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Not sure why a high number of players want a more dangerous open world, especially considering the majority of players want to get things done quickly. A dangerous open world will slow you down immensely, and you will be inconvenienced. Guaranteed.
What I would welcome are areas in the open world that are more dangerous. Beast tribe strongholds is a great example. As with sanctuaries, you would be prompted, "you have entered a stronghold" and it means these mobs don't mess around, and can kill you quite easily if you are not careful.
I don't miss FFXI days where your badass doesn't stand a chance against a bunny the same level as you.
Guess it doesn't really matter sense the game not built around open world battles anyways.
Well let's look at it from a other perspective. If you run as a level 60 into a level 75 map, most likely you're dead or take half a day to kill the mob. Let's run into that same map at level cap, and it's easier but still not 2-3 hits. Now run into that map 6 months later (end game geared) and these mobs will die within a couple seconds. That's how it was in ARR and HW, it didn't even matter if the mobs have more hp in HW compared to ARR, because this situation applies to all of these maps. So what does it really matter? Besides that you might be 1 or 2 minutes quicker with finishing your quests.
Spending time running through mobs that one shot you to reach a telepoint...was fun. (1.x)
If they had more interesting abilities it would be more fun. But like another poster above said, the large amount of HP for one mob just makes it tedious and kills the enjoyment from playing. I've tried farming items in CWH before and it just takes a really long time and I could better spend my time doing other things in the game and having retainers get items for me. If there is no reason to kill mobs then it is useless imo. If they took less time to kill so you could farm more faster it wouldn't be so bad.
No thanks. We don't need to copy FFXI more than they already have.
There's nothing wrong with world mobs being trash mobs. Just throw in the occasional NM or "boss" mob and that's fine.
They could make the open world much more interesting but it's basically a lot of wasted resources at this point considering how much they put into the game that allows you to avoid it. Teleportation, flying, low yield exp, retainers that gather materials for you, purchasable materia, etc.
The only way I can see them making it interesting or at the very least useful is having large groups of monsters with insane aggro that have lower hp but hit really really hard, having them drop unique items for crafting that cannot be obtained from any other source and THAT ARE RELEVANT AND HIGHLY NEEDED THROUGHOUT THE ENTIRE EXPANSION and bonuses to spiritbond for killing these monsters (for the higher leveled players). Throw in a low rate to spawn massive super bosses that also have their own unique and highly needed items along with special roaming monsters that cannot be seen while in flight and basically require you to hunt for them for special goodies.
Too bad they already made it into an instance... >.>
Inversely, you could have more of the "mobs" out there be non-hostile wildlife. I haven't seen anyone asking thus far that world mobs should all be mini-bosses or HP-sponges, but only that the open world become actually interesting (and hopefully more rewarding in itself), and have suggested that diversity in mobs, with an allowance for difficulty outside of mere Hunts, etc., might benefit that.
Honestly, I couldn't care less about open world mobs. I either sprint or fly away from there since I can never be bothered. Would it be nice if they meant something? Sure. Killing hoards of mobs is why Black Desert never seems to hold my interest for long. On the other hand, I'm more concerned with dungeon mobs not hitting like wet noddles. If they pose some degree of challenge, I'll be fine.
I found the open world to be quite interesting. But after awhile, even interesting things become "been there, done that". Which is why we get flying mounts and teleportation... so that when it does become "been there, done that", then you have options to skip it.
And there's no way to avoid the "been there, done that". They would have to constantly change the open world on a regular basis, as even "difficulty" or "challenge" becomes stale as well.
I want to point out that you have completely misinterpreted what Robert and Yoshi-P were talking about.
At the start of HW, level 50~53 FATE and world mobs had inflated hp that required jobs in i130 gear to kill in timely manner and a fair amount of players were in i100 gear.Going back to level 45 to 50 areas with enemies with far less hp ended up being a better way to gain XP.
well yeah :x I kinda disliked it when I always where halve dead by fighting 1 mob D:
...even when I started the 1st HW map as ilvl130 .-.
Having Chocobo out is a Must-Have in HW maps, even more for mch, they dont have heal skills
I have been hoping they'd do this for a long time. Sadly, it was something that even XI adopted late in its life cycle. But I think it would be a great idea for glamours, so long as the chest rewards are not able to be sold on the market-board (or vendor for that matter).
I wish they'd just make outdoor enemies like POTD enemies at higher levels. Relatively low health but you have to kill them pretty quickly and watch out for some pretty hard hitting special abilities or risk losing a good chunk of your own health.
It wasn't an exponential increase, but a badly calculated jump in monster ilevel along with a failure to increase XP rewards. Level 50 ARR enemies assumed an ilevel of ~i50 while the level 50 monsters in CWH and SoC assumed an ilevel of i115+. Both sets gave the same XP per kill and the level 50 FATE gave only slightly more XP that those in North Than.
A HP sponge that takes longer to kill and offers absolutely no real challenge does not create danger. Glad they're not trying to needlessly inflate numbers and pretend it's "difficult" anymore. Regardless if it's trash mobs or FATES.
Yep. And to add on to this: I don't have a problem with mobs hitting somewhat harder in the overworld, but I don't have a problem with them staying how they have been, either. Because it makes no difference.
If what we're talking about is trash mobs - the vultures near Camp Tranquil, basilisks in Northern Thanalan, paissas and gailcats near Camp Cloudtop, etc. - that sort of thing, then there is no way they will be made so dangerous that they could one-shot you as you run by. Nor should they. The only thing you'd ever see created from such enemies is, at best, an illusion of danger, and even then, it'd be one that wouldn't last long. You CAN just run past. Nothing stops you. Even in HW where aggro'ing mobs seem a bit more frequent and a bit closer together, and hit harder than ARR mobs, they're not so bunched up that you couldn't run from them and find a safe spot for a minute to lose them and let your HP regen.
"A dangerous overworld!" is not going to happen in this game. The game's model doesn't really support it, the dev team clearly has no interest in it, and it's an overrated concept to begin with. Keep the danger and real challenge in dungeon and raid instances where it belongs. THAT'S fun. Getting waylaid by an inexplicably super-powered antelope while trying to get to your quest objective is not fun.
FATE bosses are already too hard to solo if you are at-level, generally speaking, but are obvious enough that they are not going to present a real "danger" unless you aren't paying attention and run right through them. I wouldn't be opposed to them being "harder", in that they can do more damage, but I don't think they need more HP - HW FATES if anything took way too long compared to their ARR counterparts. Notorious monster type encounters would be fine (though, how would you stop them from being zerg'd to hilarious degrees - see S-rank hunts), since you would encounter those when you are out in the sticks, not right next to town.
The idea of specific areas where the danger was more prevalent, i.e. if the enemies inside beast lands could be more challenging, is sort of interesting, though even then I question if it would be possible to make them truly "dangerous", to the point of significance, and not just make them a nuisance, since - again - you could run away. And if you're just trying to get some quests done, quests that happens to require you to enter Ok Vundu, you all know you are not ACTUALLY going to stand there and fight every last one of the 10+ Vanu soldiers that aggro you, no matter how much you like "challenge." Especially if you have to go there multiple times for different quests - at least some of the time, you are going to want to just get in, grab the thing, and get out, and not spend an extra five minutes slugging it out with "hard" enemies.
The alternative is to somehow prevent the player from running away or leaving on their mount - outside of the already-existing restriction that you can't activate a mount if you are on foot and already in combat, disallowing the player from retreating is a terrible idea.
The whole concept of a "dangerous overworld" just wouldn't work very well with how this game is set up, and I honestly don't get why it's such a big deal to people in the first place that the monsters of the overworld aren't, for the most part, all that hard.