieged, have them show up back in their lairs shortly thereafter, but have them in a slightly weakened state, like 75% life, or with fewer helpers or something. That would likewise encourage and reward players for defending Al Zahbi.
Kristal
11-06-2012, 01:22 AM
Bonus idea: If the Beastmen Leaders are defeated in Besieged, have them show up back in their lairs shortly thereafter, but have them in a slightly weakened state, like 75% life, or with fewer helpers or something. That would likewise encourage and reward players for defending Al Zahbi.
Award a temporary key item if you are on the relevant part of the mythic quest and participate in a besieged where said NM is present and defeated. That key item can then be used to spawn the boss without loot, while still awarding the title on defeat.
MarkovChain
11-06-2012, 02:29 AM
I'm trying to get my friends and myself through this part of the first stage and finding these guys is proving difficult. .
You can wide scan medusa at ilrusi stag point and gurfurlur on the first map (where mob con EP) of halvung (at a drop from the true sight zone to the normal zone). Also in mamook it's not hard to check it either.
Hashmalum
11-06-2012, 03:08 AM
Ok. So, I think there might be a workaround to this problem. The beastmen leaders don't spawn if they were killed in Besieged, yes? Well, what if we keep them from showing up to Besieged to begin with? You know those messages we get telling us to intercept the beastman armies in Bhaflau/Wajaom that we take to mean that we should start waiting in Al Zahbi for Besieged to start in 15-45 minutes? Well, nearly the entire contingent of Besieged monsters can be found slowly advancing across the map during that time, and can be attacked by players. If you go out and pull the beastman leader away from his troops and hold him until Besieged is over, then presumably he ought to spawn in his fortress. Has anyone tried this?
Monchat
11-06-2012, 04:34 AM
I don't know where exactly they pop. For example the Lamias do not take the boat at nashmau lol... I know for a fact the that moment besieged announces " the lamias are advancing to aht urghan", medusa depops from its throne room . Im not even sure it actually pops outside of WG.
Hashmalum
11-06-2012, 08:06 AM
I don't know where exactly they pop. For example the Lamias do not take the boat at nashmau lol... I know for a fact the that moment besieged announces " the lamias are advancing to aht urghan", medusa depops from its throne room . Im not even sure it actually pops outside of WG.All you need to do is check FFXIclopedia's "Besieged" entry. (http://wiki.ffxiclopedia.org/wiki/Besieged) It will tell you:
-The Mamool Ja Savages take about 20-35 minutes to arrive and go through east Wajaom Woodlands starting from Mamook (E-12 or E/F-13).
-The Troll Mercenaries take 23-35 minutes to arrive and go through the Wajaom Woodlands starting from Halvung.
-The Undead Swarm takes about 15-20 minutes to arrive and go through the Bhaflau Thickets starting from the Alzadaal Undersea Ruins.
-There are two advancing armies for the undead swarm that start at slightly different points and noticebly split at H-7; presumably, the western army is from Dvucca Isle and the eastern army is from Azouph.
Likewise, the "Enemies in Besieged" entry (http://wiki.ffxiclopedia.org/wiki/Besieged/Enemies_in_Besieged) will tell you which monsters are seen during the advance and which are not. The enemy leaders fall into the former category. You could have found all this out in about as much time as it took you to make your "I don't know" post.
Babekeke
11-07-2012, 05:03 AM
The solution is much simpler. Kill it in it's stronghold, then it doesn't show in besieged. Yes, this means camping it fairly regularly to make sure that besieged doesn't start just after it pops, or at the very least, when you see besieged building up, go out to see if the NM is up then. As long as the NM doesn't spawn during the build up, you're safe until that stronghold's next besieged.
Mirage
11-07-2012, 08:05 AM
Camping - The FFXI way.
Babekeke
11-08-2012, 03:24 AM
Yeah this whole thread could have just as easily been "it's not fair because I'm trying to make a mythic and other people keep killing the NMs!"
TecanFenrir
12-23-2012, 03:43 AM
Yeah this whole thread could have just as easily been "it's not fair because I'm trying to make a mythic and other people keep killing the NMs!"
I think this goes beyond people whining about people killing their NMs. The pop system for these 3 kings is completely broken. I've been standing at Gulool Ja Ja's throne for 7 days with no pop. There have been 3 Mamook Besieged during that time and he has not appeared at any of them. This isn't an example of people killing him in Besieged, this is an example of a bugged NM. Some people have stated that GMs have alluded to a "secret pop condition" but who knows what that means exactly. Mythic weapons are hard enough to make as it is and the fact that an NM which drops nothing of value other than a title for a quest that most people will probably never finish takes this long to spawn is ridiculous. ToAU kings should be 24 hours max. Having to spend a week staring at the wall with no progress to show for it is disgusting.
Alhanelem
12-23-2012, 04:04 PM
Do people get the title/credit if these mobs are intercepted en-route before they reach the city?
oh, and
ToAU kings should be 24 hours max. Having to spend a week staring at the wall with no progress to show for it is disgusting. totally agree
Damane
12-24-2012, 03:33 AM
Do people get the title/credit if these mobs are intercepted en-route before they reach the city?
oh, and
totally agree
no you dont, you need to fight them in their throne room
and I agree the that repop timers of them are retarded, especially that when they are defated on a Besiege run, their repop timer restarts from 0 again... this is just bogus, especially now that people need Imp gold coins for salvage +1 gear I dont see them ever poping up in their throne room
Toadie-Odie
12-24-2012, 01:31 PM
If they go the route of pop items for these NMs and made those pop items not stupid rare to get I would be happy.
TecanFenrir
12-24-2012, 06:22 PM
Finally saw Ja Ja pop after 7 days of camping. I don't even know when the timer started, it was just 7 days since i started renting space in his throne room. Now that I've actually begun the mythic quest it's quite annoying that I need all the assaults completed again as well as nyzul points. If SE doesn't want to change the assault entry requirement of 3 people thats fine but I think it would be amazing if nyzul and assault required different tags for entry. This way it would be possible to accomplish both at the same time while keeping nyzul gear more challenging to obtain. There is nothing to gain really from assault any longer other than the clears.
Asymptotic
12-26-2012, 05:56 AM
There is nothing to gain really from assault any longer other than the clears.
Can't do Salvage without AP!
Nashreen
02-17-2013, 08:44 PM
Hello,
Like many I've been unable to obtain an interview with either lord Gulool Ja Ja, king Gurfurlur, let alone lady Medusa, despite personally waiting in the room for several days. My friends have camped them for roughly 4-5 days non stop each, with no luck. According to another friend's report, their last pops were 7 days 15 hours after kill for Ja Ja, and over 7 days for Medusa. Jaja doesn't even seem to mind that my Galka friend sat trouserless on his throne!
I have made a detailed post about my findings in another part of the forum, which I'd like to summarize here.
- In the past ~2 years, since the Besieged update, the three beastmen kings have been very hard to encounter, and many find them to be potentially broken, especially Gulool Ja Ja. Obviously, now that a sheer number of people attempt to upgrade a mythic, it's only normal they're killed more often, but is it normal they need over 7 days to repop? It seems they're not purely time spawned.
* At lv8, Mamool Ja sieges are slightly more frequent than others, Undead being the rarest. Perhaps Besieged affects negatively the throne repop, even if the king isn't actually in the Besieged.
* Gulool Ja Ja especially is weak and gets killed every time he shows in Besieged, or so it seems. This probably has an impact on him being the hardest to get in his zone.
- After a king is killed in their zone, from reports I've seen it takes at least 48 hours for them to repop, at most 2 weeks or so. Assuming it's not broken, it means there's a weird condition there that causes these very variable respawn timings.
A friend has heard "Repop is 72h, but when a Besieged (of the same tribe) occurs, the respawn is reset to 0". This would explain a lot, but then it would mean kings would literally almost never be up, since we almost never have 60+ hours waits between sieges, usually it's 26 to 60 from my experience, with Undead only being over 50 hours wait, and Trolls/Mamools being usually 30 to 40 hours. (This info was collected based on the JP site "Besieged Information Report" which lists all past sieges times).
- After showing up in Besieged, the kings will repop in their zone one hour after Besieged ends. This seems verified by most people. The kings can only spawn in Besieged if they're already up in their respective zones.
Not sure what the repop is if killed during Besieged, it seems to be very long, potentially the same as a throne room kill.
- After a maintenance, the pop time is different OR conditions are different. I'm assuming it's shorter like other HNMs.
In 2011/08 there was a rep comment saying they would consider changing all repop times of all HNMs including these, and/or possibly making them trigger NMs like Fafnir etc.
Personally, I'd rather see them just repair the bug (if buggy) or shorten the waiting time.
OR, would it be possible to at least know the exact popping conditions?
Proposed fix:
- Remove the secondary condition of all Aht Urhgan beastmen kings (whatever it is) and make them a simple max 24h repop.
* If they're killed in Besieged, make it 3h or so. A lot of people enjoy killing them in Besieged. Their fun shouldn't be spoiled, nor should it hinder Mythic candidates from progressing in the quest.
* If their pop time is shortened, I think it's OK to make them stronger too. For Gurfurlur you need 6 people to open his door anyway... It could be a fight balanced for 6 lv99.
A lot more people are going for Mythics nowadays, and the Beast king step, which comes early in the quest line, prevents you from doing other time-consuming parts of the quests, such as "clearing all assaults again". If only the quests could be done in any order, maybe it's wouldn't be such a problem, but it is.
Of course, it's important that the Mythic quest stays difficult, but I think it's already difficult enough as is with the alex and znms, and surely when it was conceived, nobody was intentionally throwing in several weeks of HNM camping with uncertain spawning patterns. Or were they? (´Д`;)
It seems so aberrant to anyone camping, that most people think those NMs are broken and post a report (see below). Sure enough, that can't be the intended way this quest was supposed to go. Not to mention it's unbalanced compared to Empy, Relics.
Please help and fix this, SE! ヽ(;´д`)ノ
At least a little!
Or give us the pop conditions! Pretty please with a cherry on top?
Reference threads:
Rep comment (JP):
http://forum.square-enix.com/ffxi/threads/12296-?p=163552&viewfull=1#post163552
English
http://forum.square-enix.com/ffxi/threads/4263
http://forum.square-enix.com/ffxi/threads/16309 (Rep comment (http://forum.square-enix.com/ffxi/threads/16309-Aht-Urhgan-Beastmen-Leaders-Beseiged-mythic-weapon-quest-problem?p=229261#post229261), though it's the same as the JP comment above)
http://forum.square-enix.com/ffxi/threads/17121
http://forum.square-enix.com/ffxi/threads/20797
http://forum.square-enix.com/ffxi/threads/22546p=304634#post304634
http://forum.square-enix.com/ffxi/threads/23278
http://forum.square-enix.com/ffxi/threads/26676
http://forum.square-enix.com/ffxi/threads/26862
http://forum.square-enix.com/ffxi/threads/29345
http://forum.square-enix.com/ffxi/threads/29405
http://forum.square-enix.com/ffxi/threads/29830
http://forum.square-enix.com/ffxi/threads/29954
http://forum.square-enix.com/ffxi/threads/29971
http://forum.square-enix.com/ffxi/threads/30316?p=400609#post400609
http://forum.square-enix.com/ffxi/threads/30369
German
http://forum.square-enix.com/ffxi/threads/29902[/QUOTE]
JP
http://forum.square-enix.com/ffxi/threads/12296
http://forum.square-enix.com/ffxi/threads/29210?p=388694#post388694
http://forum.square-enix.com/ffxi/threads/29333
Cabalabob
02-18-2013, 12:31 AM
They should make the bosses pop as they would have normally even after a besieged but the next one to pop if it is defeated in besieged should be weaker, as if it was injured (not have access to it's 2hr or something), this would make it being killed in besieged a good thing and actually help people going after mythics rather than hinder them.
Scuro
02-18-2013, 04:45 AM
Or a quick and easy fix to this problem, is not link the NM's to something as stupid as Beseiged so then they become unavailable, instead, perhaps weaken them or w/e, so if they are not defeated in Beseiged, they are 100%, but if they are defeated they lose a fraction of their strength. This way it gives a point to whipping their ass, and doesn't hinder everybody else. Come on S.E, this is shit that is an easy patch...
Posted this before reading the above post, but yes exactly as he said lol.
Zarchery
02-18-2013, 07:07 AM
Yikes. That sounds bad. I would say leave the NMs in Besieged so guys like me (I try to hit every Besieged if I can) can have our fun, but bring down the respawn time on the NMs in their natural habitat.
Part of me says that it's time for level 9 and 10 (maybe even higher) Besieged, because even a level 8 fight is a piece of cake. But part of me remembers how Besieged went in the last days of Gilgamesh, when attendance was generally low, and the AC would be frequently lost in level 3 or 4 fights. This tends to cripple Al Zahbi and make getting around Aht Urhgan a lot tougher.
Arcon
02-18-2013, 07:34 AM
The problem is not them appearing in Besieged, but them being defeated in Besieged meaning they also disappear from their regular camp. These two should barely be connected at all. Maybe only disappear during Besieged itself, but otherwise remain there.
Zarchery
02-18-2013, 10:00 PM
Lotta good solutions to this problem. The whole problem is caused by the level cap increase. Back in the 75 cap days, killing the Beastman leaders was almost unheard of. I remember you'd get dozens and dozens of people chipping away at one of them but never getting the guy below 95%. The only time I ever saw Gulool Ja Ja defeated during the 75 cap days was during a fight with 700 people in the zone. Nowadays with a level 99 cap and more common relic and empyrean weapons, the Beastmen leaders only seem to survive if the rest of the army retreats before the players get a chance to kill him or her.
So definitely either make the Beastman leaders stronger in Besieged, or decouple their Besieged death from their spawn at their home, or shorten their respawn to 1 hour, or make them force spawn, or whatever. But definitely not the status quo.
Kincard
02-18-2013, 10:07 PM
It's funny to think that back in the 75 days if you wanted to be an agent of chaos you'd run into a troll besieged and nuke Garfurlur with huge nukes as often as possible to make him regain a bunch of HP and anger a bunch of people that very likely would never have killed him.
Nowadays I've seen entire linkshells try to do it just to make sure he doesn't die.
oliveira
02-18-2013, 10:36 PM
It's funny to think that back in the 75 days if you wanted to be an agent of chaos you'd run into a troll besieged and nuke Garfurlur with huge nukes as often as possible to make him regain a bunch of HP and anger a bunch of people that very likely would never have killed him.
Nowadays I've seen entire linkshells try to do it just to make sure he doesn't die.
Well, they're trying to make sure it will be up later for them to fight at Halvung. Working as intended, I suppose....
Not that I agree with the way that part of the game is set up but we have to adapt to whatever is thrown at us, no ? Fair game in a sense ... lol
MarkovChain
02-19-2013, 04:19 AM
Lotta good solutions to this problem. The whole problem is caused by the level cap increase. Back in the 75 cap days, killing the Beastman leaders was almost unheard of. I remember you'd get dozens and dozens of people chipping away at one of them but never getting the guy below 95%. The only time I ever saw Gulool Ja Ja defeated during the 75 cap days was during a fight with 700 people in the zone. Nowadays with a level 99 cap and more common relic and empyrean weapons, the Beastmen leaders only seem to survive if the rest of the army retreats before the players get a chance to kill him or her.
So definitely either make the Beastman leaders stronger in Besieged, or decouple their Besieged death from their spawn at their home, or shorten their respawn to 1 hour, or make them force spawn, or whatever. But definitely not the status quo.
You're probably talking about NA community ? I remember the VU they were introduced ; I was looking for the KI to get to the astral candy BCNM and checked many JPs with the title on them. This was well before mythic were introduced.
Finality
01-03-2014, 04:40 AM
Spawn timer reduction for Gulool Ja Ja, Gurfurlur the Menacing, and Medusa you say? In addition to these three baddies, we are actually looking into reducing the spawn time for all HNMs! The idea is to give you all more opportunities to fight these elusive, notorious enemies.
More than 2 years later. It's impossible to see these NMs now, especially on siren. They keep getting killed in besieged. I've been standing around in the strongholds, waiting and waiting. Asking people to not kill these NMs in besieged doesn't work. Noone works together, everyone is just out for themselves in besieged. Please address this! I want to start my Mythic and I can't because of these Titles. Untie them from besieged! They're soloable in besieged so it only takes 1 person to reset the respawn time to 72 hours. I don't know if you've ever stared at a computer screen for 72 hours or not, but it's pretty brutal. Then 2 days into the window a new besieged pops up and it gets killed again. There's nothing challenging about this part of the mythic. Luck does not = challenge. Luck based content doesn't make the game fun or challenging, it makes it annoying. You want your players to stick around? Make the game fun with challenges not luck based trial and error, please. :D
Demonjustin
01-03-2014, 04:56 AM
Agreed we need changes to these. I am making my RDM Mythic and I can not get these NMs, we should not be restricted to a post-update rush to attempt to get them as our only possible means in which to have a good chance at it, this issue, as well as the issue of Mythics being as difficult as they are in the first place with everything else you have to do, should not be an issue at this point, it should have been resolved by now!
Hvinire
02-06-2014, 04:17 AM
The spawn system for these HNMs is tied closely to the Besieged system, so it will take a little bit of time to accomplish; however, I just wanted to give you an update that these changes are still indeed planned! We’ll make an announcement at a later time as to the specific adjustment content as well as when it will be addressed.
Bardiel
02-08-2014, 01:43 AM
Gulool Ja Ja has to be the worst, but there's a way around it that a friendly player clued me in on: If he appears in Besieged (and here's the important bit) WHETHER HE'S DEFEATED OR NOT under the current game mechanics he will appear in Mamook precisely 1 hour after Besieged ends.
Over a period of three months, myself and friends camped him (behind his door) to no avail. One day I got lucky and the Mamool Ja attacked while I was able to play [read: not at work], I beat feet to Mamook and waited. Sure enough, exactly 1 hour later, whamo! He appeared with his retainers. Finally got my last Beast King kill - his chestplate will forever remain in my Storage as a trophy of the frustration he caused.
The other two are stupidly easy to get. Gurfurlur is nearly always up, as is Medusa - at least on Ragnarok. I'm not certain if the respawn mechanic is the same for them, as they were simple to check off my kill list.
Hope this helps anyone still trapped on "An Imperial Heist" - Good luck!
fjamesfernandez
02-16-2014, 09:07 AM
So in Bahamut Gulool Ja Ja was killed about three days ago JST 2230. Besiege popped today for Mamool Ja salvages a group including myself went out to his throne room and waited. Lv.1~4 No pop Lv.5~8 No pop an hour plus after the Besiege was over and still nothing. How long was this bad code implemented and why this hasn't been fixed a while ago. It doesnt feel good to waste hours camping something isn't going to pop when its suppose to. Wish I could get back the time I wasted standing there with nothing to punch ><
Let us farm a KI or the Keys actually triggering a BCNM or something to force pop this. Just horrible! And as horrible as this may be I have to still suck it up and go back there when I can and hope the SE gods give back the life to JAJA so that I can enjoy taking it away.
Zarchery
02-16-2014, 09:52 AM
The spawn system for these HNMs is tied closely to the Besieged system, so it will take a little bit of time to accomplish; however, I just wanted to give you an update that these changes are still indeed planned! We’ll make an announcement at a later time as to the specific adjustment content as well as when it will be addressed.
Maybe you guys are overcomplicating this? Just forget about the current spawn system, and leave it as is. On top of that, put a duplicate of each of these NMs in some other spot elsewhere in their respective zones, but make these new ones force pop. Allow killing either version to give you the title you need for your Mythic.
Anjou
02-17-2014, 12:52 AM
Maybe you guys are overcomplicating this? Just forget about the current spawn system, and leave it as is. On top of that, put a duplicate of each of these NMs in some other spot elsewhere in their respective zones, but make these new ones force pop. Allow killing either version to give you the title you need for your Mythic.
A very simple solution, just gotta figure out these things:
The item needed to pop them
Where to get the item
Where to put the pop site
fjamesfernandez
02-18-2014, 06:34 AM
I just cant... I have ADHD only with this game. I felt like I wasted my monthly payment just waiting on Ja Ja. Now the Maintenance has restarted his respawn time. So I have to wait another 24hrs~48hrs~360hrs from maintenance just to get lucky if he would even spawn. Doesn't matter if they are closely tied to Besiege. Obviously it isn't if the NMs aren't spawning the way they need to.
Take out the old spawning protocol (lv.1~4-hour after lv.8) and just have us use the same keys we already have to farm and used them at their thorn door for a BCNM fight and call it a day. Can even adjust its lvl back to the way it was back at lv.75. You are already trying to make us run through old content again to get new gear so I have no idea whats the problem.
I am guessing that there isn't enough people complaining for things to be fixed at haste.
I will be leaving his thorn and farm his key(s) again and hope that people on Bahamut be nice enough to wait for people to zone in when it pops. Thanks again.
Rainehx
02-19-2014, 09:12 PM
Oh SE ...
So I just spent 2 days since last maint camping Ja Ja .....unable to do any of the update as of yet....
And now another maint.... 2 days wasted!
Add the title to besieged mobs independent of it being killed outside or make iit a standard 21-24hours hell even make a bcnm with the mobs insde! anything!
If this was the only part to getting a mythic fair enough... but its such a block near the very start...
fjamesfernandez
02-22-2014, 08:17 AM
I feel you Rainehx. After the first update normally it would spawn right after an hour or 24 hrs..... guess what It didnt do either or for me. I logged off and went to sleep (Because thats what normal people do) to come back and get tells that a group killed it. Basically the updated ended about 1:55pm EST then didnt pop until 445am tuesday early morning. I kept going back to see if it would pop and nothing. Then Maintenance two happen and been out here up until today. Besiege popped lv.1~4 (nothing) lv.5~8 (nothing) had someone in besiege to look to see if Gulool Ja Ja popped (nothing) waited out here for another hour after besiege (nothing).
If this wasnt the only weapon that PUP really benefits from I would had just said F it and never EVER touch this stupid quest again. You guys put all the energy and effort on putting new things in the game but cant fix something major as this. I do believe you are ignoring this issue because there isnt many people who would bother with a mythic when you can pretty much buy your way through everything on relics and emps. Which for me I dont care about Relics and Emps cause again EMP was nothing special for PUP and there is no RELIC weapon for PUP. I do play other jobs but I dont care about getting relic and emps for them.
So summing everything up:
Stood logged on since TOD up until today 6:21pm
<Bahamut>
Monday <no spawn> <FEB 17, 2014> <update>
Gulool Ja Ja TOD Tuesday 04:45AM EST <FEB 18, 2014>
Wednesday <no respawn> <FEB 19, 2014> <so call emergency update> <no spawn again>
Thursday <no respawn> <FEB 20, 2014>
Friday <no respawn> <FEB 21, 2014>
Can I get credit back into my account please with the title? Thank you >_>
Rainehx
02-23-2014, 01:38 AM
Your right, im not sure they do care.
Anyhow now been there since the first update on monday.. 5 days....there goes the 24hrs after maint myth... theres almost a full ali here waiting so its not just me and ive missed it...
With so many things added to the game to make things easier, im shocked
Nothing still done to toau...
Coz I so enjoy standing in mamook over playing the new content from the patch ><
Cmon SE... not asking for the kill to be easy... just dont waste weeks of peoples time with out dated pop conditions.
Zarchery
02-23-2014, 01:46 AM
Your right, im not sure they do care.
Anyhow now been there since the first update on monday.. 5 days....there goes the 24hrs after maint myth... theres almost a full ali here waiting so its not just me and ive missed it...
With so many things added to the game to make things easier, im shocked
Nothing still done to toau...
Coz I so enjoy standing in mamook over playing the new content from the patch ><
Cmon SE... not asking for the kill to be easy... just dont waste weeks of peoples time with out dated pop conditions.
All of Aht Urghan is like the neglected stepchild. No Fields/Grounds of Valor, no proto-waypoints, no Records of Eminence. It's like SE forgot it was there.
fjamesfernandez
02-23-2014, 06:37 AM
LMAO Im still here; and if I can out wait a Japanese Player who is a BST you know there is something really wrong. I started to calculate the two times that I missed Ja Ja and got the following... Basically by super unluck chance he popped a Week from his time of death... A WEEK!
Now where is the crappy comment to "the kings are very tied in to Besiege" That just tells me that the person who made that comment has no damn clue of what they are talking about. It doesn't take a super coder to fix a cheap bug like that.
How would you like it if I put you in a room without anything in it and gave you working hours but with no pay? Having you wake up every hour to check if the NM popped because theres no other way to do it, having other people log in for you so you dont miss it and have them lose sleep as well... Thats just wrong, but you are quick to take our money >_> stop being lazy and fix it already.
http://i958.photobucket.com/albums/ae70/fjamesfernandez/part0_zps99f5befd.pnghttp://i958.photobucket.com/albums/ae70/fjamesfernandez/part1_zps6973514c.png
Rainehx
02-25-2014, 02:29 AM
1 hour away from 7 days O_O
7 Days in this room....Ugh. I feel like im in jail, however ive no idea what ive done!
I know complaining is futile, by the time anything is patched ill have the kills.
Still... ugh.
fjamesfernandez
02-25-2014, 06:57 AM
Yeah, In a few hours it will be officially 7 days for me. Imma keep complaining whether they fix it or not. They are quick to take your monthly Fees so we have every right to complain. They've been doing quick 10min emergency updates on certain areas for new content but they cant fix the time for pop. Do I need to get one of my coding friends here and right out a code on respawning ><
We are not like the other people complaining how it takes this long to make this and that, we just want the stupid respawn time to be accurate. is that so wrong?
It will take them another 10 years to patch this then blame the PS2 for the limits of this game. Makes me wanna hold the NM for a week and beat it down very slowly... wait for someone to open the door and run kite it around. see how Gulool ja ja would like it waiting for his death.
LOL been so long here that I thought it was March ><
--------------------------------------------------------------------
Feb-25th
JaJa still hasn't shown his face since is TOD on Feb-17th. Never spawned at this throne and never spawned at any of his besiege... But there is no problem with it right? And yes, myself and other players have been monitoring his respawn 24/7 since his last TOD.
fjamesfernandez
02-26-2014, 07:30 AM
Sorry about the double posting but I just wanted to confirm that it takes 7 days for Gulool Ja Ja to respawn. First TOD was Tuesday Feb 17 at 4:45am and spawned today Tuesday Feb 25 at 5:19pm If that isnt broken I dont know what is. Oh and no Besiege was up as well.
Rainehx
02-26-2014, 07:51 AM
Congrats!
Day 8 and still nothing here.
---- Edit...
ARGGHHH windows update booted me while alseep.... guess what happend?
8 days....
fjamesfernandez
02-27-2014, 04:21 AM
Eww take off that auto update restarter; and I am guessing you missed it. I almost missed mine for the third time because I had to get my son from school (SE doesnt believe in family LMAO) he popped right when I left. I was lucky enough to have a good friend that was looking out for the NM for me and logged me in when he saw it. 2 hours later I got back home and saw Gulool on his stage. Oddly enough (and this isnt being racist) JP players knew that Gulool was up without asking if it was. Something looks fishy here because for a few days it was just only me and on the 7th day thats when JP players came a long and this isnt the firs time either.
All in being that I was at it x3 I think imma confirm that Gulool JAJA is a 7 day respawn and about 14hrs after that 7 day TOD. so 1/3 for me and all three times it took 7 days to respawn.
Damane
02-27-2014, 07:50 AM
Congrats!
Day 8 and still nothing here.
---- Edit...
ARGGHHH windows update booted me while alseep.... guess what happend?
8 days....
my friend needed 21 days for gulool jaja, work your butt off, because he did it too for a mythic! Like everyone else
or if its that tiresome, stop doing the mythic, problem solved!
FaeQueenCory
02-27-2014, 08:28 AM
Honestly.......
And I say this having coined the saying "you buy a relic, you spend time making an empy, and you sell your soul for a mythic"...
I feel like my statement would still be 100% accurate... If the beastmen leaders worked similarly to their middlelands counterparts: a placeholder NM pop, always either the NM placeholder or the Leader NM.
I want Mythics to demand your soul...
Because that's part of what makes them "mythic".
(Plus it's a lot of effort for a lot of reward, and I like that sort of thing... Really makes you feel like you accomplished something.)
But I see 0 issue with making these NMs have... Less ridiculous spawn timers...
Even making them have a full 100% exactly 24hr since ToD respawn...
You have to do SO friggen much else that it's the difference between 50,000 and 30,000 alexandrites. B)
(And if the relic update is any indication... It's going to be shameful how easy RUN and GEO are gonna be able to get their "mythic-equivalent" 119 weapons... I don't even want to think about how much easier that's gonna be compared to real Mythics.)
detlef
02-27-2014, 08:37 AM
The Mythic quest is bad enough, why make the first step so difficult? At least all jobs can wide scan now. If they aren't going to change the spawn conditions, the next step might be to not require those stupid keys.
Rainehx
02-27-2014, 04:42 PM
my friend needed 21 days for gulool jaja, work your butt off, because he did it too for a mythic! Like everyone else
or if its that tiresome, stop doing the mythic, problem solved!
Way to totally miss the point.
No ones asking for it to be easy, Its just as the other two have proven spawn conditions jaja should aswell not much to ask for something to not be broken.
detlef
02-28-2014, 04:31 AM
No ones asking for it to be easyPersonally, I AM asking for it to be easy. It's the first roadblock in the most difficult quest in the game. It should be straightforward to do.
Demonjustin
02-28-2014, 07:08 AM
my friend needed 21 days for gulool jaja, work your butt off, because he did it too for a mythic! Like everyone else
or if its that tiresome, stop doing the mythic, problem solved!Just because someone has done it does not mean in any way, shape, or form that it is good game design and should remain as it is. I did all 3 of the NMs myself, on 3 different characters, 2 of the NMs I had to do over again for the third, yet even though that is the case and I have no interest in fighting these NMs ever again I am still heavily against letting the content remain as it is currently.
fjamesfernandez
02-28-2014, 07:15 AM
We never asked for it to be easy to obtain and obviously you don't have one if you are mention your friend and not yourself. So until you sit there and camp that Gulool and know how it feels, shut your pie hole :D There is absolutely NO CHALLENGE on waiting for a NM to pop with a broken respawn timer.
Relic Either farm or buy your currency. Either way you're gonna spend some gil on Marrows being that its starting to be rare to obtain being that they arent killing the NM for it often unless you do it yourself.
Emp is meh. I dont mind the lottery pops. I actually enjoyed doing those if I have 5 emps. The pain in the ass part is the HMP and cinders which both are hard to come by on both players and VWNM drops.
Mythic yes! You need to work for that shit:
Captain rank, nyzule 100 floor completion, 30k alex, 150k tokens, 100k Therion icher, a ton of other titles to obtain, blah, blah, blah lol and i dont mind it. Keep everything the way it is just fix stupid Gulool Ja Ja or make it harder by making the three kings BCNM lv.99+
Oh BTW if you want something easy go play WoW or FF14
bloodbeat
03-07-2014, 12:44 AM
Get rid of the stupid keys, the stupid respawn timers, the stupid levers and whatever other stupid time-sink barriers they have around the Imperial Heist NMs.
Just make it so you can click a ??? and pop it when you need it or stick them on 1 hour timers.
This isn't a skill issue any more, this is just an ongoing inconvenience by design.
So design it out, like any progressive person/party would.
One simple solution would be to stick a waypoint in the rooms, or a homepoint crystal outside the doors.
Zarchery
03-07-2014, 12:56 AM
What they could do is make forced popped versions that are much higher level and can't be soloed. It'd force people to team up, but not for the really awful part of waiting around.
bloodbeat
03-07-2014, 02:25 AM
What they could do is make forced popped versions that are much higher level and can't be soloed. It'd force people to team up, but not for the really awful part of waiting around.
It's an option, but it would have to throw some extra goodies in for good measure.
Most people are fighting these just to get a foot on a very long, very old, very eroded ladder.
I'm not one of these people who believe in propagating the challenge in old content merely for posterity.
If people want to perform amateur dramatics about the importance of a challenge they should focus on the challenge being for the finished product and not the starter.