View Full Version : Hydra/Cerberus/Khimaira
Anjou
11-15-2013, 07:53 AM
Please....does SE have any intention to lower these spawn timers? I can't even catch Khim while he's up anymore, can it be like 2-3 hour repop instead of 48-72 hours!?
Zephrose
11-16-2013, 04:30 AM
Please....does SE have any intention to lower these spawn timers? I can't even catch Khim while he's up anymore, can it be like 2-3 hour repop instead of 48-72 hours!?
I agree with this and would like to include all the world wyrms as well. Though these once incredible beasts were marvels back in their hay-day, they are easily hunted and defeated todays. The only problem now are their spawn times. I don't mean to suggest a low respawn timer but possibly within 24 hours or lower. 48 to 72hour respawns are a bit much these days.
Anjou
11-16-2013, 10:39 AM
I agree with this and would like to include all the world wyrms as well. Though these once incredible beasts were marvels back in their hay-day, they are easily hunted and defeated todays. The only problem now are their spawn times. I don't mean to suggest a low respawn timer but possibly within 24 hours or lower. 48 to 72hour respawns are a bit much these days.
A bit much? Try absurdly unreasonable. Khimaira has been nothing but stress for the entirety of my time spent hunting him for the last couple of years. I'm currently 0/100+ on that guy. But not only is getting my prize to drop an issue, it's trying to set aside time to camp him. No one can spend a max of 24 hours for a 7% chance at a toy item these days, and now that I lost his ToD, I haven't seen Khimaira in over a month. I'm that tired of the huge respawn timer that I just wanna roll on the floor and kick and scream like a child from how frustrating it is.
Anjou
11-19-2013, 01:36 AM
Ran back out again today, to no Khim...Anyone who says "I worked for it, so did you" I just wanna say this.
Been hunting this guy for several years, I think the time's been put in and then some...
(Sorry, been very stressed with this crap, just wish SE would buck up and lower the respawn on these NM's to not be 1 hour for an entire day...I can't camp that long, I have a life that I gotta take care of.)
kwehhhhh
11-19-2013, 01:52 AM
They really need to just do a drastic repop change on all outdated NMs. There is no reason for them to have such a long timer now that the gear is outdated. Some people just want to collect the items as keepsakes, or just challenge the NMs for fun.
Zephrose
11-19-2013, 02:38 AM
A bit much? Try absurdly unreasonable. Khimaira has been nothing but stress for the entirety of my time spent hunting him for the last couple of years. I'm currently 0/100+ on that guy. But not only is getting my prize to drop an issue, it's trying to set aside time to camp him. No one can spend a max of 24 hours for a 7% chance at a toy item these days, and now that I lost his ToD, I haven't seen Khimaira in over a month. I'm that tired of the huge respawn timer that I just wanna roll on the floor and kick and scream like a child from how frustrating it is.
I wouldn't go so far to say absurdly unreasonable but would say unnecessary these days. Back in the day when camping world kings was the norm, it was necessary to have such high respawns for these monsters. There were so many people/groups hunting them that it gave those different hunters a chance to claim them.
However, times have changed and the game isn't what it was some years back. And though for a time these once great beasts were prized hunts, now they are just solo challenges with very little risk. I agree they need to re-think the respawn times for these monsters now, but I would leave them between 12-16hrs at the lowest and no more than 24hrs.
I will say, I worked for this particular king for nearly 4months before even getting a chance to lot at the sword. Helped an LS camp it with a mule at the camp zone 24/7. And though this is a bit much for one person to do, it too was the norm for all the HNM shells of the time to do. At today's player base, I don't see such mules or play times necessary. For your stress' sake, I do hope they rethink their spawn times. Happy Hunting, Anjou.
Anjou
11-19-2013, 04:09 AM
6 hours isn't unreasonable nor too low of a respawn, considering that's a quarter of your entire day, but not only that, but the NM's should spawn when their timers hit 0, not have a random chance every hour on the hour.
Xantavia
11-19-2013, 09:38 AM
Do you check whether it has spawned at the same time every day? I recently went to camp Shikigami Weapon and Simurgh (I know they don't have the same long windows) but I did my best to check out the pop areas at the same time every day when I could. I'd maybe spend an hour seeing if it popped before I went to do something else. I wasn't in a huge rush so I figured that by just devoting an hour a day, it's spawn time would fall into my playtime eventually. Went in with no idea of ToD but it eventually worked out for me.
I'm thinking you should maybe relax and give it up for now if it is stressing you out, especially if you are 0/100 on the drop. I was easily that on bounding boots and trust me, having a shorter respawn didn't make it any better. This way I could be frustrated 3-4 times a day when I didn't get the drop. I eventually told myself whatever, I don't need them and gave up actively hunting them. I would swing by periodically to see if LL was up, but didn't try to force a spawn. If you can convince yourself that it would be nice to get drop, but you can live without it, your stay in Vanadiel should be much less stressful.
Anjou
11-19-2013, 01:42 PM
Do you check whether it has spawned at the same time every day? I recently went to camp Shikigami Weapon and Simurgh (I know they don't have the same long windows) but I did my best to check out the pop areas at the same time every day when I could. I'd maybe spend an hour seeing if it popped before I went to do something else. I wasn't in a huge rush so I figured that by just devoting an hour a day, it's spawn time would fall into my playtime eventually. Went in with no idea of ToD but it eventually worked out for me.
I'm thinking you should maybe relax and give it up for now if it is stressing you out, especially if you are 0/100 on the drop. I was easily that on bounding boots and trust me, having a shorter respawn didn't make it any better. This way I could be frustrated 3-4 times a day when I didn't get the drop. I eventually told myself whatever, I don't need them and gave up actively hunting them. I would swing by periodically to see if LL was up, but didn't try to force a spawn. If you can convince yourself that it would be nice to get drop, but you can live without it, your stay in Vanadiel should be much less stressful.
What you say is perfectly true and reasonable, and tbh I never should have made that stupid goal years ago if I knew it'd turn into this mess. Same deal with Ridil, though now o have a legitimate chance at it and I can just do that when I go 'eh I got a wine, might as well feed the slot machine'
Okipuit
11-23-2013, 04:27 AM
Please....does SE have any intention to lower these spawn timers? I can't even catch Khim while he's up anymore, can it be like 2-3 hour repop instead of 48-72 hours!?
There are a lot of NMs that we would like to address but since there are so many, it would be difficult to adjust them all at once. The purpose of the recent NM respawn and drop rate adjustments were aimed to increase the avenues for obtaining equipment in starting areas only.
We agree that the current condition of FINAL FANTASY XI doesn't fit to have users wait 3-4 days to encounter NMs and we would like to adjust this phase by phase. The reason why we are not currently adjusting NMs that are requirements for RME weapons is because they are directly linked to the difficulty of their creation.
We would like to carefully approach these adjustments as they offer valuable rewards and strong equipment that could affect the overall balance.
Afania
11-23-2013, 04:46 AM
We would like to carefully approach these adjustments as they offer valuable rewards and strong equipment that could affect the overall balance.
The balance was already gone for past 5 months when log in campaign hand out defending rings :D
Renaissance2K
11-23-2013, 06:10 AM
We agree that the current condition of FINAL FANTASY XI doesn't fit to have users wait 3-4 days to encounter NMs and we would like to adjust this phase by phase. The reason why we are not currently adjusting NMs that are requirements for RME weapons is because they are directly linked to the difficulty of their creation.
I'm giving the team the benefit of the doubt and assuming the "valuable rewards and strong equipment" to which you're referring are the Mythic weapons that require these HNM kills. Considering you still need to collect six gazillion Alexandrite to get these weapons, reducing the overall build time by a few days through the shortening of the Puppy/Draggy/Kitty spawn times is negligible. It's just trying to remove yet another "aw, come on" game mechanic.
And, if I'm mistaken and by "valuable rewards and strong equipment," you mean the Algol and Seveneyes, well, that's just silly.
Edyth
11-23-2013, 07:16 AM
There are a lot of NMs that we would like to address but since there are so many, it would be difficult to adjust them all at once. The purpose of the recent NM respawn and drop rate adjustments were aimed to increase the avenues for obtaining equipment in starting areas only.
We agree that the current condition of FINAL FANTASY XI doesn't fit to have users wait 3-4 days to encounter NMs and we would like to adjust this phase by phase. The reason why we are not currently adjusting NMs that are requirements for RME weapons is because they are directly linked to the difficulty of their creation.
We would like to carefully approach these adjustments as they offer valuable rewards and strong equipment that could affect the overall balance.
Khimaira, Cerberus, and Hydra have nothing to do with mythic weapons. Are you getting them mixed up with Tyger, Sarameya, and Tinnin? Spawning the mythic NMs is not an issue currently. In fact, they are far easier to engage in battle because you can spawn them with your own items. I think these users are complaining about the not-very-useful, just-plain-outdated, why's-anyone-camping-them-the-drops-aren't-worth-it-and-it's-easier-to-learn-blue-magic-on-Nyzul-floor-100 timed pop NMs.
Anjou
11-23-2013, 07:29 AM
Khimaira, Cerberus, and Hydra have nothing to do with mythic weapons. Are you getting them mixed up with Tyger, Sarameya, and Tinnin? Spawning the mythic NMs is not an issue currently. In fact, they are far easier to engage in battle because you can spawn them with your own items. I think these users are complaining about the not-very-useful, just-plain-outdated, why's-anyone-camping-them-the-drops-aren't-worth-it-and-it's-easier-to-learn-blue-magic-on-Nyzul-floor-100 timed pop NMs.
Speak for yourself, I'm trying to get my hands on Haute which is horrendously outdated. Khimaira's horn is no longer very valuable, and RMT will not overcamp him. There is no excuse as to why it can't be lowered, 3-4 days is uncalled for and quite frankly I cannot understand why we can't just lower the respawn timers since you graciously lowered the repops on lottery NM's needed for super weapons, but you can't lower a 72 hour repop for an outdated sword/club.
I love the 'logic'
Anjou
11-23-2013, 07:33 AM
Okipuit please forgive me if I am wrong, but these NM's are not part of Mythic, therefore they are not tied to RME weapons.
Khimaira (https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&sqi=2&ved=0CC0QFjAA&url=http%3A%2F%2Fwiki.ffxiclopedia.org%2Fwiki%2FKhimaira&ei=K9uPUo_tGcKMrgHRmIAQ&usg=AFQjCNGpSUim3lnT_zvKfcVPlAyJnd99pg&sig2=-tlauuX7Y5CrpdGbyI0wwg&bvm=bv.56988011,d.aWM)
Hydra (https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&sqi=2&ved=0CCwQFjAA&url=http%3A%2F%2Fwiki.ffxiclopedia.org%2Fwiki%2FCategory%3AHydra&ei=QNuPUpnuBIPmrQG804H4Cw&usg=AFQjCNHhOp01MXLHbXtR0EMjBi0KvhRWWQ&sig2=DKMQSVJdRiltER6cmP0ftQ&bvm=bv.56988011,d.aWM)
Cerberus (https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&sqi=2&ved=0CC0QFjAA&url=http%3A%2F%2Fwiki.ffxiclopedia.org%2Fwiki%2FCerberus&ei=U9uPUr6bLcO4rgHGt4C4CQ&usg=AFQjCNEos2acvJDdhrrvWft-F-UgbTz_6w&sig2=iizehfE-ki8aBlyxb_rV9A)
These NM's do not pertain to Mythic, they were hunted for
Sirius Axe - Hydra
Hauteclaire - Khimaira
Seveneyes - Khimaira
Algol - Cerberus.
Luscia
11-23-2013, 08:10 AM
The reason why we are not currently adjusting NMs that are requirements for RME weapons is because they are directly linked to the difficulty of their creation.
Yet the RMEs are weaker than the Delve counterparts. That aside though, the 3 kings for Aht do need adjusting; mainly khim. Unlike cerb and hydra, a blu can't learn their spell from Abyssea.
These NMs are not involved in the RME at all. the ZNM versions are needed for 2 parts for mythic weapon, need trophy from all 3 for quest. And later during trials you need to kill one of them 3 times depending on the Weapon. Dev team needs to do their homework
kwehhhhh
11-23-2013, 12:35 PM
Also posting that Cerb/Khim/Hydra are not used in mythic weapon creation, just want to make sure this gets enough attention since it's an error.
Umichi
11-24-2013, 12:03 AM
Okipuit please forgive me if I am wrong, but these NM's are not part of Mythic, therefore they are not tied to RME weapons.
Khimaira (https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&sqi=2&ved=0CC0QFjAA&url=http%3A%2F%2Fwiki.ffxiclopedia.org%2Fwiki%2FKhimaira&ei=K9uPUo_tGcKMrgHRmIAQ&usg=AFQjCNGpSUim3lnT_zvKfcVPlAyJnd99pg&sig2=-tlauuX7Y5CrpdGbyI0wwg&bvm=bv.56988011,d.aWM)
Hydra (https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&sqi=2&ved=0CCwQFjAA&url=http%3A%2F%2Fwiki.ffxiclopedia.org%2Fwiki%2FCategory%3AHydra&ei=QNuPUpnuBIPmrQG804H4Cw&usg=AFQjCNHhOp01MXLHbXtR0EMjBi0KvhRWWQ&sig2=DKMQSVJdRiltER6cmP0ftQ&bvm=bv.56988011,d.aWM)
Cerberus (https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&sqi=2&ved=0CC0QFjAA&url=http%3A%2F%2Fwiki.ffxiclopedia.org%2Fwiki%2FCerberus&ei=U9uPUr6bLcO4rgHGt4C4CQ&usg=AFQjCNEos2acvJDdhrrvWft-F-UgbTz_6w&sig2=iizehfE-ki8aBlyxb_rV9A)
These NM's do not pertain to Mythic, they were hunted for
Sirius Axe - Hydra
Hauteclaire - Khimaira
Seveneyes - Khimaira
Algol - Cerberus.
I still fail to see how this specific comment devalued anything Okipuit said.
He pretty much stated: Yes, we see the need to downgrade certain NM timers. However doing so is complicated and costs time. No we do not plan to adjust timers on NMs involved in RME
Anjou
11-24-2013, 12:14 AM
I still fail to see how this specific comment devalued anything Okipuit said.
He pretty much stated: Yes, we see the need to downgrade certain NM timers. However doing so is complicated and costs time. No we do not plan to adjust timers on NMs involved in RME
Umichi please open your eyes and look at the other comments aside from mine. Khimaira, Cerberus, and Hydra have -NOTHING- to do with RME whatsoever, they are not involved in Mythic weapons, if they were then there'd be even fewer mythics around. The only reason I was asking if these would get reduced was so that their drops can actually be considered collectible. The only NM's of these type are the ZNM's that have absolutely no relation to Khim, Cerb, or Hydra.
Umichi
11-24-2013, 01:04 AM
And I think I stated myself pretty clearly. I know they aren't involved with RME. the spokesperson never even said anything about those three specific NMS even being involved with RME
kwehhhhh
11-24-2013, 02:07 AM
There are a lot of NMs that we would like to address but since there are so many, it would be difficult to adjust them all at once. The purpose of the recent NM respawn and drop rate adjustments were aimed to increase the avenues for obtaining equipment in starting areas only.
We agree that the current condition of FINAL FANTASY XI doesn't fit to have users wait 3-4 days to encounter NMs and we would like to adjust this phase by phase. The reason why we are not currently adjusting NMs that are requirements for RME weapons is because they are directly linked to the difficulty of their creation.
We would like to carefully approach these adjustments as they offer valuable rewards and strong equipment that could affect the overall balance.
Uh, pretty sure that does imply that they do think it's involved in RME creation. Relics have no time spawn NM requirements, empyrean already had those NM timers reduced, and mythic has 3 NMs with obscene repop timers(one is likely bugged, hello gulool jaja my friend). This post didn't ask anything about RME, so it's obviously a mixup.
Tamarsamar
11-24-2013, 11:19 PM
The balance was already gone for past 5 months when log in campaign hand out defending rings :D
Um. Beg pardon?
Kaeviathan
11-25-2013, 06:34 AM
The reason why we are not currently adjusting NMs that are requirements for RME weapons is because they are directly linked to the difficulty of their creation.
It's not difficult, it just plain tedious and unpleasant. There is nothing challenging about the process of their creation nowadays.
Anjou
11-25-2013, 01:22 PM
So do the devs have anything to say now that this has been clarified and not talking about any NM part of RME?
Umichi
11-25-2013, 02:58 PM
Ummm I still think he/she said "There are a lot of NMs that we would like to address but since there are so many, it would be difficult to adjust them all at once."
"We agree that the current condition of FINAL FANTASY XI doesn't fit to have users wait 3-4 days to encounter NMs and we would like to adjust this phase by phase."
oh god no one is asking them to "do it all at once" we just want them to get a move on. Would actually be cool to fight some of these. Totally not worth even trying at the moment.
Renaissance2K
11-25-2013, 11:27 PM
Okay, developers. You just announced this morning that you're giving away these three HNMs' drops as part of the next anniversary campaign.
How's that careful approach to these adjustments going?
Anjou
11-26-2013, 12:27 AM
It's called laziness Ren, they just wanna appease people and not worry about anything. Though imo, after over 0/120 tries, I think I'll just stop camping him and take the handout...
Glamdring
11-26-2013, 10:02 AM
There are a lot of NMs that we would like to address but since there are so many, it would be difficult to adjust them all at once. The purpose of the recent NM respawn and drop rate adjustments were aimed to increase the avenues for obtaining equipment in starting areas only.
We agree that the current condition of FINAL FANTASY XI doesn't fit to have users wait 3-4 days to encounter NMs and we would like to adjust this phase by phase. The reason why we are not currently adjusting NMs that are requirements for RME weapons is because they are directly linked to the difficulty of their creation.
We would like to carefully approach these adjustments as they offer valuable rewards and strong equipment that could affect the overall balance.
you still have that difficulty, it's just the other people camping it and trying to get claim.
Demon6324236
11-26-2013, 10:40 PM
There are a lot of NMs that we would like to address but since there are so many, it would be difficult to adjust them all at once. The purpose of the recent NM respawn and drop rate adjustments were aimed to increase the avenues for obtaining equipment in starting areas only.This was very much liked, I cant wait for it to be expanded upon, however, I hope you do pinpoint the NMs with the highest relevance and address them first, rather than just doing widespread changes to NMs that are not even being attacked and defeated, or even being popped in some cases.
We agree that the current condition of FINAL FANTASY XI doesn't fit to have users wait 3-4 days to encounter NMs and we would like to adjust this phase by phase. The reason why we are not currently adjusting NMs that are requirements for RME weapons is because they are directly linked to the difficulty of their creation.
We would like to carefully approach these adjustments as they offer valuable rewards and strong equipment that could affect the overall balance.This I can not agree with. You say it is linked to the difficulty of the creation of RMEs, I feel this wording is wrong, its not a matter of difficulty, there is nothing difficult about waiting hours for a monster to spawn, or even minutes, its literally a waste of time, the challenge and difficulty should be in the battle itself, or you should at least give us an option that allows us to make it so. I would rather have to defeat a level 119 version of the Aht Kings in BCNMs/Assaults to get my win, than to camp for days or weeks in their respective zones to get the kill off a battle which will not provide me any challenge anyways.
I can not stress enough how much I hate the occasions when 'difficulty' is left up to the amount of time spent, rather than the real challenge involved. Sure, some things like Dynamis I can think of as difficult, because they at least hold a real threat in some instances, and they are a progressive goal you can work on over time, and need to be determined to work through, but in the case of NMs with long pop timers, its not really the same, its just standing around, waiting, and hoping that it pops and you get what you want from it, or in the case of lottery NMs, hoping they pop at all.
With all of that said, please, give us alternatives or simply make them more reasonable, waiting like this is not really difficult in my eyes, or the eyes of countless other players I know and have seen say it here and elsewhere, I believe these NMs are also of the most importance, I know you are trying to make it easier for new players to join the game, and while its a great idea, there are many more people in the game looking for content adjustments to things like this which will make the game more fun for the majority of us who are working on things like this. Also, if you want to help new players through adjustments, please, keep the Abyssea Campaign active at all times, it is seriously one of the largest things you could do to improve the game for starting players, Abyssea is a place they will likely spend quite a bit of time, and that Campaign give them a kick start they need in order to really do the content these days.
Demon6324236
11-26-2013, 10:42 PM
Yet the RMEs are weaker than the Delve counterparts.This is incorrect. Their DMG may be lower that does not mean they are weaker, they are stronger, but in a balanced way that makes them close enough that we should not have to deal with the RME Only issues we suffered in the past.
It's not difficult, it just plain tedious and unpleasant. There is nothing challenging about the process of their creation nowadays.100% agreed!