Would be cool if strait up grinding open world mobs was fastest way to get xp. Would give alot of incentive to go out into the world.
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Would be cool if strait up grinding open world mobs was fastest way to get xp. Would give alot of incentive to go out into the world.
They won't do it because of botters.
That being said, open world mobs exist for no reason at all. Super low drop rates on crafting materials (better to use retainers), pointless xp gains, only a handful of daily hunt mobs per zone, and no actual effect on other gameplay.
It would be cool if there were repeatable hunt logs. Maybe something like the battle leves they canned, but actually involving the normal environment, and more rewarding for leveling up.
Would be cool if there was more to do in the open world than sidequests and killing mobs for hunt log, maps, FATEs and then removing everything except maps and hunts for max level characters.
But then again the ability to fly does seem limiting to the amount of content they could do. Mazes, jump puzzles, really any other puzzles, secrets and all that cant exist with flying and the current hyperdetailed-no dual leveled map system. Except underground no flying areas. Those could perchance be fun.
As for the topic at hand, they could indeed make it the best way to level, but would it be fun? Most outdoor mobs have little to no abilities outside of frontal cone and auto attacks. Id rather have them rework all outdoor mobs, make them make sense for where they are (Black hell dogs in Garlean outpost?) and then make them interesting to fight, give them a set of shared abilities per "Class"
They did something like that in at least ARR (wasnt around for 1.0) where certain mobs skills could be predicted. Cyclops, hydras and Chimeras come to mind. Those mobs still keep their skills in later content. Newly introduced mobs have been dissapointing in that regard. Rarely are Openworld standard mobs deadly in interesting ways. Often its just "Whos is faster, your rotation or their auto attack." There is no game to it. No way to avoid it. An ingame beastiary could be introduced through a such update, yet i fear like most old content it is put in place once, players run through it once, and never touched upon again by either players or devs.
tldr: The open world is boring and i want changes
Open-world mobs in general, I wouldn't buff too harshly, but FATEs, definitely.
Bring back the early days of FATE dominance!
FATEs players are near nonexistent nowadays...
60+ anyways, what gives?
Unsure if actual bots run these rather than being incorrectly coined as bots when it's really just lazy players leeching EXP by hitting a key here and there to not get kicked via the system. Either way, we don't need an incentive to bot simply because open world monsters give more EXP. It would also completely destroy all incentives to run roulettes and leave newer players stuck on story missions at their convenience.
I would never do an open world mob grind ever again, thank you FFXI! Not even if it comes even close to the Fate/PoTD grinds. Still, whatever floats peoples boats I guess.
use exp scrolls and eat food
No, this would make leveling a mindless grind, boring AF.
Pretty much 0% chance of happening, since I'm fairly certain when 2.0 was in development Yoshi-P said he didn't want grinding random mobs to be the fastest way "anymore" (I guess it was back in the 1.0 days?)
But as someone who played Maplestory for a good few years grinding on random mobs was the fastest way but also the worst. A few design choices made this the case; a map would have several "screens" (as this is a 2D game) and there were "channels" (similar to the instances we have now). Respawn rates were actually alright, but didn't take into account how quickly a single player, depending on the class, could clear a while screen of mobs. These aren't the case with ffxiv, but I can still see similar issues coming up: like I mentioned, a single player could hog a whole screen to themselves and aggressively steal kills (and thus exp/loot) from anyone who dared try and get a piece. The game was, for every one of the 250 levels a character could reach, an endless and mindless grind hopping from one grinding hotspot to the next. I do not want this to happen to ffxiv as it is one of the biggest reasons I quit Maplestory.
At least in ffxiv the endless grinding is done via PotD, which at least has rng elements to spice things up a bit, or dungeons that, while slower, is still a comfortable pace plus interesting mechanics and the chance for some GC seals. I would much rather have this and occassionally hunt specific mobs for hunt seals
While I am always the first person, that loves to get back the good 'ol times, in this case I am glad we didn't brought or are going to bring that back.... again. Thanks SE.
I wish our DoL doesn't have stealth.so openworld mobs can be exclusively deadly to them.
And might be a good way to kill gathering bot since they can't do some recon while gathering.
This. Specifically, FFXIV is especially designed to prevent the old style FFXI exp party system (Yoshi specifically stated this during the Beta Test, that he wants to move players away from having to 'group grind' for EXP and to what he termed 'content based exp': namely questing, leves, FATEs and dungeons). And having suffered for years in FFXI during the bad times of dooms parties I fully agree with him. Being able to level at my own pace without having to rely on others is so much better than being forced to sit around wasting time for six hours in Idyllshire or Rhalgr's Reach with my party flag up hoping for a party invite that never comes (which happened to me time and time again in FFXI, and yes I was playing WHM and WAR too).
So let that relic of MMORPG's early days stay buried in the past.
Yeah, I don't see the point either but I'd love the open world to be more relevant though, but in some better way. So far it's been gathering, hunts, treasure maps and special FATEs that gets players to come back to them which I think is okay so far. For leveling however there's really nothing effective and also engaging at the same time.
Is Fate the best way to level 60 up for DPS? frontline still viable? As a new player on his 1st alt, I have no idea how to look for fate grinds on which map or making one.
I dunno. I prefer fates. I've been getting GC seals like mad for the 3 1/2 classes I have leveled pass the first class. And that fills my venture runs pretty nice. Which will soon get me retainers that will support my crafting/gathering efforts.
That said I'm not sure if the Dungeons give us seals pass the daily ones.
From 50 to 60 if you have a good group (no one slacking and prioritizing fate bosses) they are worth doing because of GC seals (if you know what to buy it's a lot of Gil) and the XP difference is not that much, from 60 to 70 are also good as long you manage to get the XP buff.
The thing is: no one really bothers with fates.
After X rank you can turn in any dungeon drop for seals.
there are simply not enough monsters in the open world to allow exp grinding. just killing 3 mobs for a quest at patchday can be a pain, since EVERYONE wants to kill them. but only 3 and then they are finished with the quest and go on. now imagine a lot of people who want to farm the few monsters for exp. imagine bots who are farming them.
i remember how i farmed exp for my chocobo in the open world to reach rank 10, wich was the highest at that time. there were only a handfull spots where you could get decent exp. Urths Fount was the best, but since materia binding was a thing back then too at this spot, i can tell you: there are only enough monsters for ONE person or one group mabye (but monsters die way too fast with 8 people zerging them, so your exp grind would be BOOM! - wait 3 mins for respawn - BOOM! - wait 3 mins for respawn...), and this is true for every single area in the open world.
they have to put A LOT more mobs into the maps to allow exp grinding with them, but the maps are not designed for that.
I agree that open world is lacking content wise, but mob grinding wouldn't be the solution either. I really wish they would look at world quests from WoW and design something along those lines. I love the maps and I find it sad that we don't have any reason to visit them anymore once the MSQ is over.
http://i0.kym-cdn.com/photos/images/...27/911/515.gif
You're asking for V1 Diadem or 50 cap Sylphlands, both of which are absolutely horrible.
50+ fates and even side-quests do seem slow if you compare them to potd and pvp, which seems weird really.
Farming default mobs? Please it's 2017 let's move on already :o
It won't change a thing, they will always find ways around it. All your are requesting is to burden legitimate gatherers. No stealth would get old after the very first rotation of nodes for plenty of us and especially on timed unspoiled nodes. You are also not covering a major part of this, current mob and hunt placements and pathing is horrible.
Natalan wolf camp
https://www.youtube.com/watch?v=u6rtFPM8vo4
Maybe the first 3 months after launch. But the moment they added party bonus and link bonus to the exp of the leve enemies it was the best exp source before Natalan wolf camp.
During summer 2011 the exp of monsters in specific leves were in a 8 man group, with everyone having the same leve to link them, better than the reward for finishing it. People abandoned the leve before killing the last enemy, so they can do the same leve next day again.
Who don't remember the shouts in Ul'dah: Need Leve party, have "Dunesfolk for Dinner"
https://www.youtube.com/watch?v=eKbREpsGN-s
Please no, the servers would probably explode because of having too many people in the zones.
FATEs are open world monster grinding.
No, this would be really bad for us in the long run, with bots being able to take advantage of never having to do dungeons. The game already has a pretty bad issue with bots, adding this to the game would only make it worse.
really? even POTD for 60+ is better than doing fate? its hard for DPS for a queue on highest dungeon. Now I'm lost since I read that fate is good 60+