The pressure to keep "good" EXP often either worked out really good or really bad. Too much time was spent LFP for certain jobs and certain camps just to wind up getting mediocre EXP/hr. MMM was a step forward but 6man EXP barely breaking 10k/hr was terrible and outside certain popular camps you were unlikely to do well.
Alliance EXP in its purest definition often winds up being exactly as you describe but there are so many ways to EXP. You can take that half asleep alliances lights, disband and solo. Or you could simply take your friends and get EXP while farming zones for items. Bastion and Dominion after getting some time also help to speed up those TNLs.In Abyssea, there is no pressure to defeat this mob right now. It doesn't matter if it takes you 2 seconds or 2 minutes to defeat the mob once you have lights, you'll still get the same 600 exp. You just don't have to try as hard, as it is not uncommon for some of the ally to be half-asleep at the wheel. It takes too long to build the base exp up, and then once you've built it up, it's too hard to walk away because you already have so much time invested into it already. Building an ally is time consuming, and keeping it going is a full time job in and of itself. The emphasis shifts from skill to luck as you're trying to get lights at the start. A single death is trivial at worst, making "losing" inconsequential. And besides, it's 18 people against ONE exp mob, where's the challenge in that?
You're complaining about building lights when often in the time it currently takes to build lights you'd be still LFP just a few months ago? With NMs/VNMs/Emphs/Elementals giving lights, capping Azure/Pearl/Ruby is trivial.
It didn't matter how hard you "tried" in an old Caedarva PT, if the PT sucked then your time was being wasted. Dunno about you but getting a "good" party was a brief treat for me and LFPing for 4hrs+ for a half-disbanded PT was partly why I hated partying up.
Abyssea did EVERYTHING to fix mob variety, come on. Pre-Abyssea, when could you EXP on Bugards, Xzomits, Bats, Toads, Worms, demonic seashells? It was Colibri, Colibri and some more fucking Colibri. Abyssea 1, Colibri Monopoly 0.In 2011, I want to see some of the fundamental flaws of FFXI fixed. Exp is given based upon mob level, rather than mob difficulty level. It never made sense in traditional parties, and Abyssea did nothing to fix it. Soulflayers should give double or triple (or more!) of the exp a Colibri gives. Camps should have several kinds of mobs to fight. The variety would spice up the leveling process, rather than "grinding" on just one mob type. While doing so, they simply must revive pre-75 leveling. Making mid-levels relevant will give value back to the armor weapons of those levels, instead of just AF3 or GTFO. Yet at the same time, weapons that level up with you, for example, might be a good introduction at this stage of FFXI.
The game is top heavy, middle levels will never be relevant in this game again. Once the game became established, mid levels became a bridge of grind towards endgame. Pre-Abyssea only like 7 pieces of AH gear mattered anyway (haub, SH, vermy, amemet+1, swift, rajas, pcharm) so people just gimped shit up to cap. AF3 or GTFO can be replaced by "wear AF to Maat, beat Maat, shelf job."
What are you looking for? Level 55 endgame content? Abyssea just made mid levels what any reasonable player already knew them to be - a waste of time. If you care about a job you don't need to clock in 60+ hrs in shitty parties to become good at it.
tl;dr: stockholm syndrome
XI Wiki


