Last edited by CodeCass; 07-28-2015 at 09:49 PM.
"Be Excellent to Each Other..."
PSN: PGS_CodeCass
Yeah, to me in AO, WoW, Rift etc. they've always just been 'named'.
There are NMs, sure they are Fates but they are still NMs. The problem with having just NMs is the claiming. The claiming was never about who could hit it, it was about the drops. Whoever had claim had the drops, this is still the case today in this game. Whoever has primary aggro gets all the drops. On a proper NM this would be no different. It's why NMs were turned into Fates, so everyone willing to put in an effort would be able to get a reward, not just whoever grabbed and held aggro. Yes, more open world content would be nice but NMs are best left as Fates so we can keep as far from the claim mechanic as possible. And before you go point out Hunts, those are clearly treated as uncapped, unmarked Fates as their mechanics are incredibly similar to NM Fates. The rewards from them are even tiered like Fates.
Kinda. They're actually name is "Notorious Monster". Basically, they were harder enemies that existed amongst several members or their family, or not, which had a unique drop or characteristic or lore purpose. Some of them had unique AI and actions as well but most were pretty much just "Stronger" enemies with specific names. Though how much stronger varied greatly, some could probably murder you without lifting a finger and others would be a challenge just above the normal fauna in the area.
I mean, in the first day, Maybe? But I said that like a paragraph below the things you quoted... Yeah, some of the ones that are more popular with weapon or armor designs for popular jobs, they might be camped like that on the first day or week, but It wouldn't be forever like Hunts, because they're not there for constant grinding like hunts. they're there for one-off drops with unique purposes, which people would
There would also be many of them so maybe not all of them would be as popular. Hunts are uniformly important for the same thing. Repeated farming for specific Currency which makes them hunted almost 24/7, their use does not dwindle as much. these would not, they would have finite drop pools, but would still be there for new players and new characters down the line to hunt and enjoy, maybe those who didn't drill through them in the first day (don't you people here always say to slow down on content..? I imagine that would be beneficial for this type of content).
Theres a large difference between them and what Hunts are, and I think you know that.
did you even read it ^^;;? Sorry not trying to be sarcastic here at all but here, point 5 in my post.he problem with having just NMs is the claiming. The claiming was never about who could hit it, it was about the drops
If XI can program something like that I like to think XIV can pull it off. But if they went back and added unique vanity drops and such to every "NM" FATE, That'd be... kinda okay in my book. but it really throws away the fun of hunting an NM when the NM is marked with a huge red marker on your map. IDK if I can adequately explain my thought by that. Plus FATEs scale and such which means it wouldn't be very solo friendly sometimes, which is what i'd propose the NMs to be.Drops. Now for everyones worry, the claiming and the loot distribution, I propose they take a page from "Voidwatch" Chest systems in XI. When an NM is defeated, everyone who participated in the fight will be able to click a chest that spawns at the enemies location.
The idea isn't to make them dangerous killing machines. Its okay if they're zerged the first few days in my eyes, its once the newness wears off and people move on to other things that they'll still be there. Enjoyable hunting content for new players and so on. That will never get outdated with the passage of time because they would drop Vanity gear and Minions and Mounts and such. Plus they'd be solo friendly unlike those 30 minute FATEs with horrible killing machine bosses. The idea is it would create content, open world content, that wouldn't be outdated with each level cap.There seems to be this limit to how many people get hit by a particular move. As long as that exists, no mob will be able to hold their own against a zergfest for long.
As for Hunts, I think the implementation on that was just to terrible to adequately fix and will always be a drama train where people complain about early pulls... So I wanted this to be separate from that and have ways to adjust how they spawn to lessen that. No, you can't eliminate whining, we never will, just lessen it. But I wouldn't complain if each specific Hunt had its own unique drop that you could randomly obtain like a log. That way you could still "Camp" the NM by picking a zone and looking for it, adding to the thrill.
Lastly, for the Chests, I appreciate the warm welcome for that. I think the concept of having "Lost Treasures" in these big zones like in Heavensward would be really fun to go around and hunt down every day or so, or just target ones you specifically want a drop from, so on.
Thanks for the feedback so far, No idea an expect to be complete unless challenged and tuned. So keep it coming.
Last edited by BlaiseArath; 07-29-2015 at 03:59 AM.
Basically, you're looking to add a mob of similar strength to B rank Hunts, with the primary difference being that it has a fixed spawn location, and it's reward is RNG dependent to encourage long term camping, right? That's something I'd be interested in, I'm quite fond of hunting down glamours and minions. I do feel, however, that it could be tough to implement alongside Hunts without it feeling somewhat recycled. We already have a system that involves scouring the map for rare monsters, the only difference here is it drops a chest and you stay for a while once you find it.
Most people I played with on WoW just called em named. Came from Everquest though and they were called named because the majority of the mobs in the world were "an angry knoll" and then you had "Fippy Darkpaw" which was just the same model but with better stats. I used Fippy as an example, as a level 1 the angry knolls are not too tough to kill, but Fippy would wipe the floor with you up to about level 5 (this is of course early EQ days, not current where you walk outside, sneeze on something and get level 15.)
Yah, Essentially what I'm asking. Though as a difference to Hunts their locations would be more specific to an area. For instance, An Ixali NMs could only spawn in their Cortheas Stronghold area, but anywhere within there, not the whole map.
I agree with it being alongside Hunts it would need something different to feel different. This is why I proposed Direct drops rather than Trade in drops, also Hunts fill a purpose well (Currency farming), where as NMs would satiate another, slightly different purpose. The only reason I'd want to not involve Hunts is because of how they work. Zone wide pops, etc. it would just be another drama train if they could spawn anywhere in the zone. if it spawns at one place only on a lottery or Low-Timed pop (Like 1.0 NMs, I think were 15 minutes? Though I think it would be nice if they varied a bit) there would be less an excuse to not be there when it spawns, hopefully staving some of the drama of "early pulls" hunts have. Plus, the system itself would be a bit different in terms of execution and reward claiming![]()
This system was riddled with drama, harassment and abuse in FFXI.
It can stay there please. Hunts are bad enough.
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