Quote Originally Posted by Rentahamster View Post
Yeah, some sort of counter system might work. Basically, I'm envisioning the experience to go something like this:

A party enters some area and starts killing the mobs there for SP, or for item drops. Since killing the same things over and over can be a little boring, once in a while, a boss pack spawns that is harder to kill but has greater rewards. This would break up the tedium and introduce some dynamic content into a player's routine.
AKA beastmen. Which totally suck because we found that players didn't like it and actually avoided it. It's all fun and games, as long as no one loses as they say.

I don't want to be randomly "dead" or wasting valuable time going along my route because of some code in the game to make it more "fun".

That's what started the whole sneak/invisible craze as well as camps in FF11. People didn't want to deal with stupid over powered pests...like Guivre. Though it was fun if a party got snacked on by her once in a blue moon...rarely.