I actually didn't mind the ridiculous spawn conditions of certain NM's, it made actually getting the item they drop feel so incredibly worth it. I can still remember the exact moment when I saw Argus spawn, killed it and got a Peacock Amulet...it was a pretty thrilling moment. Same goes for many other NM camping experiences. I realize not everyone has no life like me and can invest that kind of time into camping something though, but it was still something I did actually enjoy from FFXI.
i have to agree with you on this. I would say i had some pretty bad luck. i went something like 0/25 for peacock charm, and didn't try again until they made it rare/ex. It took me 3 kills to get the rare/ex version so i was able to sell my old peacock charm and buy something else. The fealing you get when you achieve what your after is what the game is about.
What i REALLY don't want them to do again though is the king HNM's. It's not that it wasn't a cool feature to have in the game, but holy crap those botters made it impossible to claim them. If we did get claim it was like once a month per king, with the same 1 or 2 shells getting claim every day. If they can find a way to make it work so it's fair for everyone without 3rd party aps ruining it, i'm all for it.
I don't like anything that rewards someone over someone else just for being able to play longer in one sitting. But I'm sure there are players who link this with the notion that if you play in longer sittings, you should be better rewarded. The longer and crazier spawn conditions get and the more leet the loot. The game starts to funnel hardcore(time wise) and spit out casuals(time wise).
HNM having some of the best drops were the epitome of this in full effect. Why would SE develop a game with it's best drop content being something only 5-10% of the playerbase will ever participate in or even have the time to if they wanted?
Here's what I would like to see:
How about a monster hunter class? You can call it beastmaster if you want? This class would be labeled under a disciple of the land category but would have battle related abilities.
1.All the monster hunter's rewards come from hunting beast or notorious monsters out in the open field.Skins for personal armor, teeth for protection, meat for unique buffs, they learn unique skills by imitating monsters.
2.All notorious monsters are content for this class only, and when they spawn they are visible to other classes but only able to be acted upon by anyone playing the monster hunter class. Some monsters may require grouping of monster hunters.
3.There are special NM that the monster class can form bonds with, they level and grow alongside the monster hunter.
4.Because this is a special class whose content and rewards are designed specifically for this class. And these monsters do not hold drops that are really rare for other classes. This content can be applied and not cause the hardcore funnel effect. Whoever plays this class knows what they are getting themselves into from the very beginning.
5.This can be the content for players who prefer solo or light parties for the entire game. There would be a meta-game/endgame designed for them while not forcing this upon other classes.
6.There would be a centric commerce amongst monster hunters for trade. Possible con:
Want: I'm dragoon and want to hunt HNM or notorious monsters in the open field!
SE: Hey, we have that content for you in FATE, instances and guildleves! It's not necessarily open world for you but that was a design decision by us for reasons stated above.