View Full Version : Fixing Lottery NM's
Cruxus
05-09-2011, 04:55 PM
Through working on Empyrean WS route weapons (lvl 85 Masa, Rev. Fists +2, and currently working on Armageddon) the one thing that has really annoyed me about obtaining these weapons are some of the lottery spawns. While many of the routes for these weapons have reasonable spawn conditions others have horrid "quirky" pop limitations.
For example, Hovering Hotpot has a window that opens up an hour and a half after its death and can take as long as 20hrs (according to wiki) to spawn from killing the correct place holder (honestly, this thing isn't even close to HNM level and the drop is rather sub-par). Daggerclaw Dracos, is another NM I've heard a friend talk about its pop window being rather large (some saying 7.5 hours on wiki).
I bring this up because people already will be spending 3+ hrs on first tier NMs, then prob 5+ hrs on next tier. While I wouldn't want to see these NM's become force popped/exact time spawned, maybe nailing down an exact, reasonable, time frame could be looked into. The VNM's, while some challenging for low manning, are more accommodating due to the shorter and more predictable re-pops.
in many ways, if you have a good group, the most time consuming part of the empy quest is those bloody nms! lol Which is really sad <_<
You are complaining about a 90 minute lottery nm? Really?
Korpg
05-09-2011, 09:48 PM
You are complaining about a 90 minute lottery nm? Really?
90 minutes that could last all day. And even then, it might pop while you are busy with something else and can't kill it right there/then.
90 minutes that could last all day. And even then, it might pop while you are busy with something else and can't kill it right there/then.
Except OP said he does not want to change them to item/time pops, so i am still not sure what the point of this thread is.
katiekat
05-10-2011, 12:05 AM
Except OP said he does not want to change them to item/time pops, so i am still not sure what the point of this thread is.
the point is that while it can pop a hour and 30 after you kill it it can also take up to 20+ hours to repop. triple bat is the same way i spent 4 days camping the bat NM because in the 9hours i could spend camping it never popped. ii got one kill myself and 2 by a nice jp guy that let me leach. so yea a lower sealing cap on sum of thos NM's would be nice..
Atomic_Skull
05-10-2011, 12:11 AM
They made the best weapons in the game obtainable in a couple weeks and now you are complaining that it still takes too long.
At this point you're just whining.
Mirage
05-10-2011, 12:52 AM
Cause boring camping for 10 hours is what a game should be all about, right?
the point is that while it can pop a hour and 30 after you kill it it can also take up to 20+ hours to repop. triple bat is the same way i spent 4 days camping the bat NM because in the 9hours i could spend camping it never popped. ii got one kill myself and 2 by a nice jp guy that let me leach. so yea a lower sealing cap on sum of thos NM's would be nice..
Well yeah, it can also take over 9000 hours. That is how lottery spawns work.
Miera
05-10-2011, 01:21 AM
The whole idea of a POSSIBLE 30 mins to 20hours is a bunch of bullskit.
You don't see how ridiculous that sounds?
Most people cannot camp NMs like that you know, because of the life schedule.
No. Every lottery nm can theoretically go forever without popping. Just because it is possible does not mean it is likely to happen.
katiekat
05-10-2011, 01:43 AM
that is not true most of the lottery NM's have a progressively easier time to pop each hour that gos bye. LL for example i camped her 2 weeks strate to get my LL boots and while it took for ever and a day for them to drop she never took more then 3hrs to pop as a posed to to triple bat wich took as long as 12hrs to pop. i don't think it should be a 20 minit window mind you, but i think an upper limit of say 10-20hrs on a NM's to me is not asking for much
The good old FFXI NM timer is so lame that I will never never ever understand who the crazy guy invented it.
I am down suggesting SE to reduce the pop time for those NM it's not point standing in the wild for 4-6 hours for a lv40 NM.....
katiekat
05-10-2011, 02:10 AM
i think most of the timers are fine am cool with waiting 6-10hrs its when it brakes 16hrs or more i start going wtf
Lakaii
05-10-2011, 02:15 AM
What 9000....!?!? That cant be right...........
that is not true most of the lottery NM's have a progressively easier time to pop each hour that gos bye.
Wrong.
LL for example i camped her 2 weeks strate to get my LL boots and while it took for ever and a day for them to drop she never took more then 3hrs to pop as a posed to to triple bat wich took as long as 12hrs to pop.Not sure what your point is. LL is more likely to pop than triple bat.
i think most of the timers are fine am cool with waiting 6-10hrs its when it brakes 16hrs or more i start going wtf
I simply don't have 10 hours for one stupid NM; and so does most players.
When I started this game 8 years ago (still in school) yes I have that kind of time to waste. Now everyone is all grown up and dealing with RL, who the hell got that kind of hours (2 digits) to camp an NM??????????
With 10 hours I can get 100 seals, complete 10 pieces of AF3+2, run dyna 3-4 times, xp party from 70 - 90, kill kirin 30 times, and so forth... for one gd NM?????????? That I'm really confused.
Just for your reference, I even have ls mate got all helms and skin for kannagi but got stuck and ice river NM for weeks.
I simply don't have 10 hours for one stupid NM; and so does most players.
Guess it is a good thing that 99% of the time nms do not take that long to pop then, eh?
Atomic_Skull
05-10-2011, 03:21 AM
The good old FFXI NM timer is so lame that I will never never ever understand who the crazy guy invented it.
That man's name was B.F. Skinner. And he wasn't crazy, he was right. Google it and you will see why casinos and MMOs use his methods.
If you can't be bothered I will summarize. A random unpredictable and scarce reward is much more effective at keeping you doing something than a timed predictable and plentiful reward. No matter that common sense might tell you the opposite, countless experiments have shown this to be the case.
GlobalVariable
05-10-2011, 04:17 AM
Guess it is a good thing that 99% of the time nms do not take that long to pop then, eh?
Some will almost always spawn the second their time is up, some don't even have a cooldown (back to back repop). A few, and while it is very few, have ridiculously low chance to pop period. Luckily I've never absolutely needed to camp one of those yet. I've camped a few but I had nothing better to do, no magian trial or drop I required. Anyway, I think SE really ought to input a maximum time/minimum number of placeholder kills in for the excessively unlucky. Nothing super short/easymode mind you, just an upper limit so they don't feel so c*ockblocked.
Edit: and they should not tell us what said limit is. I always prefer a "Do the work, get the prize" system to a "rolls the dice" system, unfortunately MMO makers do not.
Zyeriis
05-10-2011, 05:46 AM
I wouldn't mind some sort of variation to lottery pop NMs. Changing it (or adding new NMs) that will automatically spawn after a set maximum number (won't get specific on numbers here) of kills upon the placeholder will result in the NM spawning. However, making it still possible (lottery wise) to spawn the NM before that maximum. Each kill increasing the chance of winning the "lottery" (other than the natural probability increase where if it hasn't happened yet, it is more likely to happen now) and spawning the NM. Eventually increasing to a point where the NM is relatively guaranteed to pop (a placeholder chain, if you will).
svengalis
05-10-2011, 05:50 AM
Cause boring camping for 10 hours is what a game should be all about, right?
Of course, didn't you get the memo?(sarcasm for anyone who disagrees with the op)
svengalis
05-10-2011, 05:53 AM
i think most of the timers are fine am cool with waiting 6-10hrs its when it brakes 16hrs or more i start going wtf
I'm not sure how you are cool with wasting 10hours of your life for a chance you may or may not be there when the NM pops.
Cruxus
05-10-2011, 06:13 AM
The point of this thread wasn't to change every single trial NM, but to review certain NM's that have been known to take an extremely long period to spawn for the type of NM that they are. To use my example of Hovering Hotpot, make a window that starts an hour and a half after last death and force it to pop if it hasn't popped 5 hours from the opening of the window.
It's not about whining cause it's hard, it's about the fact that SE should take a look @ a set of particular NM's that can take almost as long to spawn as a HNM does (well did, since they switching old school kings to pop versions). Work is still there, I don't feel the number of kills should go down, just nail down a respectable spawn time that doesn't leave people sitting around for a possible 20hr pop. This is a lot more reasonable than expecting SE to revamp how many Alexandrites it took to upgrade a mythic in its respectable quest, like so many were doing when they were first announced, or maybe they should revert elemental trials back to the initial state before people were complaining about how hard/long they took to do...