Darth Tartu,

if "me me me" is what you're getting out of the posts, then you need to re-read them. But let me address what's not blatantly insulting.

Firstly, I'm well aware of the diversity of content for different types of people. But you value your precious 'prestigue' too highly. You talk about me being self-centered about this, but of the two of us, I've got a far broader base which I am concerned for.

Ultimately, where I suspect our main disagreement arises from is in you seem to believe that all content needs to be at the ready and easily attainable and accessibly at all times. What an MMO needs is to have a good mix of content that is readily available and accessibly and plenty of things to keep people enjoying themselves every day with added content that isn't to break the routine.
If I felt that, I wouldn't be asking for claim cool-downs, now would I? I agree that there needs to be a good mix of content, but I don't believe there should be distinct 'prestige' system that values one content above others. Rather, the truly prestigious items would go to those who truly encompass the whole of adventuring - for example: The current requirements for Relic/AF Weapons.


Let me clarify my goals for you I wish to specifically:

1. Create mechanics that make the majority of the common FFXI exploits impossible, by utilizing many of the systems FFXI put into place in it's later years. For example: The idea to have a required item to claim a HNM? Came from Dark Ixion, which was a superior system than any of the ground kings, and it was exciting. I'm of the mind that the Primal System, from what little we've been given via interviews, is going to be very much like Sandworm. These were good approaches about the scene and the lore.

These systems weren't attainable at all times, but they did try to address many of the issues plaguing early HNMs.

2. The support of a positive themed environment to most if not all aspects of the game.
To take this further, this means toning down the passive-aggressive competition the early HNM scene was known for.
You stated it yourself, you never beat Absolute Virtue, you never beat Pandemonium Warden. But look at those systems a moment. Both were forced pop systems. In fact, the bulk of FFXI's NM systems past Kings is force poped. That didn't harm the rarity or prestige of the high end items on these. And if your LS had it in their desire to have a hand at it, you weren't forced to compete for even your chance.

I am not trying to destroy 'your 'content. I am taking concepts that have evolved from the past and trying to continue that course into the future. Academically, mind you. You're free to disagree with me, it's up to SE to decide what they do. You do not have to result to insults with me.

In this juncture of the discussion, I think you and I are beyond the point where any discussion of general viewpoints will be productive. So let's talk specifics.

How would you organize a HNM system in this game? How would you manage issues with:

Spawn Rate and Claims (Including loss of claim conditions.)
Drop Rate and Attendance
Content value and Power Creep (I can define Power Creep if you're unfamiliar with the term.)
Spontaneity vs Accessibility
Addressing Exploits.

Let's construct two systems, one with your ideals and one with mine. And take into consideration each other's concerns while doing so. With luck, both could be implemented or inspire similar systems and the game can appeal to a wider audience for it.