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  1. #11
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    Join Date
    Mar 2011
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    960
    Quote Originally Posted by Habu View Post
    Your post and the one before it just makes my head hurt... we're lazy and don't want to work yet "most" of the "elite" still have the best gear, regardless of how much we have to "work" for it. You know that kind os defines the term "elite" having the best gear possible or damn near it, and since we have "no lives" we have infinite time to do all this "work". Seriously enough with the bot garbage, not everyone who claimed/did HNMs botted, that's just a poor excuse for a person who either A. just got outclaimed or B. doesn't like HNMs.
    And yet at the end of the day world spawns are still garbage no matter how much nostalgia attempts to coat the harsh reality of an archaic system in a delicious vanilla coating. Many who disagree either had a vested interest in monopolizing these monsters (herpaderp kings are easy when you're using bots), has been taken over by their inner masochist (too much exposure to Tanaka) or simply cannot see the reality of how negatively such a system impacted FFXI.

    You want something that caters to not only casuals but the hardcore? I have 3 solutions that make world spawns seem the maniacal ravings of a lunatic madman more concerned with keeping people on the hamster wheel in utter frustration rather than creating a game that people are supposed to enjoy.

    1. Hakutaku/Alastor Antlion/Shen style spawns.
    Remember the humble Hakutaku? How you had to travel around the world and get drops to create a trigger for him? This would work wonderfully for new HNMs and not only encourage people to play (by farming items) but also drum up a market for those who simply wanted to buy the pop items and spawn some mobs.

    Casuals would focus on getting supplies to market, Hardcores would spread their wealth down by purchasing items from those who farmed and this would give everyone a 'chance' to spawn that NM with the shines on a level playing field.

    2. Point systems.
    This crap has been beaten to death already. If you create a point system where the XXX uber gear is at the top of the list you'd have many casuals quit before they ever amassed the points and all the hardcores looking to be gods among men could repeat whatever content it was that had the gear until they obtained the badass set of badassery.

    Again, everyone has a fair opportunity to obtain items and the onus lay on the player to choose how far they want to take the pursuit of gear.

    3. Tiered Progression
    Yet another system where the lower tiers would be the realm of the casual player whereas the higher tier NMs would be difficult enough to keep most greenhorns out of action. Systems like ZNMs and Abyssea involved this type of progression where the lower tier monsters were easily accessible but as you climbed the ladder the need for more hardcore types to take control was needed if you wanted to stand a good chance of clearing content.

    Yet again the player has options, the casual has the opportunity to access hardcore content if he/she chooses too all while the top tier players spin their genitals like a helicopter and dive headfirst into the pool of loot.

    tl;dr - Kings were garbage and a lazy solution to true tiered content. HNM at best amounted to poor mans PVP where people talked trash, AFK'd for hours on end, bragged about not playing XI before AFKing in town with the cool guy gear all while pretending that running cheats or no-lifing took 'skill'.

    Oh and yes, I too once took part in the 'fun' of the three-ring circus that was the almighty world spawns and I'll always look back upon it and say 'wow, this was a crock of shit'.
    (10)
    Last edited by Sparthos; 06-12-2012 at 10:13 AM.

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