Huh? Beastmen don't work that way.
The system I described above in no way fosters the scenario you just wrote about.I don't want to be randomly "dead" or wasting valuable time going along my route because of some code in the game to make it more "fun".
That's what started the whole sneak/invisible craze as well as camps in FF11. People didn't want to deal with stupid over powered pests...like Guivre. Though it was fun if a party got snacked on by her once in a blue moon...rarely.
All you're doing is margarine instead of butter. The concept have been done, redone, and redone ad inf, and every time people are like the idea hate the result.
Most people skydive for a thrill but not for a living. We like our boring standard predictable lifestyle, real or MMO. When we want some "excitement" we specifically go to it, not it to us. That's how the invention of instances or dungeons got designed.
Sure we have spice it up here and there, but any boldness is quickly hated.
Worked out well for Diablo.
But anyway, seeing as Diablo's slightly different in scope than FF14, just exactly how will randomized bosses and quests detract from FF14 as it currently is now?
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