I didn't mind the window so much as how long it was. If the window was say only 30 minutes it would get pretty intense. Combine that with a claiming method that people feel is fair (if there is such a thing) and it would create that awesome atmosphere of competitiveness between linkshells.
Keep in mind I also think that alternatively there should be a 7 or 14 day system in place where you can fight the same HNM in an instanced setting. That way your linkshell is guaranteed to fight the HNM regardless of window/claim once every week/two weeks. I hope difficulty and strategy make every LS think twice before entering an instance (no soloable/oudated NM content moving forward long term)
edit; grammar fail
It would be a problem for most of causal players. Sorry to say, Square Enix do need more players though. Like I said, even if HNMs drop some ex/rare items so it would make you not to do it same again and again for same items you already have while most of us also need to kill it. RMT also can't sell ex/rare items.
Idea of FFXII NM Hunting, it would be nice if it has a reset timer after you killed your own HNM pop so you don't have to sit down and waiting for hours/days.
The windows in XI were usually 30 minutes. Too long considering there were 6 of them and like 90% of the time they spawned on the last one anyway. Do you really want to sit around and do nothing for 2-3 hours?I didn't mind the window so much as how long it was. If the window was say only 30 minutes it would get pretty intense.
I also like the idea of an alternate means to fight, just so long as you can get the same rewards.
Sky/Sea please.
I would love to see that system implemented in effective way. Those systems guaranteed that even when group of people got highly pimped, they will still redo them for others who just started doing end game for equipment, since the area is open and still they would be able to join with their gear. Even when they aren't helping they would even farm triggers for Gil, and then the growing LSs can spend LS's bank to buy triggers to speed the gearing up process.
It could implemented in such a way that it won't overlap with anyone progress. such as, killing objectives or completing certain tasks would complete the conditions that would spawn the trigger's monster, then spawning the HNMs with the set of triggers, and then facing the final boss of such area. "YES to Absolute Virtue, maybe?". In that way, you would have plenty of events to work as LS such farming days and looting days.
When you have such a system you would end up with, smaller farming monsters "conditions", smaller NMs "triggers", HNMs "bosses", big boss "final boss". Now, talk about the juicy loots! you can play around with the equipment around this syste, simply search on google images "ffxi nm system" and see the amount of items that can be obtained.
Such areas would be populated with LS who doing their events. Alliance doing fights, parities doing triggers and solo completing personal tasks. These areas would be active 24/7, by new and veteran players. guaranteed.
EDIT "After checking 2.0 road map":
Instances Raids would create a void after certain amount of time, where the players who started doing such instance would move on to a newer instances for better equipment, leaving the "old" raids to rotten in hell for the new players who just started the gearing ladder. True the Content Finder might find people for such a raid, but what about when they move to the next one, you would end with 2 voids of closed areas that older players won't bother redoing since it won't benefit them in any way.
Last edited by Zetsubou; 01-19-2013 at 01:27 PM.
Two points. a) you wouldn't be doing that if you didn't know the last spawn time, and b) the thrill of claiming a nm that has a longer spawn window is very exciting.
Please let's not just make the spawn time of all of these nm's super narrow. That's fine for some, but not all. NM's with a narrow window turn into commonplace mobs that offer no thrill of the hunt at all. You don't get claim? That's fine because you know it's spawning in 5 minutes. The stakes are so low. When you raise the time in between spawns, the stakes go up, and with that go the level of excitement, and frustration. But I'd rather have extreme highs and deep lows than just middle of the road all the time. Middle of the road is boring.
http://chaostheoryffxiv.enjin.com
Yes, THIS. Thank you. Competition can make a game great. I AM a casual gamer. I KNOW that I don't have 2-whatever hours to spend camping nms. But I still want that there, because it raises the stakes, drives up the competition, and that drives up the fun. And maybe one day when my kids are finally sleeping lol, I'll have the time to spend camping these nms.
http://chaostheoryffxiv.enjin.com
IN the end there is no solution.
Camping HNM is not casual, it is the anti-casual honestly. So why should it be catered. This is content that SHOULD IGNORE 80% of the mmo population.
Actual HNM camping in my opinion this should not be ballanced for casual. It should be made only for hardcores. (other nm spawns and such can be more casual (force spawn and such)). But the game needs 20-74hr spawns if they want to make the hardcores happy.
The casuals will never like this system, they flocked to WoW because this system was in place in older mmos and it was the focus. But on the flip side most hardcore gamers who still had the time didn't leave to go to WoW or left soon after. WoW only had ~60% mmo market share there is a reason there was not more and do not forget most WoW players started mmos with WoW they were not taken from other games.
The trick to implementing hnms is doing this without screwing over the casuals.
Make all drops from NMS Rare/EX (non-sellable counters RMT). Make all drops from HNMs also drop from instance/force spawn bosses (No competition/forced camping for those who do not want it). Make the spawn times actually random, spawn areas really large, or require non-player controllable scenarios to happen. (counter camping to a large degree)
This is what most hardcore people want. NO ONE myself included really wants old XI again, I think everyone agrees that model is dead. But we want some of the hardcore elements done in a way that does nothing to hurt casuals. It will give us something to do outside the dungeon/raid spam.
You want to make a good mmo. STOP TRYING TO MAKE CONTENT THAT MAKES EVERYONE HAPPY it is impossible. And start adding content for everyone. Add content that casuals hate but hardcores love. Add content that hardcores hate but casuals love. Everyone has something in the mmo they really like there for everyone is happy. Really simple concept...
SE needs to do what they said they would do. Create a theme park. Something with rides for everyone. (or in mmo terms content for every play style)
Some people hate roller coasters, some people love them.
Some people hate bupper cars, some people love them.
Some people like the carnival games, some people just walk by them.
and so on and so on.
That is the thing a true theme park has stuff for everyone it is why you see such a variety of people. Atm mmos are keeping us restricted to the frog pond game and spinning tea cup ride... and wondering why huge groups of people stop coming back to play.
Last edited by Xatsh; 01-19-2013 at 02:02 PM.
As long as they aren't like BAMs(Big Ass Monsters) from TERA-like MMO's. I don't want to see roaming HNM's in EVERY zone, wandering around like local fauna, only use is for quests, please, don't. I consider myself retired from FFXI but Im so close to reactivating my subscription just for something to do. TERA is such a horrid grind, I spend all day getting to lvl 52-53, doing the same thing, then I get to another camp just to do it all over again? grouping up isn't fun either, its practically the same as soloing, but with death. i only compare tera so much because alpha SEEMED similar, and it still has me scared until I see Beta.
Last edited by VitoScaletta; 01-19-2013 at 02:03 PM.
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