Quote Originally Posted by MageBlack View Post
Ok, lets look at this realistically. Even if they did make mobs/areas/whatever more "scary" to go through it really means nothing because of all the other systems in place. To get the feeling of danger in the overworld that people are wanting there would actually need to be some consequence to those threats. What happens when you die? A bit of gear damage and you have to travel back to where you died which takes like 5 min, max.

To get that sense of danger so many fundamental changes will need to take place. Fewer spawn points, fewer teleportation points, an actual death penalty that actually means something (EXP loss sure does that) Item loss, Gear actually breaking and dissappearing, perma-death. That sort of thing will actually make players fear death. Those things are the reason I stopped playing FFXI and I dont think we want all those systems in FFXIV.

Fewer tele/res points are doable in the new areas if they considered this but I really don't want changes to the death penalty. There are other games that will suit your need for "Danger" like the aforementioned FFXI.
Lots of truth here.

Without 'fear of death' systems (we'll call them), a 'dangerous' overworld is nothing more then troublesome. At best, it takes more time to get from point A to point B, as you have to be more careful and take it slowly. At worst, you have to actually gather a group just to go after a quest, something that's likely solo in nature.

All serious content in this game is instanced. It prevents kill stealing. It prevents spawn camping. The exceptions are FATE's and Hunts... and look how well received those are by the community.

What you want isn't here. Can't even really 'exist' here, not in a way that I see possible at least.