I meant in regards to more EXP. I have zero reason to want to fight trash outside as a WHM ilvl 200 and I rather they stay out of my way.
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That's totally understandable. However in the grand scheme of things the overworld is only exciting at launch time. Healers would be valuable in a system where the overworld contained hard enemies. The problem to me, right now, is that the overworld consists of pushover mobs that will never be a danger to anyone at max level, let alone higher ilvl's. It makes the huge maps less exciting.
While it makes the maps easier to traverse, I don't find them engaging in the slightest. A mob that can die in a few swings of my lance are just a nuisance at best.
This person has the right of it. SE has set all of us up for a strict Action:Reward system. At the very best, they can attempt to slow things down slowly so that more content is relevant. As it stands, players will balk at anything that gets in the way of efficiency. Case in point?
Exhibit A:
Crystal Tower series; no longer relevant and no one bothers despite the fact that it's beautifully done
3.0 Hunts; I see TONS of A and S marks out now, just.... being alive. Not relevant not being done.
SE could spend months of overworld content and it will just get over looked because we are bent on getting some meaningful measure of power from it.
Chocobo Racing, Triple Triad, Gardening, Personal Rooms and the impact on furniture, 2.0 Hunts and subsequently 3.0 hunts all left behind.
And even instances: 1st and 2nd Coil (possibly 3rd, but i cant find a DF group for T9), CT.
The biggest challange that SE has now is finding a way, when moving forward with 3.0 to make content last. As it stands, if it isn't ilvl related, the majority won't touch it.
The problem with this system is that right at a patch launch/expansion launch tons of people are engaged with the content, and then slowly everyone stops playing until the next patch. I'd rather have a consistent and growing community than one that just comes back for patches.
I wouldn't consider 3.0's content to be "hard", or at least convincingly challenging...
Sure it's difficult to beat right now, but people are already killing the first savage floor "The Oppressor" without seeing more than 10% of the fight (before the first jump).. Why? Because it's on a formula where ilvl plays the only relevant part in how difficult any piece of content can and will be... It's garbage that people mistake for hard because it adds both {time before ilvl cap is met} and {number of lockouts before one can comfortably participate in end-game content}. It's an illusion to represent "difficulty" when in reality the average player can't look past how much time it will take before they can partake in clearing the given content...
1) SE introduces hard content. People demand nerf.
2) SE introduces easy content. People want hard content.
It's irrelevant...
I'm talking about making the game great, not catering to empty minded complaints.
I thought setting undersized and then going into Brayflox Normal was exciting. But seeing as how there's no reason to do it because of no rewards (not even xp or gil from the mobs), was a turn-off. I bet if they allow gil and xp to be gained from undersized, I know I, myself, would still run the low level dungeons.
We need our Dynamis, Nyzul Isle, Salvage, ZNMs, HNMs, etc...
server limitations
hard content caters to minorities
not enough developers
no one does existing over world content
etc etc etc
Who cares at this point? Just gonna get more of the same boring stuff this xpac. Are only hope is island exploration, everything else is just a 2.XX patch reborn.