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View Full Version : Can we remove the minimum 60-min respawn timer when NMs are killed?



Gwydion
01-04-2015, 04:50 PM
Hi SE,
I've been reading a lot and when many NMs are killed, they have a repop window that won't begin for another hour. Can this be shorted..or removed altogether? I'm speaking with respect to the NMs required to start Empyrean Weapons.

Thank you.

(While we're talking about NMs, Unity NMs are way more fun than Abyssea NMs when it comes to upgrading stuff...for many obvious reasons).

Tidis
01-04-2015, 11:09 PM
I agree, it's not like they drop anything useful anymore, taking away any sort of wasted time would be beneficial.

Protey
01-05-2015, 04:14 AM
While we're at it, please drop the 3 minute pop timer for ZNMs down to 1 minute (or even a few seconds like we have with Unity).

Malthar
01-05-2015, 04:40 AM
Go a few steps more. Just put multiple ??? at the same area with a respawn of .01 seconds that will instantly give you the win/item when you just click it.

Gwydion
01-05-2015, 07:04 AM
Go a few steps more. Just put multiple ??? at the same area with a respawn of .01 seconds that will instantly give you the win/item when you just click it.

I assume you are being sarcastic. However, I don't think removing the wait-time between NM windows has anything to do with reducing difficulty or skill required to accomplish the task. Is waiting even a skill?

If I only have a 4-hour period to play FFXI and I choose to dedicate that time to hunting NMs for a trial, then why must I lose an hour of to that task because of this artificial wait time?

Protey
01-05-2015, 07:05 AM
Go a few steps more. Just put multiple ??? at the same area with a respawn of .01 seconds that will instantly give you the win/item when you just click it.

that's just silly. you should still have to kill the NM.

Ramzi
01-05-2015, 12:03 PM
From memory, SE already reduced the base timers on the Empy-path NMs around the same time as they did coin weapons / ws trial weapon updates. So if you are camping Empy-path NMs today, you already have a much easier time of it than other people had in 2011~. I remember when Hovering Hotpot was still in the basement, I was making the empy dagger at that time, and HH took 9~23 hours to spawn if you had bad luck. I did the same trial on a mule recently in the new upstairs camp and HH popped really quickly, by comparison.

They did make it better than it used to be, but that's really not good enough. I still camped Bugbear strongman for 4+ hours before it popped, then after the kill, it was another 8 hours to pop it again. Unacceptable these days. Lottery after one hour passes should be changed to lottery all the time with MAX wait time of one hour assuming PH's are being killed. This should be the case for all regular NM's.

Rwolf
01-06-2015, 12:56 AM
The window now opens immediately after death on all the Empyrean/WoE path NMs. I've done a lot of them the hard way post that update and I've seen each of them spawn at least once before their old window was open. I do agree that some of the NMs have really crappy spawn rates. You can still go up to 4-8 hours trying to get some of them to spawn even though the window is immediately open.

They should boost the probability that they will spawn in some way or another. The instant window I agree isn't enough given if you are making an Empyrean weapon (more power to you). That Heavy Metal/Riftcinder/Riftdross is more than enough of a gate that doesn't need the old NMs to take so long.

Xantavia
01-06-2015, 06:00 AM
They did make it better than it used to be, but that's really not good enough. I still camped Bugbear strongman for 4+ hours before it popped, then after the kill, it was another 8 hours to pop it again. Unacceptable these days. Lottery after one hour passes should be changed to lottery all the time with MAX wait time of one hour assuming PH's are being killed. This should be the case for all regular NM's.
Good, it wasn't just me. Over the past several months, I've done sword, dagger, and H2H. Bugbear strongman was the only one that took a long time. I don't know if the number of kills before he popped was greater than average, but the 15 minute respawn timer was a drag.

detlef
01-06-2015, 08:47 AM
Did they ever get around to reducing the respawn of ??? in Al'taieu?

Tamoa
01-13-2015, 12:29 AM
Not entirely on topic, but can I ask why you are making empyreans (with the exception of harp and shield)? Especially if you aren't going to take them to 119?

Tidis
01-13-2015, 01:44 AM
Not entirely on topic, but can I ask why you are making empyreans (with the exception of harp and shield)? Especially if you aren't going to take them to 119?

inb4 ffxiah achievement points.

At the very least it's being done to unlock the WS but doing the WoE version would be much faster and easier.

Tamoa
01-13-2015, 02:35 AM
inb4 ffxiah achievement points.

At the very least it's being done to unlock the WS but doing the WoE version would be much faster and easier.

That's what I was thinking - if you want the ws then make the WoE version. And if you make empyrean sword, dagger and h2h and plan to take them all to 119, then you either have a truckload of gil or the patience of a saint. Or both.

dasva
01-13-2015, 03:01 AM
They did make it better than it used to be, but that's really not good enough. I still camped Bugbear strongman for 4+ hours before it popped, then after the kill, it was another 8 hours to pop it again. .You think that's bad when I last did bugbear it was 18 hours for the first pop... then since it technically has 2 placeholders and pops I got the next one around 15 min later... then another 16 hours for the last one. When I tried to do Black Triple Stars I gave up after camping for 16-24 hours solid on 3 different occasions and no pop

Xantavia
01-13-2015, 06:13 AM
Not entirely on topic, but can I ask why you are making empyreans (with the exception of harp and shield)? Especially if you aren't going to take them to 119?
For unlocking WS, I do use the NM starting path. I find it quicker (and cheaper) in the long run since starting there only requires 15 coin, 35 die, and 35 LR.

Tamoa
01-14-2015, 12:44 AM
For unlocking WS, I do use the NM starting path. I find it quicker (and cheaper) in the long run since starting there only requires 15 coin, 35 die, and 35 LR.

Hmm... I think I'd rather spend 2 hours in dynamis and make enough gil to pay for coins, dies and residues, instead of spending an unknown number of hours camping nms (for the h2h that's a total of 21 nm kills and then 20 vnms, assuming nothing has changed in that path), spending 35 crests and then on top of that still have to pay for a number of coins, dies and residues. I honestly fail to see how that's quicker. But to each their own I suppose.

Xantavia
01-14-2015, 05:55 AM
Hmm... I think I'd rather spend 2 hours in dynamis and make enough gil to pay for coins, dies and residues, instead of spending an unknown number of hours camping nms (for the h2h that's a total of 21 nm kills and then 20 vnms, assuming nothing has changed in that path), spending 35 crests and then on top of that still have to pay for a number of coins, dies and residues. I honestly fail to see how that's quicker. But to each their own I suppose.
I tend to horde my gil (and save coins for making my own relic), so I consider myself lucky when I upgrade during the VNM stage and pop Dawon to sell the pelts for 150k. :)

Singforu
01-14-2015, 07:00 AM
I tend to horde my gil (and save coins for making my own relic), so I consider myself lucky when I upgrade during the VNM stage and pop Dawon to sell the pelts for 150k. :)

time = gil.

dasva
01-16-2015, 12:07 PM
Yeah in the time you spent camping just the first set of nms you could've done a single dynamis run to completely bankroll a ws and probably still ended up with more gil... saving time AND money