I know I'm not the only one thinking it here, but what the heck is with the random high level aggressive mobs in low level areas? I mean, I'm killing a marmot and then all of a sudden a fish spawns and eats my face? What is that? It's not an NM, just a random 40+ mob in a level 10 area.
Soap box complete, now to the suggestion.
Orient the mobs better!
For instance, you're in The Black Shroud heading towards Coerthas, the mobs jump from level 10 - 14 marmots to level 25 - ?? mobs soon as you hit Coerthas. How does that make sense? I'm suggesting a smoother gradient feel to mob spawn levels.
This doesn't mean just a visible wall of level change. Keep the idea of ideal leveling camps, but place the camps right. When you get right down to it, after level 10 grinding starts to suck purely because there's obnoxiously high level mobs taking the place of what could be good grinding mobs. So you're farming ~6 mobs at a camp while ~3 - 5 just sit there begging you to use an AoE or directional multi-hit ability to aggro them. This goes both ways for higher and lower level mobs. Why are there level 1 mobs in high level camps? If you really take a step back and look at it over all, there really isn't much sense in the matter at all. "Hang on, a monkey just kicked my butt, I think I need to engage this level 1 marmot to cool down." lol
Also, would we die if we had some variety of mobs? Speaking in terms of the MMO this is supposed to be, there's very very few different styles of mobs in comparison to even it's predecessor, FFXI.
I hate to make a comparison of any sort because in my opinion Final Fantasy has always been a niche MMO that most people don't care for if just starting or coming from another MMO without previous Final Fantasy experience, but the level of workmanship in the game right now is roughly equivalent to an expansion, not a full game, in terms of other MMOs. In all honesty, I would compare this game to Wings of the Goddess. All the overly complex/neat sub systems in the world won't keep a player playing when all there is to do is level and do 16 quests every 36 hours.
- Notorious Monsters -
Like much of the other content in the game, this was ripped off straight from XI. Everything about it was, at least at this time.
NM Levels:
The problem is, NMs are cool, yay, you need a duo of rank 40+ characters to get an optimal rank 20 item. That seems a little "off" considering what drops from them.
NM Drops:
As previously stated, duo of rank 40+ for an optimal rank 20 item... Given the lackluster selection of armor in-game right now, let's get some cool stuff dropping for our hard work of camping the NM.
- Overall -
Myself, and my linkshell mates, and just about anyone I've talked to feels that you're trying to cram too much crap into like 2 zones per city. Too much "crap" too few zones.
While the zones are huge, you don't "feel" like you've really accomplished anything when you run to another city. I honestly think the hard change of scenery is necessary to get the feel of the game right. Right now it just feels like you're running through the forest for 45 minutes to get to Ul'dah lol. Or running through the desert for 45 minutes to wait for the 30 minute ferry wait/ride to get to Limsa Lominsa. You get the picture, travel times are obnoxious! You ripped the ferry straight from XI, why not choco renting, or airships? We don't need a whole Choco system to have a quest to get a choco renter's license(Maybe killing the choco eater).
You don't feel like it's a world at all, that's the point I'm trying to get across.
The priority of things is a little skewed per the dev list released. Travel should be pretty much number 1. One of the things that I literally despise about the game is spending so much time traveling. You can easily use up all your anima just porting around for crafting and gathering.