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  1. #1
    Player
    Takeshi_Eiketsu's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    174
    Character
    Takeshi Eiketsu
    World
    Maduin
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Xatsh View Post
    \Going to emphasise this since people seem to not understand, in XI you did not have to do hnms to get the hnm drops there were other methods.

    2) For hnms tokens are horrible system unless the token are so restrictive it will take along time to get anything. The last thing we need is a gear give away. As for having to be a leader to get gear... you were a member of a really garage guild. In the end if you are in a guild where the leaders put themselves first on lotting, you are the fool for being in it. It is a failure of leadership if this is case and foolishness of the player to remain in that guild. Most well run guilds this is not the case.
    In the beginning, FFXI HNM gear could only be obtained from them (I emphasize in the beginning, from what you say it changed after I left, which is good.)

    Token systems can be done in a way that is fair and not a giveaway.

    If guilds are the way you say, then I seem to have horrible luck finding good guilds >.< (like seriously) because everyone I have joined, be it in XI, XIV, SWTOR, or otherwise; has been that way.

  2. #2
    Player
    Jeronlmo's Avatar
    Join Date
    Apr 2011
    Posts
    384
    Character
    Jeronlmo Sai
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Takeshi_Eiketsu View Post
    I am adding my two cents because I matter.

    First, I am not opposed to HNMs...but I am bothered by OPs complete one sided coverage of the topic...quoting people who help his case and stating those that disagree are mere "nay-sayers".

    Anyway, I would like to see HNMs too BUT not the way so many others do...for example:

    DO NOT give ANY NM, be it HNM or otherwise, a spawn time greater than an hour. This is ridiculous, and a time sink method of an archaic age of MMOs. Even when I had all the time in the world to devote to FFXI back in the day, I hated. It is competitive...but I call it anxiety driven. I do no play a game to stress out...that is counter productive.

    I say Soloable NMs 5-15 minute spawn (if they are timer based), and HNMs get 30mins-1hr (If they are time based.)

    DO add interesting pop scenarios, Id like to see monsters spawn only at night, or when raining, or at a full moon/dark moon, etc etc etc. This would include item pops, such as pouring pheromones on a stone, etc.

    DO give members tokens for participation that can be traded in to an NPC for the NMs drops...so people like me (who aren't a HNM LS creator, or co-creator) can get the items too, without being a abused for manpower.
    You actually included both in the soloable catagory (see bold) with virtually no cooldowns so the gear gets flooded. You not having a problem with HNM's apparently relys on them not being HNM's.

    Edit: I do see how it could be seen either way I guess, but those low cooldowns are ridiculous unless they drop nothing worth getting.


    Quote Originally Posted by Takeshi_Eiketsu View Post
    In the beginning, FFXI HNM gear could only be obtained from them (I emphasize in the beginning, from what you say it changed after I left, which is good.)

    Token systems can be done in a way that is fair and not a giveaway.

    If guilds are the way you say, then I seem to have horrible luck finding good guilds >.< (like seriously) because everyone I have joined, be it in XI, XIV, SWTOR, or otherwise; has been that way.

    The fact that Einherjar is constantly mentioned says we are not talking about the first few years of FF11, the problem that all of you continue to point out was seen by the community and the devs from FF11 and fixed it with Einherjar.

    Token system... in the end its a very sad system but w/e.

    There were def alot of crap guilds on our server, you should have heard some of the "merger talks" early on in the game where leaders of other guilds demanded point systems work in their favor and how they wanted gear for their core group before the rest. Those mergers never happened and most of them died.
    (0)
    Last edited by Jeronlmo; 02-01-2013 at 06:31 AM.

  3. #3
    Player
    Thugwaffle's Avatar
    Join Date
    Feb 2013
    Posts
    15
    Character
    Cosmic Artifact
    World
    Excalibur
    Main Class
    Marauder Lv 60
    I think it would be a decent idea if HNMS required a huge number of people to kill ... 15+ and then once Your character has killed said HNM, you get locked out from being able to claim it again for a few days or whatever time period is deemed fit. This way the same people/group can't keep camping the HNM and killing it over and over again. The same could apply for reg NMS as well, but a lesser duration.
    (0)

  4. #4
    Player
    Takeshi_Eiketsu's Avatar
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    Mar 2011
    Location
    Ul'Dah
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    174
    Character
    Takeshi Eiketsu
    World
    Maduin
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Thugwaffle View Post
    I think it would be a decent idea if HNMS required a huge number of people to kill ... 15+ and then once Your character has killed said HNM, you get locked out from being able to claim it again for a few days or whatever time period is deemed fit. This way the same people/group can't keep camping the HNM and killing it over and over again. The same could apply for reg NMS as well, but a lesser duration.
    I don't think that would work for everyone. While it seems like it would solve the problem, I can honestly say I would be upset at not being able to kill a mob(NM/HNM in this instance) that is right in front of me, simply because of an invisible countdown timer of a previous kill.

  5. #5
    Player
    Thugwaffle's Avatar
    Join Date
    Feb 2013
    Posts
    15
    Character
    Cosmic Artifact
    World
    Excalibur
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Takeshi_Eiketsu View Post
    I don't think that would work for everyone. While it seems like it would solve the problem, I can honestly say I would be upset at not being able to kill a mob(NM/HNM in this instance) that is right in front of me, simply because of an invisible countdown timer of a previous kill.
    What if it worked like a phasing lock thought to where after you've killed the NM, said NM will not appear in that zone for you as it will be phased out for an hour or two so you cant see what you are missing unless of course you are grouped with someone who needs help to kill it you could assist them, but not be eligible for loot that isnt rare/ex.
    (0)
    Last edited by Thugwaffle; 02-03-2013 at 03:46 AM.

  6. #6
    Player
    Takeshi_Eiketsu's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
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    174
    Character
    Takeshi Eiketsu
    World
    Maduin
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Thugwaffle View Post
    What if it worked like a phasing lock thought to where after you've killed the NM, said NM will not appear in that zone for you as it will be phased out for an hour or two so you cant see what you are missing unless of course you are grouped with someone who needs help to kill it you could assist them, but not be eligible for loot that isn't rare/ex.
    That could work, but it may become too much work on the server side, having to keep track of everyone's NM visibility in a given zone. I don't know for certain though, because I am not a programmer, lol.

  7. #7
    Player
    AttacKat's Avatar
    Join Date
    Apr 2012
    Posts
    500
    Character
    Attackat Muaddib
    World
    Leviathan
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Thugwaffle View Post
    ... once Your character has killed said HNM, you get locked out from being able to claim it again for a few days or whatever time period is deemed fit. This way the same people/group can't keep camping the HNM and killing it over and over again.
    I recall one of the initial "letters" mentioned something about having a timer/counter on the loot once you have received the item. While it isn't at the front end limiting the claiming, it sort of works on a similar basis by limiting the backend, the number of times you can roll for the reward.

    jc
    (0)

  8. #8
    Player
    valetarkus's Avatar
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    Sep 2012
    Location
    Limsa Lominsa
    Posts
    205
    Character
    Vale Aeonslayer
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    I want to fight some real nasties in 2.0!!!
    (1)

  9. #9
    Player
    Asael's Avatar
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    Feb 2013
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    146
    Character
    Asael Drakengard
    World
    Cactuar
    Main Class
    Gladiator Lv 60
    Just an thought that throws back to an old FFVI idea combines two beloved concepts of instanced dungeons and NMs. Imagine an NM encounter that also serves as an instanced dungeon!

    Now you maybe thinking, Asael... What the hell have you been smoking??? Well... That's not important. But anyways I was watching over some old lets plays of FFVI and one monster in particular just struck me as interesting and I thought it would be a very fascinating addition to FFXIV. The monster I speak of in this case is known as Zone Eater. What Zone Eater would do is if you sat idle long enough he would eat you, and after a quick loading screen (or possibly a CS in this case) you would find yourself inside a dungeon within the beast's gut. The dungeon itself could be considered the equivalent of AV or CC but yet could also serve as a major NM fight if you chose to just go all out against it.

    If this still isn't clear you can always just google FFVI Zone Eater and you should get the idea.

    Impressions?
    (0)

  10. #10
    Player
    DoctorMog's Avatar
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    Mar 2011
    Location
    Limsa
    Posts
    1,944
    Character
    Doctor Mog
    World
    Hyperion
    Main Class
    Lancer Lv 51
    11 had all of those methods.
    (1)

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