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Thread: [dev1009] HNM's

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  1. #1
    Player Raksha's Avatar
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    Mar 2011
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    Character
    Raksha
    World
    Lakshmi
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    SCH Lv 99
    Quote Originally Posted by Bumbeen View Post
    Just to continue this discussion, I was thinking about that as well. How would you even add something that only 5% of the playerbase would be able to complete? You would have whatever rare item you wanted given for completing the skillful task, but what is stopping them from doing it for other people? It would have to be limited to a single person fight like the maat fight and be ra/ex.
    Why only 5%?
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  2. #2
    Player Bumbeen's Avatar
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    Apr 2011
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    Bumbeen
    World
    Valefor
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    RDM Lv 1
    Quote Originally Posted by Raksha View Post
    Why only 5%?
    Just arbitrary number. Could be 1% or 10%. I just can't figure out how you could limit something to such a small % without timesinking and horrible droprates.
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  3. #3
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    Quote Originally Posted by Bumbeen View Post
    Just arbitrary number. Could be 1% or 10%. I just can't figure out how you could limit something to such a small % without timesinking and horrible droprates.
    Trying to ramp up difficulty will either end up in a monster that's gimmicky like AV or a marathon like PW.

    Apademak and Pantokrator are both difficult enough mobs and could easily have been stand-alone HNMs outside Abyssea. They mix difficulty with timing and both punish poor play. Miss enough stuns and Apademak will retaliate in return and heal Pantokrator enough and he'll answer that with a 2hour ability.

    The hardcore can lowman these while other players can team up in larger groups and still get a challenging monster.

    That being said, SEs problem is always in implementation. The problem isn't difficulty as plenty of mobs have been challenging enough moreso than rewards are always spread out in the silliest of ways.

    Take Voidwatch for instance as their newest event. The random nature intended to keep gear rare leads to the event itself being totally flawed. Instead of using a point system that could then be taken to an NPC for loot, you have the individual treasure system which more often than not gives someone a group they cant use and can't trade.

    If SE wants to keep certain pieces "rare" that's fine but implement it better. They could easily just have tacked some trials onto Defending Ring if they felt the rarity of the item would be threatened by a 50% rate on getting KB from Behemoth.
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