I already made a suggestion.. a dangerous area in which we can kill things for better rewards where there is an actual risk. I could go into detail but it's kind of self explanatory.
I'm pretty sure the experience loss part was just an example too, not a request.
Is the risk losing all the items in your inventory? Or losing everything you obtained while you're there? Or risk yelling at the healer for not healing you if it's party content? Or no risk for healers if it's solo content as they wouldn't die? You mentioned a content from Runescape but you admit you don't know how it would be implemented here, so it seems more like a runescape anecdote than a suggestion.
You're not supposed to be scared. You're the almighty warrior of light, protected by a Goddess and a master of combat. You have the power to SLAY GODS, SLAY FRIKKIN GODS.
Why would you ever be scared?
Masochism naturally
It's an MMO, not a horror game. There shouldn't be a sense of 'fear'.
Needing groups to do petty overworld stuff is archaic design as well and it's just a needless pain in the butt more than anything scary.
Again, it was an example. I'm not a developer. It's not my job to come up with exact implementations and even if I did, SE are undoubtedly not going to use my suggestion. What's your problem anyway if the content was optional?Is the risk losing all the items in your inventory? Or losing everything you obtained while you're there? Or risk yelling at the healer for not healing you if it's party content? Or no risk for healers if it's solo content as they wouldn't die? You mentioned a content from Runescape but you admit you don't know how it would be implemented here, so it seems more like a runescape anecdote than a suggestion.
You realise yelling at the healers already happens right? And what do you mean healers won't die so there's no risk? Try soloing a Dragonskin map as a healer in il180 gear. I'm really not sure why you're so defensive over having dangerous content which you don't even have to participate in.
Well we all know there's the fear of reset in an hour and you are nowhere near your weekly cap![]()
I think the Diadem should be used as a template for danger in the open world. We fly passed everything anyways, so why not make them more interesting. Even 1.x had the open world more interesting by having treasure coffers appear in Beastmen strongholds and the Beastmen would drop keys occasionally to go open them.
That said, I would love for them to adopt the outlaw/criminal PvP system from Tera/Ultima Online/Etc. Give us the ability to request duels from other players. Also give players the ability to attack other players, making them become labeled as criminals/murderers until they are killed. Allow everyone the ability to kill these criminals/murderers without penalty. It would make for a much more interesting time waiting for raids, and just in general. Of course, sanctuaries could remain as safe havens.
There was a sense of "fear of mobs" back in FFXIV 1.0-1.23; and players didn't take kindly to it. "Bad game design" it was dubbed.
Originally, there were certain aggressive high-level mobs that could be dragged all the way to the main city zone lines (newbie area), the lvl 50 Peiste near Uldah is the most prevalent in my memory. This was fixed in 1.xx somewhere.
I also remember back when the Black Shroud was mostly corridors between clearings that mid-level aggressive skeletons could spawn at night the further you went south from Camp Bentbranch:
This made the southern Black Shroud dangerous at night.
Thanlan also had mid-level aggressive antlions patrolling a couple areas that seen high-traffic of players (I think it was the path between Blackbrush and Drybone). If you had business in Drybone and were unable (or unwilling) to teleport, you had to scan the area they patrolled if you weren't above level 20 or so.
Then there was 1.0 Coerthas. A giant zone of nothing but "what's out over here?" and sightseeing.
Half of the areas had nothing in all directions and some Aetherytes were literally out in the middle of nowhere, but a lot of these areas had mobs well over level 50 that meant certain death after several hits should you get aggro. That made getting to aetheryte camps long treks of aggro-dodging. In fact, I think one of the 2 Aetherytes in 1.0 Mor Dhona needed you to sneak by high level mobs that could drop you in 2 hits.
Mind you, there were no mounts for longest time in 1.0, and for a while literally nearly every mob had a ranged attack.
People didn't like any of that and cried "bad game design," and here we are today- complaining that we got heavied on our mounts to our destination. Our playerbase could never handle "danger."
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