Quote Originally Posted by Ath192 View Post
I disagree, especially because we see the opposite happen already. Limsa is always packed with people and that seems to attract more despite the lag.
I feel that one's more an outlier, with the reason mostly being what attracted people there in the first place (not merely that it got people by chance and then the people were the primary attractor for more).

Fates already increase their HP in response to speed farming so they have their mechanism to mitigate the issue you described.
It does not at all mitigate the issue I'm describing. It's not even relevant to it.

FATEs HP scaling is based on the number of people involved at the previous FATE killed. When you have too many people for everyone to participate in the same FATE train (unable to get enough Enmity for kill-credit / turn-ins for item-credit), that procedure is what can so quickly make it jank.

Just preference really, but this is a thread about making the world more lively and I do think my suggestion would improve that aspect and splitting instances would work against it. No matter what they are putting works towards it so I'd rather it go to keeping us together.
I'm against automatic splitting, except where players have opted into it, but given how laggy filled unsplit instances get, I don't mind that instances are an option.

Again, my $0.02 is just that liveliness has at least as much to do with distribution of people and the zone activities among which they may be distributed than merely the population count. Trying to salvage a lack of worthwhile activities beyond FATE-currency/rep farms (however far one may extend their extrinsic rewards) with just more population wouldn't do much, all while being pretty badly affected by this game's netcode/server-stability issues.