Because treasure hunts are easy, beyond easy and they drop nothing but skins and MAYBE potash. I've done treasure maps, some times even Chimera popped and it was just extremely watered down and we facerolled all over it. Treasure maps are just killing normal mobs with the word "treasure map" slapped on to it.
I mean have none of you guys ever hunted down world bosses? Not none of this FF watered down crap, I mean in real mmos like rift,tera, aion, RO, etc it's not even remotely the same.
My personal complaint is both, the reward AND the system. IMO the point of world bosses is to compete with other people and do hard content WITHOUT going into an instance. It gives you a reason to go out an explore the world. And not just world bosses but elite mobs too.
Why does it have to be treasure maps? How come it can't just be a roaming mob? If they added that to treasure maps it would be a start, but whats with you guy's fixation with treasure maps? Not to mention having something telling you were it spawns ruins the "adventure" and "excitement" part of just accidentally stumbling upon one or trying to find it.
The fact that you had to ask the difference between a world boss and an instance boss shows that you've never done REAL open world content. World bosses are usually more difficult than instance bosses and therefore more fun. Not to mention it gives you something to do with out queing and just standing around town. What's so wrong with that? Why are people like you so against open world stuff? I dont know about you but standing around afk waiting for the que to pop just isnt fun and a lot of people don't find it fun either. Which is why there's so many open world threads/suggestions
Last edited by Faedden; 02-27-2014 at 01:32 AM.


In tera it was faceroll easy as well, and they also had pathetic drops. The only decent drop was that argon part you needed for the visionmaker gear, and that had such a pathetic drop rate that people were soloing bams all day for weeks and not seeing a single one. It was a chore and dumb boring, the only non-faceroll content in that game was instanced dungeons like MCHM, much like FF.
Also lol "real" mmos. I suppose we should aspire to F2P scumming such as 60 dollar maid outfits for the overly-sexualized race and putting upgrade materials in the cash shop?

Their complaint seems to be the reward, not the system.
What's the difference between killing a difficult boss in an instance and killing one in the world?
If they created a treasuremap that spawned an boss that required a Full Party to defeat and was sufficiently difficult, dropping equal rewards to the current raid tier, would you be fine with that, or do you just absolutely have to have the feeling of camping one boss for 10 hours with a group while twiddling your thumbs and smacking random mobs to pass time?
Last edited by rhemi1; 02-27-2014 at 12:56 AM.


The difference is open world has RANDOMNESS. Let me explain how this does not apply to instances. We will use WP as an example.
WP you load in and your in a square room with a little hallway path in front of you.
Not too far ahead you will see a couple adventurer npc fighting a tonberry.
When this dies they will go away and 2 tonberries will spawn
Next you turn right and walk down another short path and there are 2 birds and a chest.
Turning left there is a set of stairs and when you get to the top there will be some very weak swarm beetles spawn that you can ae down in a couple casts.
Continue straight ahead and you will run into a tonberry and 2 birds in a largish square room
Turn left and you will run into 2 snails and a gator fish in a small connecting hallway
Just past the previous pack is a square room with a pool in the middle with a chest on the far side. Going near it will spawm more beetles. A tonberry will be walking around the room
Next you go down the hall on the left and there is another pack in the hall and just beyond that a 2nd pack with a door opposite the hall you come in from.
Killing the tonberry in the lack pack will open the door and you can then procees down a pathway to the 1st boss a big gobbule that has the same abilities, hp, and damage every time
Is my point made?
And people tlaking about "bot wars" 1st hit doesn't have to be the factor that claims the mob. Named work just fine in several other games XI being the only one this was ever an issue to my knowledge
Also maps spawning named that drop actual loot? No that is no better than an instance its a triggered spawn you control



Because if said NMs have the best gear in the game (like they did FFXI) then you do HAVE to do it to progress with your character.
If you want true competition, then go do PVP. Claim wars are just stupid.
The lack of randomness in dungeon mobs is due to the scripting of said mobs. If open world mobs are scripted too (and they are) then there's no randomness there either. Mobs always respawn in the same places.

Would be be nice is some type of dungeon randomization, layout, number in mobs, etc. Probably a stupid idea of mine. I like wp, but aside from the stalker sometimes appeared when you don't expect him, there is no variation. The mobs are the sames, everything is the same, except the effects of timing and what different ppl in a party do. But those differences are so small in the scheme of things.
My complaint is that people like you are holding us back from having this in the game because of the stuff I bolded in your quote.
NEWS FLASH:
1.It doesn't have to drop gear that is "End all Be all" for that slot.
2.It doesn't have to have a retardedly long spawn time.
3.It doesn't have to have a claim system where, "first person to do an ability or do at least 1 damage gets all loot period".
Think about it like this... Say they added in a lvl 66 NM in Natalan, you would want at least a tank / healer / 1 DD because trying to solo would either take forever, or you would get a nice loving view of the floor. Said NM could have a respawn of 30-45 minutes(FFXIV 1.0-1.2 NMs pretty much had 5-15 minute respawns). Said NM could drop something with lower stats than the CT healer body (say, 6 mind lower, and 4-8 secondary skills lower) but has an effect that says "latent MP recovered +80"(if you want to cry about it, you can tweek the +80 to whatever number you want). So when you recover your MP through just standing around (in combat or not), you get an extra +80 MP.
Would that be game breaking? 99.999999999999994% chance it wouldn't be. Would it be top teir? Obviously not. Would it be nice to have sometimes when you do random dungeons and you get that awesome tank flaunting his GC gear and ifrit sword? Obviously yes.
I've said it once, and I'll say it again. Being afraid of having this content in the game is the same as being afraid of slipping in the tub while taking a shower. If you don't like the content, don't do it, if you are afraid of slipping in the tub, get a mat or just take baths instead.
Last edited by Mikara; 02-27-2014 at 06:29 AM.



I don't think it's a matter of being afraid, it's a matter of if it's not designed in such a way that people will continue to want to do it, how can the dev team justify making it? There has to be incentive for people to do the content, else it was a waste of development time. Everything up until this point that's repeatable has had enough incentive to do them more than once.
- HM/Ex Primals for Story Progression/Relic Weapons/i90 Weapons
- Crystal Tower for Story Progression/Gear Progression/Tomes
- Coil for Story Progression/Gear Progression
- Odin and Behemoth for cosmetic items
- Beastmen dailies for Job XP/Gil/Tomes/Mounts & Furniture
- Treasure Maps for Gil/Tomes/Items
The trend among these different activities are anything of any significance drops out of an instance. Most everything else is cosmetic at best, and they designed the treasure maps to function as a Duty so that people can't interfere with what you're doing. SE has set this game up to prevent griefing as much as they can, going so far as to instance most of the content and not even allowing people to send tells while in instances. I'm pretty sure it's just not part of their design philosophy to stick things in the open world with items that are highly desirable for character progression.
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