
Originally Posted by
kyuven
Then why not instance it, and let everyone take their chances?
This is the mentality XIV's developers take.
What *I* want is limited overworld raid encounters that drop currency. kinda like what already exists. Use the leve and FATE systems for overworld, use instances for large encounters
"Entering a tough zone"
We do that. In instances. Every coil except 5, 9, 12, and 13 have had tough mobs you have to go through to get to the boss. The three towers are the same way. Hell dungeons are the same way.
What i'm getting to is this: You're suggesting a whole new system to replace or supplement something that's already doing that job better. You're actively suggesting something that created so much drama in other games, that when newer games were released, they specifically advertised that they wouldn't be using that system.
In fact everything you've described describes instanced raiding to a T, with the only difference being "happens in the open world." Why create more problems such as lag issues and severe, justified, complaints. There are already complaints over S and A ranks and those reward participation, I don't think you can fathom the complaints that would arise when a mob can actually be stolen.
It's funny you bring up those avatars. See, EQ2 took a different tack than its predecessors. They had instanced non-instanced dungeons and raids, and sometimes they were the same mob. The non-instanced version was FAR harder, to the point only the best of the best that had already killed the instanced version could kill it. The Avatars were like this.
Nowadays? The instanced dungeons take vast precedence over the non-instanced ones. Just because other games have it doesn't mean it was a good idea.
And you talk about level locking. That's the FATE system. It already exists.
What I'm gathering you want is something like Angra Mainyu spawning as a FATE boss in Northern Thanalan. Well, they kinda tried that. His name is Gorgimera. How often does he get killed?
SE has shown they're VEHEMENTLY against having "valuable" loot drops off open world mobs. Even the stuff from leves is worse than what you can get from dungeons. Ever think this was an intentional design choice?