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  1. #1
    Player
    TaalAzura's Avatar
    Join Date
    Jul 2012
    Posts
    420
    Character
    Taal Kheru
    World
    Gilgamesh
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Nadrojj View Post
    Was just discussing with a co-worker who plays the game with me, I'd love to see a variation of something that was already somewhat mentioned in this thread.

    Once per month have a HNM spawn, attack one of the cities, or the surrounding outlying areas. The entire zone can engage the mob in parties of 8. Have in game goals during the fight for the party to achieve like

    1. do X amount of damage to mob in X amount of time
    2. Heal members of party x amount of points in x amount of time
    3. battle would last a certain amount of time if goals were met then a chest would spawn with 8 items inside
    4. make the item chests tiered like lvl 1 lvl 2 and set the goals accordingly - the higher the goal the better the gear in the chest

    5. since this would be a once per month instance the devs could update the loot table monthly to keep it appealing to the player base

    I think this would be so awesome. I mean after a while instances become boring, so an instance like this for a good group of players might not hold their attention for too long. If however the loot table was constantly updated and maybe say achievements or titles were handed out I think this event would keep the player base engaged for quite some time. They could set the date when you log in, that day you know like hey mom gotta skip family dinner tonight, a giant turtle is going to be attacking the city at 8pm and I've got to rally my comrades some I can get some loot.

    Each month cycle in a new NM, six in total so you'd fight the same NM twice per year maybe. They could set up an in game currency system where if you got a drop you didn't want and another NM drops something you do want you could trade an item in for points toward the one you do want. This to me would be amazing, I would love to see some sort of system like this implemented.
    The only this with trying to gauge how well you did in the party is for instance: You have a really good tank who does his job well, and can keep his health high a large portion of the fight. White mages will get shafted on drops because the tank is really good?
    (0)

  2. #2
    Player
    Nadrojj's Avatar
    Join Date
    Sep 2012
    Location
    Ul'dah
    Posts
    491
    Character
    Nadrojj Rolyatt
    World
    Siren
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by TaalAzura View Post
    The only this with trying to gauge how well you did in the party is for instance: You have a really good tank who does his job well, and can keep his health high a large portion of the fight. White mages will get shafted on drops because the tank is really good?
    The monster difficulty would result in every person needing to do their job, and making each job necessary, for instance an AOE that hits all melee within range, that would result in whms needing to cure/debuff status ailments.
    (0)

  3. #3
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Nadrojj View Post
    The monster difficulty would result in every person needing to do their job, and making each job necessary, for instance an AOE that hits all melee within range, that would result instacking ranged like the most part of endgame in 1.0 and the dead of the game
    fixed for you
    (1)

  4. #4
    Player
    Nadrojj's Avatar
    Join Date
    Sep 2012
    Location
    Ul'dah
    Posts
    491
    Character
    Nadrojj Rolyatt
    World
    Siren
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by yukikaze_yanagi View Post
    fixed for you
    So make damage types that the mob goes through? This was just a suggestion to what someone mentioned and not really something I sat down and gave a huge amount of thought to. However make the mob cycle through different damage types, immune to magic damage during one phase, immune to piercing in one stage and so on. Just a thought, in no way am I saying this would work but I'm sure the devs could institute some kind of work around for just stacking one type of damage against the mob.
    (0)