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 Post subject: Re: OWNMS are Disabled
PostPosted: Wed Dec 28, 2016 12:21 am 
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Joined: Fri Jul 08, 2016 1:05 pm
Posts: 209
Damn I've been wanting to try them.


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 Post subject: Re: OWNMS are Disabled
PostPosted: Wed Dec 28, 2016 1:31 pm 
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Joined: Mon Mar 28, 2016 12:10 pm
Posts: 11
Kubisnaxx wrote:
ALDERSHOT wrote:
Inecroloot wrote:

"too easy" =/= "make things available on custom NMs that otherwise can't be obtained in their normal fashion" (Although I'm not sure why some working BCNMs have OWNMs...)




Yes they make it far to easy being able to do 10+ ownms a day without needing to use seals and making millions of gil daily takes the challenge away.



I wouldnt know the first thing to do i just about found out how to get in a private server let alone coding and what not, im just saying that in the current state it makes progression so much easier then it should be.


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 Post subject: Re: OWNMS are Disabled
PostPosted: Thu Dec 29, 2016 2:44 am 
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Joined: Wed Jul 06, 2016 4:29 am
Posts: 12
ALDERSHOT wrote:
Kubisnaxx wrote:
ALDERSHOT wrote:



Yes they make it far to easy being able to do 10+ ownms a day without needing to use seals and making millions of gil daily takes the challenge away.



I wouldnt know the first thing to do i just about found out how to get in a private server let alone coding and what not, im just saying that in the current state it makes progression so much easier then it should be.


than*


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 Post subject: Re: OWNMS are Disabled
PostPosted: Fri Dec 30, 2016 10:21 am 
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Joined: Sun Dec 25, 2016 5:16 am
Posts: 31
Are they back up yet? Any word on if they are being worked on or not?

Also is there any fix down the road planed for /emotes?

Lastly conquest is really buggy in keeping track of progress. Expeditionary Forces would be fun to be able to do again, Garrisons as well, but I can imagine, it would be hell to code. Just a someday wish I guess. I do notice players exploiting conquest by dying over and over again at starter towns (which make it common for starter towns areas not to be owned by their own nation.) This really shouldn't be an everyday occurrence.

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 Post subject: Re: OWNMS are Disabled
PostPosted: Fri Dec 30, 2016 5:01 pm 
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Joined: Wed Mar 09, 2016 7:03 pm
Posts: 36
Prrsha wrote:
Are they back up yet? Any word on if they are being worked on or not?

Also is there any fix down the road planed for /emotes?

Lastly conquest is really buggy in keeping track of progress. Expeditionary Forces would be fun to be able to do again, Garrisons as well, but I can imagine, it would be hell to code. Just a someday wish I guess. I do notice players exploiting conquest by dying over and over again at starter towns (which make it common for starter towns areas not to be owned by their own nation.) This really shouldn't be an everyday occurrence.



http://ffxiclopedia.wikia.com/wiki/Category:Conquest

Read up on conquest.


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 Post subject: Re: OWNMS are Disabled
PostPosted: Wed Jan 04, 2017 7:39 am 
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Joined: Tue Mar 08, 2016 8:25 pm
Posts: 60
OWNMs have loot tables again. Honestly the biggest problem with them is the fact that they can crash zones. This plays havoc with places like Dragons Aery, Valley of Sorrow, Jugner Forest ect.. where crashing the zone then causes the 21-24 hour repop NMs to reset to 24-48 hours. Nothing sucks more than waiting 3 hours for a HNM to pop and then it doesn't because someone (purposely or accidentally) crashed the zone.

That said, OWNMs are fun and if you're honest it makes many items much more difficult to obtain (as long as the BCNMs are broken) because you can only fight 1-2 monsters per-day with a chance of dropping specific items that you're looking for. This means you pretty much *have* to farm them with a group to get many of the items, because there just aren't many for sale as people move on once they have the gear they need.


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 Post subject: Re: OWNMS are Disabled
PostPosted: Wed Jan 04, 2017 7:20 pm 
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Joined: Mon Nov 21, 2016 7:47 pm
Posts: 71
Location: Windurst
Nas did change the loot table on them a bit. There is now a chance of 0 loot.


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