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View Full Version : Adjustments To NM Pop Timers



Fusionx
01-13-2013, 08:30 AM
While camping Serra for going on 5 hours now, I wanted to ask SE if there were any plans to reconsider pop timers for NMs.

Ever since Abyssea, NMs have been fairly accessible. You collect various pop items (and can do so in a fair amount of time) and that's all there is to it. However in earlier areas of the game there are some NMs with atrociously long pop timers that can make hunting them down very difficult for casual players.

What are the chances of making it so that NMs such as Serra pop on a more frequent basis?

wildsprite
01-13-2013, 11:37 AM
I vote for this, but if I remember correctly it was discussed before and pretty much either ignored or denied by the devs

Tamarsamar
01-14-2013, 12:05 PM
This thread might be better noticed in the Battle Content forum.

And yes. Like the comment you made on Twitter, I agree: certain NMs had time limits placed on them for fight duration, ostensibly in the name of sanity. How are certain NM pop windows any less a task requiring insane amounts of time devotion?

Hashmalum
01-14-2013, 02:45 PM
Personally I'd rather see the drops for job levels that don't matter anymore be raised to 100%. Going 0/dozens on a level 24 1h sword (hi there Cargo Crab Colin) is beyond insanity. But I wouldn't say no to this either.

Rustic
01-15-2013, 03:04 AM
An increase in drop rates might make things less painful as well. I think I literally killed Duke Decapod a dozen+ times...

...and he dropped literally nothing most of them, and a Pelte. Once. For a level 8 shield. They could do with an adjustment to lower-level NM drops.

(And don't get me STARTED on Leaping Lizzie, with TH2.)