Quote Originally Posted by MilesSaintboroguh View Post
So I ask again, besides "immersion" and "challenge" why is this thing needed? Why does something so simple as traveling need to have a big risk? What about low populated servers that doesn't have as many players around to want to help?
You might actually be overthinking the idea. Maybe I'm wrong on it, but I think a lot of the folks wanting for the mobs to be dangerous aren't necessarily asking for an entire army of impossible to solo mobs at every corner of every map (including starter zones). Nor are they asking for it to greatly impact anyone from their typical tasks (maybe it'd even add more things to do if there's actual substance).

I'm personally not against the idea of possibly having group quests be a thing alongside solo daily ones. Like if there'd be 1 group quest for beastmen rep/rewards available each day to kill a mob of A-rank equivalent difficulty (maybe it'd be among other dungeon-tier trash mobs). Think of it along the lines of those chain FATEs, like that poachers one in South Shroud, except those guys are up like any other open world mob. The concept of dangerous mobs being around is world building more than it is any other reason. The presence is the point in that case.

To argue against the idea of "challenge" or "immersion" not being enough reason to do something, is to argue against practically anything done in a video game or any creative medium. Why do anything that has specific direction or design in mind? Why have a specific tree stump in an area when it's completely unnecessary to have it? Why decide to make the Gold Saucer a tad visible from Southern Thanalan? Why have so many pointless or annoying mobs in areas that don't even involve them for quests?

It's not necessary to have the wanted danger added, obviously, but many things are clearly not necessary either, including the things that have already been put into the game.