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  1. #941
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    Join Date
    Mar 2011
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    4,948
    Those questions you just asked, however, do show you haven't really read anything I've said.. As I just answered BOTH of them in just the past few posts..
    I did read what you've said. I'm still waiting for something that makes sense.

    Participation in content should be based on ability to clear it, not how long you're willing to wait to participate in it.
    (1)

  2. #942
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    I don't understand why you all are having such a hard debate about spawn timers..

    The HNM spawn timers of FFXI are long gone. They are not coming back. That does not mean we can't have HNMs. If you actually read this thread when it was created and discussed in depth, people have outlines dozens of ways to handle this without using ridiculous spawn timers.

    The number one reason to bring these back is to have something to do that isn't instanced. It really is awful that instances have wholly eliminated open world content. Leveling quests do not count.
    (1)

  3. #943
    Player
    Radacci's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    1,699
    Character
    Austen Bloodspatter
    World
    Omega
    Main Class
    Lancer Lv 80
    (3)

  4. #944
    Player
    Blackpearlguy's Avatar
    Join Date
    Nov 2012
    Posts
    87
    Character
    Ark Elladan
    World
    Ultros
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Kiote View Post
    I don't understand why you all are having such a hard debate about spawn timers..

    The HNM spawn timers of FFXI are long gone. They are not coming back. That does not mean we can't have HNMs. If you actually read this thread when it was created and discussed in depth, people have outlines dozens of ways to handle this without using ridiculous spawn timers.

    The number one reason to bring these back is to have something to do that isn't instanced. It really is awful that instances have wholly eliminated open world content. Leveling quests do not count.
    I don't think that's the number one reason, refer to the OP's original post (Which has over 200+ likes). Hopefully if we create enough of a demand SE will recognize that the vast majority of the player-base wants an H/NM system in place. How that system is put into place is another matter and the real matter of debate.

    I think we can all agree we'd like badass HNM endgame mobs waiting for us at 50 (or whatever level cap is). Whether it be FATE, forced pop, random timer or all the above. Implement it how you want SE, but ensure us a hefty load of HNMs with awesome rare gear and high cost items to sell! Any word on how distribution will be? Individual or group dispersed as 1.x? That's another saga right there.
    (1)

  5. #945
    Player
    Radacci's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    1,699
    Character
    Austen Bloodspatter
    World
    Omega
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Blackpearlguy View Post
    I don't think that's the number one reason, refer to the OP's original post (Which has over 200+ likes). Hopefully if we create enough of a demand SE will recognize that the vast majority of the player-base wants an H/NM system in place. How that system is put into place is another matter and the real matter of debate.

    I think we can all agree we'd like badass HNM endgame mobs waiting for us at 50 (or whatever level cap is). Whether it be FATE, forced pop, random timer or all the above. Implement it how you want SE, but ensure us a hefty load of HNMs with awesome rare gear and high cost items to sell! Any word on how distribution will be? Individual or group dispersed as 1.x? That's another saga right there.
    I hope in case of FATE, that there's a contribution threshold you need to pass, to be able to roll on loot or something.
    I don't want everyone to get an artifact wep each ^^ But at least everyone who contributed to a good degree should have a chance at loot. And if it's 100ppl there, and boss drops 5 items, chance is pretty small anyways.
    (1)

  6. #946
    Player
    Exn's Avatar
    Join Date
    Aug 2011
    Posts
    325
    Character
    Exn Phenix
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Alhanelem View Post
    I did read what you've said. I'm still waiting for something that makes sense.
    Well, if you can't make sense out of basic facts and simple truths, there's just not much I can do for you.. All the best though!
    (0)

  7. #947
    Player
    Exn's Avatar
    Join Date
    Aug 2011
    Posts
    325
    Character
    Exn Phenix
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Kiote View Post
    I don't understand why you all are having such a hard debate about spawn timers..

    The HNM spawn timers of FFXI are long gone. They are not coming back. That does not mean we can't have HNMs. If you actually read this thread when it was created and discussed in depth, people have outlines dozens of ways to handle this without using ridiculous spawn timers.
    Uh, spawn timers are still here.. being used constantly by current and older MMOs... Even the 'HNM' in GW2 (unclaimable spamfests) are on spawn timers.. So there's no need for them to come back, as they never left..

    I did read and was apart of this thread when it was originally started, which you would have noticed if you read the OP in which I'm quoted twice..
    (0)
    Last edited by Exn; 01-22-2013 at 11:15 AM.

  8. #948
    Player
    Nadrojj's Avatar
    Join Date
    Sep 2012
    Location
    Ul'dah
    Posts
    491
    Character
    Nadrojj Rolyatt
    World
    Siren
    Main Class
    Gladiator Lv 90
    I've seen a lot of back and forth on claiming and on spawn mechanics and began to think......


    What if these HNM's spawned on a six hour basis, whoever claims the mob and takes action up it then gets locked out from that mob for a 48 hour time period? The times really aren't concrete in my thinking but WoW kind of had something like this set up. Looking for raid placed you in the instance and you were allowed to roll once per boss then you had to wait 7 days until your lock out was over. If they implemented something like this with hnm's it would give a bigger group of people a chance to fight it. Anyone currently in the claiming alliance would get locked from that NM for a short period. Having the mob spawn on 6 hour timers would ensure that anyone who wanted to fight it would more than likely get at least once chance against it. The six hour respawn might be a bit too quick but it's just something I thought to make the mob up a lot more often. If say four different shells have fought it within a 24 hour period, no one capable of killing it then it would just roam around until the next group's lock out is done. This would leave a huge monster up roaming around bashing people and pretty much leaving impervious to damage for a few hours unless 1. a group of randoms band together and take it down or 2. the timer for a LS that is capable is over.

    This is just a quick though that crossed my mind as maybe one type of open world environment spawn mechanic other than those previously mentioned.
    (1)
    Last edited by Nadrojj; 01-23-2013 at 04:52 AM. Reason: edited a run on sentence.

  9. #949
    Player
    Exn's Avatar
    Join Date
    Aug 2011
    Posts
    325
    Character
    Exn Phenix
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Nadrojj View Post
    I've seen a lot of back and forth on claiming and on spawn mechanics and began to think......


    What if these HNM's spawned on a six hour basis, whoever claims the mob and takes action up it then gets locked out from that mob for a 48 hour time period? The times really aren't concrete in my thinking but WoW kind of had something like this set up. Looking for raid placed you in the instance and you were allowed to roll once per boss then you had to wait 7 days until your lock out was over. If they implemented something like this with hnm's it would give a bigger group of people a chance to fight it. Anyone currently in the claiming alliance would get locked from that NM for a short period. Having the mob spawn on 6 hour timers would ensure that anyone who wanted to fight it would more than likely get at least once chance against it. The six hour respawn might be a bit too quick but it's just something I thought to make the mob up a lot more often. If say four different shells have fought it within a 24 hour period, no one capable of killing it then it would just roam around until the next group's lock out is done. This would leave a huge monster up roaming around bashing people and pretty much leaving impervious to damage for a few hours unless 1. a group of randoms band together and take it down or 2. the timer for a LS that is capable is over.

    This is just a quick though that crossed my mind as maybe one type of open world environment spawn mechanic other than those previously mentioned.
    I actually really like that idea for open-world HNM. Perhaps only lock-out players that get a WIN, for like a period of a real life week (7 days). Maybe even do a small 2 hour lockout for anyone who performs an action on the HNM, starting after it resets (in order to give other groups standing around a shot if you wipe - instead of the same grp holding it while they recover). It should seriously help with claim wars, as you can really only claim it once per week (considering you get the win). IF SE did something like this though, they'd have to rethink the loot tables. An HNM dropping only 1 or 2 worthwhile items, that you can only fight once/weekly, would take forever to gear up from. Maybe increasing the drop rate to 100%?
    (2)

  10. #950
    Player
    Nadrojj's Avatar
    Join Date
    Sep 2012
    Location
    Ul'dah
    Posts
    491
    Character
    Nadrojj Rolyatt
    World
    Siren
    Main Class
    Gladiator Lv 90
    I don't know how I feel about 100% drop rate on a few items, but if you were to move the window out that far to a week I could see that. That being said however if the windows of being able to re-challenge the mob were shorter I would be against 100% drop. That's why i suggested such short re-spawn windows, so that other groups would have the shot at the same mob, and a longer but not super long lock out would ensure if your group really wanted to try to farm the mob you'd have a few opportunities during the week.
    (0)

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