More open world activities come with Novus questline
NMs are already ingame (but with no NM gear). But I wish SE would bring back Leve NMs.



More open world activities come with Novus questline
NMs are already ingame (but with no NM gear). But I wish SE would bring back Leve NMs.
Last edited by Felis; 04-30-2014 at 07:27 AM.
thats the problem usually these are fate related but theres no real rewards to justify the time doing them and on top of fates just being a zerg fest requiring no skill and hope you get enough hits in for gold.
Not my idea or anyone else's idea of fun.
solution - get rid of fates its just fail and bring in some proper open world stuff nothing that can be implemented can save it to be honest.

Gotta learn to read the mood.
They (we, actually) don't want them to be something tied to a singular questline.
We don't want any "open world activities" like Atma.
Something it is in the environment, independent of quests is what is being suggested.
"Open world" content, at least in my definition, is defined as something that you can just walk out and participate in.
Hey, that explains why I couldn't find what you were talking about before. There it is. That looks like it would suck, lol. 5.9%.Uh no they moved it to KS99 which had like a 1% drop rate which was harder to do getting 99 seals it was not like that orginally. Did about 23 of those runs in 1 day with LS before and not one belt. I would say I did 220 of those runs over the course of the game according go my LS database we saw 0 belts. That is not a valid alternative. Also that didn't happen until a long time into the games life cycle where they put it in KS99. For the longest time camping KA was your only option.
Last edited by i2agnarok; 04-30-2014 at 07:35 AM.
So there are FATEs that can be soloed and FATEs that require a group to beat. Difficulty is based on how many HP the NM/FATE monster has and/or how much damage they do. Sure, you can put an arbitrary higher level on them (to justify why there's more HP or damage), but that doesn't mean they're still not similar.... the difference being a more user friendly join-when-you-want and no claiming system of XIV.
The topic of zerging the content was brought up, but what are you going to do to fix that? Add more HP and damage, what else CAN you do? Leveling and gearing up is so fast already. Anyone at level 50 isn't going to gimp themselves for a battle against an NM, especially if the rewards are right. Eventually, you get to level cap and theorize the quickest and easiest way to bring down bosses. Thinking that NMs are "harder" or "more technical" is all in your head, the technical part is precasting to get first claim rights (which XIV finally gives everyone a free chance at).
That brings up the rewards topic for doing FATEs/NMs. So what you're saying is that if you were bribed with even more shiny stuff, you'd do the superior FATEs then? The game as it is, is tuned to be a challenge at the later parts. Adding even more specific gear traits, more powerful gear, more in-depth materias, more skills, and more bonuses will ultimately throw the challenge out the window (after theorycrafting) and make content trivial and promote more elitism. Perhaps the game needs some time to mature still... I dunno.
I might agree with adding higher level (lv 99) mobs, but since people are at level cap, there's no exp to be had, and they'll be quickly dismissed and asked to be removed, since there's no rewards toward progression. People want to get stronger, but the game is tuned to the way it is now, it's a bigger picture I think many are missing. Changing too much, like adding insane rewards, will throw the balance off and make jerks out of more people. That's how MMOs work, sadly.
I just don't know what else to say. Whether FATE or NM, people will look for the quick and easy method to win and be rewarded. The only choice is whether you want to fight against the monster for reward (FATE) or against other people for reward (NM).

Yes, definitely no thanks to NMs, if non-FFXI don't know what they were (NM = Notorious Monster), they were very strong monsters that spawn sometimes on a set schedule, that players could claim and drop very good item rewards, they were extremely boring and in FFXIV they have difficulty based trials (Primal EX, etc) which are way better barriers to good gear.
But I would welcome worthless in terms of reward, maybe decent exp, NMs that wander/patrol - so not really FATEs - the open world. So there is at least some risk/adventure to travelling across the map alone, a light party of players at the zone's level should be able to handle it however.
This would help alleviate my concern that the world of FFXIV feels too small, if we made teleports more expensive and people actually had to travel a bit I think the world would feel more alive/larger. Duty finders / party finders are still there for players looking to just log on for a quick dungeon/trial or what have you.
But at least for questing and travelling we'd have to go out and travel this pretty world they made us, and ya more/bigger zones of course. This is what FFXI had that FFXIV does not, of course FFXI had many expansions, so definitely hoping FFXIV expansions significantly make the world feel larger!
If there were to be an introduction of the equivalent Rare/NM, they don't have to be all or nothing as to purpose. I don't think the OP or anyone who wants those long time spawn mobs to be the shift of gear acquisition. I think they (myself included) just want their presence to be there for the purpose they generally serve in other games. A good optional challenge to take on that might reward something fun or useful (besides extra exp). It doesn't have to be the best thing out there for endgame, in fact it SHOULDN'T be with the way the game is.Yes, definitely no thanks to NMs, if non-FFXI don't know what they were (NM = Notorious Monster), they were very strong monsters that spawn sometimes on a set schedule, that players could claim and drop very good item rewards, they were extremely boring and in FFXIV they have difficulty based trials (Primal EX, etc) which are way better barriers to good gear.
But I would welcome worthless in terms of reward, maybe decent exp, NMs that wander/patrol - so not really FATEs - the open world. So there is at least some risk/adventure to travelling across the map alone, a light party of players at the zone's level should be able to handle it however.
This would help alleviate my concern that the world of FFXIV feels too small, if we made teleports more expensive and people actually had to travel a bit I think the world would feel more alive/larger. Duty finders / party finders are still there for players looking to just log on for a quick dungeon/trial or what have you.
But at least for questing and travelling we'd have to go out and travel this pretty world they made us, and ya more/bigger zones of course. This is what FFXI had that FFXIV does not, of course FFXI had many expansions, so definitely hoping FFXIV expansions significantly make the world feel larger!
If one lv50+ NM dropped an ilvl50-70 equivalent equip particular to it, I don't think that's a big deal in the slightest. If there were NMs of lower level that dropped lower level gear, I think that'd be a purely positive thing (Untradeable or not). Drops like that could serve as vanity as well, unique to the rare/NM that dropped it. The possibilities are rather abundant to their purpose and doesn't have to end at just being there for the sake of it.
I have to admit timed spawn NM's weren't what I would call fun but they did eventually make a number of them forced spawn NM's like for example thief's knife where you had to farm the pop item and spawn the NM and then hope for drop for example. That was fun and basically not handing it to you on a plate either.
I mean what if the next big update introduced some of these as 16/24 man content to obtain some of the highest level gear along side with third turn of coil so to obtain all of the highest gear you have to run both end game content and would give more to do than just coil.

Ya sorry I was referring to non-forced/timed spawn NMs which I deplore, forced spawn NM's I guess are fine, just another tool in the kit in terms of varied content the dev team can add.
For everyone else to understand, this is like the current farm for atma, EXCEPT this is: farm for atma then you need to kill a boss - and if that boss kills you or your party that atma is lost. Which is a bit more harsh because it puts a RNG (randomness element to it) and a skill element to it. It would definitely add a lot to do for players, for less development time, but maybe this is too harsh for today's MMOs.


which makes them fundamentaly no different from the way they did Primals in 1.0, and to a lesser degree Trials now except they were "semi-open world" content.Ya sorry I was referring to non-forced/timed spawn NMs which I deplore, forced spawn NM's I guess are fine, just another tool in the kit in terms of varied content the dev team can add.
For everyone else to understand, this is like the current farm for atma, EXCEPT this is: farm for atma then you need to kill a boss - and if that boss kills you or your party that atma is lost. Which is a bit more harsh because it puts a RNG (randomness element to it) and a skill element to it. It would definitely add a lot to do for players, for less development time, but maybe this is too harsh for today's MMOs.
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