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Have you ever considered the idea of queuing NM/HNMs?

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  • Have you ever considered the idea of queuing NM/HNMs?

    First, notice for all forum posters, and do please read this before continuing: Should this thread be moved to another part of the forum, it is originally intended as one of the questions for SE. If it remains in its original forum section, it is not up for discussion where it is, and if need be, a thread created specifically for discussing this idea can be made on the general board. Or, if this post itself is moved elsewhere, then its fair game too. Now, I'm well aware that the idea that I posted following the question is really rather unrealistic, as the idea of such a queue would be incredibly taxing on the servers, with far too much data to keep track of. The idea is merely what my idea of a queue for NMs would entail. No, I haven't thought of every situation. This was just something I thought of overnight, so I'm sure there are several questions unanswered. It's just a general idea, and like all quickly thought-up concepts, there are sure to be several holes and flaws. And yes, I know that the thought of queuing NM claims is a very unpopular idea, and the mere thought of it is probably going to cause several players to see in a red haze and spit acid. But then again, since when have ideas intended to make things fairer for almost everyone ever been popular?


    Now for the question at hand:

    Have you, SE, ever considered the idea of queuing NM/HNMs? Just asking the question makes it a tad difficult to understand clearly, so please allow me to elaborate. Now, the idea following this is just what I would picture as an effective queue system, but it's probably very unrealistic, and would only really be used to get a general idea of what I would mean by a queued system.

    At various Timer-spawned NMs all or some (no force/trigger spawns or mission/quest spawns), possibly have a ??? spot or something set for players to place their name on a queue for their chance at the NM. The queue would allow virtually any player to have a chance at an NM of their choice, without the worry of monopolizations that have plagued various types.

    How the queue would work is that it would operate on a first come, first serve basis. Say there's 3 in the queue for an NM, being PC1, PC2, and PC3. PC1 would have first crack at the NM. However, PC1 would have to be in the zone when the NM spawns or he would instantly lose his claim, and PC2's turn would be up, but PC2 would have to be in the zone when its his turn or he instantly loses claim, and it goes to PC3, and so on. Say PC3 was the last in the queue and he wasn't there, then he'd lose his claim and the NM would just remain there, unclaimed. This would help speed along the queue by not wasting time on no-shows. Now, if PC1 were in the zone when the NM spawned, he would have claim, but the NM wouldn't aggro until he attacked it or got in aggro range, but he would have 5 minutes from spawn to begin his attack on the NM or he would lose claim to PC2. This would speed things along by not wasting time on unprepared players and would prevent holding.

    Now, I could see how this would be abused, as members of an HNMLS could spam the queue with their claims and try to monopolize the NM that way. I've given thought to how to counter that. If PC1 and PC2 are both in the queue for the NM, and PC1 gets his claim, but PC2 happens to be in a party with PC1 to help defeat the NM, since PC2 has taken action on the NM through affiliation with PC1, PC2 would be removed from the queue and PC3 would be the next in line. That way, situations where PC1 through PC18 could all be in a queue, but if they allianced a fight with an NM, PC2 through PC18 would be bumped off, and a fresh player PC19 would be next in line.

    A possible way around that would be that PC1 may have claim on an NM, but PC2 may be outside of the party and could be casting outside cures and whatnot on PC1 and his allies. That's where any hate-causing actions apply. If any player on the queue, does anything to gain any type of enmity from the NM (curing or casting support spells on a player fighting the NM), and their name is in the queue, it would be removed, and their spot is given to the next in line.

    And yet another way around that is that PC1 would have claim on the NM and is fighting it with a group of people. Then on next spawn, PC2 could have claim, and PC1 and his same group would join PC2 and fight the NM again. That's where the idea of NM fatigue comes in. NM fatigue is an idea I've heard about from other posters who had suggestions on how to curb NM monopolization and give more players a chance at them. If you fought the NM, or did anything to generate enmity from the NM, then you're given a fatigued status that will prevent you from acting against the NM for a period of time. This would include not only taking direct actions against the NM, but casting cures/support spells to others who are currently engaged in battle with the NM.

    With that, at least each time the NM is fought over its queued period, it will be fought with a fresh set of players. Also, to prevent other players from crowding around a group fighting the NM and trying to block their view or smother them in the action, I'd say make NM aoe moves affect everyone in radius, and if someone trying to interfere with a group gets smacked with an aoe, then they're fatigued for the duration of the queue, and if their name is on the queue, it's removed, and their spot given to the next.

    Now, I know SE wants to keep the general rarity of items obtained from NMs the way they are, so I'm not suggesting any type of adjustment to their spawn timings. However, to ensure that as many people within a reasonable time frame gets a fair shot at an NM, I'd say make the queue allowable for for a conquest's length, and reset it with each new conquest tally, but delay a player's ability to fight the NM again by an amount of time relative to the respawn rate of the NM. Say, for an NM with a respawn time of 1-5 hours, delay a player's ability to reclaim for, perhaps 4 days to a week. For NMs with a respawn time of roughly 21-24 hours, delay reclaim by about 10 days to 2 weeks. That is, however, unless the queue runs empty before the fatigue timer expires, by then which anyone can claim the NM.

    Now, say PC1 had first claim on an NM and defeats/loses to it. He could turn around and put his name in the queue again, but since his would be a repeat addition to the queue in the same span of the queue's timelength, his name would be bumped back for each new entry to the queue.

    Of course, there'd have to be a cutoff point somewhere, so the queue would be wiped clean upon each conquest tally, so everyone would have to reapply.

    This would also cut down on the usage of warp/speed/claim hacks that some players apparently use, as there'd be little use for them in terms of claiming NMs. This would probably cut down on a good bit of GM calls made regarding NMs, perhaps save for those Sky MPK attempts that have popped up recently.

  • #2
    Re: Have you ever considered the idea of queuing NM/HNMs?

    Not to be mean, but it just wouldn't work. People would find loopholes, exploits, and then then general population would be even more upset then they are now. Let me give you my idea - SE went the right direction when they made Emp. Pin, LB, PC, and Archer's Ring Rare/EX. The mistake they made though, was reducing the droprate of the Rare/EX item, and keeping the BCNM droprate the same, but a fight that requires 30-40 seals to even attempt to win, let alone get the drop.

    What I'm basicly saying is that I highly disaprove of the current drama involved in the NM system, a que just wouldn't work. Perhaps what could be done is SE places a time restriction on certain NMs and HNMs, to make it so they are like ENMs, in that you can't fight a certain one more than once in 5 days? Like you, i'm just throwing ideas out there, but it is nearly impossible to set up a working que. The only que I have ever seen that worked was in EQ, and that wasn't system-based, it was player controlled.
    Originally posted by Ellipses
    Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
    Originally posted by MCLV
    A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you.
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    • #3
      Re: Have you ever considered the idea of queuing NM/HNMs?

      Wow... That's just flat out brilliance.

      You've obviously put a lot of thought into this, but I highly doubt that SE would do somthing like que HNMs/NMs. Just my opinion, but I think that things are going to stay like they are untill FFXI has completly run dry. THEN they might try stuff like that to get people back in.
      "Oh, you ca'n't help that," said the Cat: "we're all mad here. I'm mad. You're Mad."
      "How do you know I'm mad?" said Alice.
      "You must be", said the Cat, "or you wouldn't have come here."

      Welcome to Alice in FFXI =P

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      • #4
        Re: Have you ever considered the idea of queuing NM/HNMs?

        Wow. I must say, its a clever idea. I have to admit that I like that some NMs are force pop, and some are lottery, and some are timed. But adding this another type of NM has a lot of potential. Sure it has bugs and loop holes, but so do all the existing systems. Paired with drops for alternate synthing recipies, and you have a wonderful combination.

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        • #5
          Re: Have you ever considered the idea of queuing NM/HNMs?

          People will find exploits in anything. Although to be honest, I haven't yet seen the ENMs exploited.

          To be honest, I haven't even seen the ENMs fought, which is a pity, I wanna try them. Guess I'm just not masochistic enough.



          My problem with everything being rare EX is it begins to cut into free trade, and while it makes it harder for the RMT to amass money, it makes it harder for the legit players to 'strike it lucky' as well.


          I think the best NM in the game to date is the gob archaeologist. You can make an attempt to pop him, it may or may not work. If he pops, you may or may not be able to kill him.

          Last night I was straight-up meleeing archaeologist just for kicks (he has a lot more HP than me, but I was hitting twice as hard as he was, so it was GOING to be a good fight). I unfortunately forgot to gather TP beforehand, so he had TP first.

          Frag bomb,

          Dead whitemage,

          Level 66 no more!

          That much being said, I will pop him again next time I see the ???. He is a marvelous gamble, and I usually rarely have competition. For the obvious reason, numbers are an advantage when trying to get claim on him, but since most HNMs are tackled in an alliance anyway, I don't see that being a huge problem. Give the HNM a wider range of levels he could pop at, increase the likelihood of a wipe, and a lot of people will start getting cold feet. EXP is more precious than gold (I have no idea why, if I could convert exp to gold I would be freaking RICH, and back at level 41).

          Also, if the HNM works the same way as archaeologist, certain items that are of more value have a better chance of popping him (but suposedly also boost the level at which he appears?). This might provide an interesting 'outlet' from the economy, as people will dump expensive items out to bait the HNM. Either that or fill up their trade screens with junk and risk nobody being able to pop it so that the next LS to come along gets claim.



          Just throwing ideas out, here, but I really love the archaeologist's pop system, if he was a free NM that spawned and ran around I would never get claim or even SEE him, but just making the game so that you have to ask the mob to pop has cut down interest in the archaeologist by an INSANE amount. I don't know if that will work for HNMs that people are so interested in, but it would be interesting to see.

          Yes, it was inspired by the Simpsons
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          • #6
            Re: Have you ever considered the idea of queuing NM/HNMs?

            The only changes that need to be made are to Kings(and their PH). Kings should be instanced. Everyone should be able to fight the PHs a couple times a week and kings once a week. It would be flawless system which alone could make this game more playable for people who find gear very important. I don't think SE realizes how much money they would not lose, even gain, if they do this.

            Leave Wyrms/Cerberus/Hydra/KingV and ect as big "epic" HNMs people can battle over(but they are impossible to camp). Kings have better loot anyway and aren't killed for epeen anymore, simply their gear is a must to progress. Why not just make them instanced. Sky and Assault, Dynamis and Limbus... all loved because everyone can do them.

            Just change kings and everyone in the world will be happy. Make them harder too.
            Read my blog.
            ffxibrp.livejournal.com
            Currently: Entry #32, August 31/07.
            Entry 32: Death to Castro

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            • #7
              Re: Have you ever considered the idea of queuing NM/HNMs?

              Actually... thats a great idea. Instanced fights for the overly camped HNMs and a few of the NMs. They could also make changes like make the Castle O. NMs instanced, and make the O. Kote Rare/EX, but a solo instanced fight that everyone has a chance of winning.
              Originally posted by Ellipses
              Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
              Originally posted by MCLV
              A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you.
              More Sig:

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              • #8
                Re: Have you ever considered the idea of queuing NM/HNMs?

                In my opinion the quickest fix is to make more alternative gear for O-kotes. Two pieces came out with CoP, a third or fourth, one coming from Assault, would be nice.
                Read my blog.
                ffxibrp.livejournal.com
                Currently: Entry #32, August 31/07.
                Entry 32: Death to Castro

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                • #9
                  Re: Have you ever considered the idea of queuing NM/HNMs?

                  Interesting ideas in here. I think, though, that we need more than just one solution. For instance, some people will camp extraordinarly long times but don't clear the placeholders. They let other people take that responsibility so they only have to worry about the NM. In places like that, why not make the NM spawn as the PH. Once claimed, it checks to see if the person (and party members) meet a certain level requirement. If so, it morphs. If not, the NM is pushed back a pop or two. I especially like this idea to work against people who, instead of being a good sport, just sit and refresh Wide Scan all day.

                  Other NM's might just keep track of who's been in the area the longest to give them an edge. Some NM's may keep track of who's claimed them recently so those people become less and less likely to get the claim, especially if they got the drop. It could be as simple is an artificial lag imposed from the server update to outrightly popping the NM as claimed to that person (i.e. aroma fly/leech/crawler).

                  Perhaps some NM's could keep track of who drops what to decide who has an edge in the next claim. For instance, if I camp LL, I know I'm going to drop a couple stacks of lizard tails. Or maybe I could keep them, and once you amass X stacks of pointless PH drop, you can trade it for a BCNM-like battle. After all, you earned it.

                  Maybe they could institute a NPC that let's you choose your 3 most wanted NM's who gives you a means to help claim it. For some it could be a sanction-esque buff that invokes a queue type of system. Or it could be a rare/ex bait you obtain on a quest. Or a myriad other things.

                  One of the reasons I support the idea by means of multiple methods is that it makes it harder to bot. Some NM's are just popular, and we just want to have our chances affected in recognition of the effort we put forth. On the other hand, sometimes the other people are unfairly dominating the field and/or not doing their fair share. Mixing and matching and even randomly switching pop techniques could go a long ways toward evening out the odds.
                  4 out of 3 people have a problem with fractions. . .

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                  • #10
                    Re: Have you ever considered the idea of queuing NM/HNMs?

                    Originally posted by Legal Fish
                    The only changes that need to be made are to Kings(and their PH). Kings should be instanced. Everyone should be able to fight the PHs a couple times a week and kings once a week. It would be flawless system which alone could make this game more playable for people who find gear very important. I don't think SE realizes how much money they would not lose, even gain, if they do this.

                    Leave Wyrms/Cerberus/Hydra/KingV and ect as big "epic" HNMs people can battle over(but they are impossible to camp). Kings have better loot anyway and aren't killed for epeen anymore, simply their gear is a must to progress. Why not just make them instanced. Sky and Assault, Dynamis and Limbus... all loved because everyone can do them.

                    Just change kings and everyone in the world will be happy. Make them harder too.
                    There already *are* instanced kings - and they're harder, too (time and player limits). The problem is that their drops, while not exactly sucking, aren't close to what people want from the kings (the rest of their abj sets, Ridill, a few other goodies).

                    All they really need to do is add the kings' rare/ex drops to the KS99 versions (in addition to having them still on the kings). Then anyone who doesn't want to fight for claims can farm KS's instead.

                    I would disagree that their gear is a "must" to progress though. You can do Dynamis, Limbus and Assault just fine without kings gear; you can kill Kirin without kings gear; and I'm pretty sure you can kill JoL and even AV without kings gear (although it would probably help). It's greatly desired, and for good reason, but it isn't *necessary* in the sense that it's necessary to kill Angra Mainyu before you kill Dynamis Lord.
                    Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
                    RDM90, PLD90, DRG90, COR90, SCH90, BLU54
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