



Not sure why a high number of players want a more dangerous open world, especially considering the majority of players want to get things done quickly. A dangerous open world will slow you down immensely, and you will be inconvenienced. Guaranteed.
What I would welcome are areas in the open world that are more dangerous. Beast tribe strongholds is a great example. As with sanctuaries, you would be prompted, "you have entered a stronghold" and it means these mobs don't mess around, and can kill you quite easily if you are not careful.
I don't miss FFXI days where your badass doesn't stand a chance against a bunny the same level as you.
Guess it doesn't really matter sense the game not built around open world battles anyways.
Well let's look at it from a other perspective. If you run as a level 60 into a level 75 map, most likely you're dead or take half a day to kill the mob. Let's run into that same map at level cap, and it's easier but still not 2-3 hits. Now run into that map 6 months later (end game geared) and these mobs will die within a couple seconds. That's how it was in ARR and HW, it didn't even matter if the mobs have more hp in HW compared to ARR, because this situation applies to all of these maps. So what does it really matter? Besides that you might be 1 or 2 minutes quicker with finishing your quests.


Spending time running through mobs that one shot you to reach a telepoint...was fun. (1.x)


If they had more interesting abilities it would be more fun. But like another poster above said, the large amount of HP for one mob just makes it tedious and kills the enjoyment from playing. I've tried farming items in CWH before and it just takes a really long time and I could better spend my time doing other things in the game and having retainers get items for me. If there is no reason to kill mobs then it is useless imo. If they took less time to kill so you could farm more faster it wouldn't be so bad.


No thanks. We don't need to copy FFXI more than they already have.
There's nothing wrong with world mobs being trash mobs. Just throw in the occasional NM or "boss" mob and that's fine.
They could make the open world much more interesting but it's basically a lot of wasted resources at this point considering how much they put into the game that allows you to avoid it. Teleportation, flying, low yield exp, retainers that gather materials for you, purchasable materia, etc.
The only way I can see them making it interesting or at the very least useful is having large groups of monsters with insane aggro that have lower hp but hit really really hard, having them drop unique items for crafting that cannot be obtained from any other source and THAT ARE RELEVANT AND HIGHLY NEEDED THROUGHOUT THE ENTIRE EXPANSION and bonuses to spiritbond for killing these monsters (for the higher leveled players). Throw in a low rate to spawn massive super bosses that also have their own unique and highly needed items along with special roaming monsters that cannot be seen while in flight and basically require you to hunt for them for special goodies.
Too bad they already made it into an instance... >.>
Inversely, you could have more of the "mobs" out there be non-hostile wildlife. I haven't seen anyone asking thus far that world mobs should all be mini-bosses or HP-sponges, but only that the open world become actually interesting (and hopefully more rewarding in itself), and have suggested that diversity in mobs, with an allowance for difficulty outside of mere Hunts, etc., might benefit that.




Honestly, I couldn't care less about open world mobs. I either sprint or fly away from there since I can never be bothered. Would it be nice if they meant something? Sure. Killing hoards of mobs is why Black Desert never seems to hold my interest for long. On the other hand, I'm more concerned with dungeon mobs not hitting like wet noddles. If they pose some degree of challenge, I'll be fine.
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