Quote Originally Posted by Physic View Post
its pretty small rng.
It's still RNG.

It's still only in half of the Exploratory Mission zones (So far).

It still requires you to go back to camp and upload the Logogram.

Not quite the "Anyone can Raise someone, because this content is designed around people helping others" thing I was suggesting.

Quote Originally Posted by Physic View Post
they have tons of content designed for one group.
Which is good, because many skills and roles aren't compatible with multiple group content. I mean, Alliance Raids are pretty iffy as is.

One of the main examples is how many healing skills are Party only:

Medica (Also Medica II)
Asylum
Assize
Divine Benison

Succor
Indomitability
Deployment Tactics
Excogitation
Sacred Soil
Fey Union
Every skill from a Fairy (Including Embrace if you're not manually telling her to cast it)

Helios (Also Aspected Helios)
Synastry
Time Dilation
Collective Unconscious
Celestial Opposition
Earthly Star
All Cards (Including Lady of Crowns)

There's also all the other utility skills that jobs get, that are useless outside of Party members only.

In addition, enemies have a cap on the number of debuff effects they can have active at one time. So, if a portion of your kit revolves around having say, DoT's/debuffs active (Such as SMN, BRD, NIN, MNK, DRG, all healers), well you're SoL because in large zergs it can be impossible to apply them to the target.

Quote Originally Posted by Physic View Post
The whole point of an open world like map is to have people interacting with each other, and the map.
Though, there are ways to do that which don't involve pushing people into zergs.

For example, split FATEs. Where kind of like the Brothers in Pagos, but instead of being literally right next to each other, they're in different locations. So people don't just zerg into one area, mass nuke everything and then move on.

Quote Originally Posted by Physic View Post
they can have some content that is for smaller groups, but they cant make it the main point of play there.
They absolutely can.

They can make Leve-type content that scales to party size and is thus locked to the party that spawned it (Also seen in things such as Treasure Maps)

Quote Originally Posted by Physic View Post
They can have it scale, or they can create events that break up the zerg somewhat, but they want something that the map works together, and benefits as a group.
Well, then they completely missed that idea with their current implementation.

Where you get like 10 people working towards spawning a FATE while 130 people sit around waiting for it to spawn in the same location. With people being disinclined to go work on spawning FATEs in other areas, because if something pops it can be killed before people can travel to it (Thanks to the whole "No Mounts until max level" and "MoBs ArE DaNgErOuS" thing)

You know, instead of anything that could actually make people work towards a similar goal and benefit everyone without actively demoting the idea of people being helpful...

Such as Exp/Drop increase buffs that are tied to Fate/Leve/Hunt completions in the area or zone.

Not splitting the focus of players between farming different things - Like how you have mob grinding parties for experience, challenge log parties, Light farming parties (Pagos), Bunny farming parties (Pyros + Hydatos), FATE farming parties - Which all work on individual content that don't interact with each other at all (Outside some Ashkin being tied to a FATE so some CLog parties pop FATEs). Instead, it'd be better if you had these things contribute to a single overarching reward.

Maybe they could do something like have all the activities give 2 types of currency. One being used for your item upgrades, while another is specific to the current instance and is lost upon leaving and is turned in to work towards a particular goal of some sort (Maybe a big FATE boss that everyone can get something from *Cough*Unlike Panini/Luigi/Penth/Prominance which only reward their unique currencies to high level players*Cough*)

You know... Anything that isn't the current implementation that is absolutely horrible for co-operation, due to dumb things like levels segregating players (Also, limiting the ability to help others), the stupid way FATEs are spawned that promotes AFK waiting around the location, as well as the awful way that the death penalty (Also, "Dangerous enemies") can actively work against co-operation (Sorry, I can't go raise you when you're around the corner from this FATE boss. My job can't raise and I haven't equipped a Raise logogram/The FATE will die before I get back and I want my loot/I have to stay with the Train/I'm low level and I'd get killed if I tried to help you)

Though, this is getting a bit too critical.

I'd be happy if they just didn't make progress be an absolute slog because solo progression is awful and FATE Trains are dull af because of the bass ackwards way they spawn.