You know how many people gather to kill a hunt mob when it is desired? Imagine hunting Leaping Lizzy with the population we have in each server. This was a pain even in FFXI that had much less people (was a lot at that era's standards). It leads to frustration, drama, and people quitting because they cannot get a mob faster than someone. People are frustrated enough not getting a hunt they need. Sitting there for a long time when you could be doing other activities just to get one piece of gear off one mob. Doesn't matter how much longevity the gear has, people today with the population we have will not go for it.
Hunting HNM's was the most toxic experience I had ever had in any MMO. It led to using third party tools to get claims and people were very quick to attack one another or cheat to get the mob. This set up creates all forms of toxicity in MMO's.
I still find it funny that people's ideas of success in an MMO is how to add more mindless grinding time sinks, when developers should focus on more difficult content for end game. Who hunted Atma and said "Wow I sure do enjoy spending all day in one area grinding FATE's for one out of twelve items!" When these time sinks are put in, its the same people complaining they wanted this that SE put mindless grinding in. People don't know what they want.
SE has already come out plenty of times (especially during beta) and discussed why they went in the direction they did, even addressing FFXI players on why some features and mind sets from that game would not work in FFXIV/modern MMO standards. At this point they are beating a dead horse if they keep giving the same explanation over and over. Like I said in a previous post, developers listen to suggestions that work more into the context of FFXIV. It is extremely unlikely they will alter how the game's progression system works and not sure why people think it will change any time soon.




Reply With Quote

