I think a flaw with FF11 that is commonly overlooked is the fact that there is so few degrees of difficultly per mobs. Everyone kills crabs, worms, colibri because they are easiest for that level. If monsters had a more varied scale of XP based on the mob type and not so much the level it would help a lot. If manticores gave more XP for killing them verse a simple crab people would have a real choice to make. Faster and less XP or Slower more XP. That would allow different jobs to be more important to what you'd be fighting and what type of style the players wanted to partake in parting. I assume half of the people playing would love a 30 minute fight that gave 5-10k XP. And Other would like 1 minute fights that give 200xp each. Or a mixture of both. Doing this would also free up camps, help encourage exploring, make new camps, discover new areas.
Fast hitting mobs with low attack perfect for PLD tanks, war, mnk etc.
Slow hitting mobs with high attack, better for NIN tanks, dnc, sam, etc.
Higher defense but permanent spike damage, good for DRK, SAM, DRG, etc.
Lower defense but lower evasion, good for MNK, BST, WAR, etc.
This would help vary up where and when you xp on different types of mob as well break up the same old routine when you can switch weapons.
Death to the Skill ups. Or at least have a way around it, Pay for training (automatically skills up) Pay for practice facilities (Cost less but you attack a Dummy).
Edited, Jun 22nd 2009 3:16pm by Synnre
Edited, Jun 22nd 2009 3:17pm by Synnre