Hello, and thanks for your outreach to the fanbase, it really means a lot to us to hear directly from you

Top changes I would love to see:
-Clearer, cleaner user interface with HD displays in mind. While I know the team is hard at work making the new UI, I think it is important to keep in mind that on a hi-res display, text is very small and difficult to read.

-Anything that can be done to improve the "feel" of the speed of the game. Such things as characters "blinking" when changing gear, superfluous menus, and the unusually resource demanding things such as verdical confluxes are all examples of things that make the game "feel" sluggish.

-Voidwatch rewards system (I know, I know, I know). While the cells for sought after drops are a nice start, I have personally fought Kaggen 100 times and still do not have the body armor. A points system, or even a system similar to abyssea seals that at the very least might give players a sense of progression would be far more rewarding than just hopeless spamming of certain void watch monsters to obtain sought after equipment.

-A general emphasis on making things less complicated when addressing revamps to old content. I was delighted to hear about the abolishment of the cells from Salvage! These types of systems introduce unnecessary levels of complication that take away from the fun of these types of events.

-A throwing weapon skill! Kind of a random request, but it sure would be fun for Ninjas and Thieves who have taken the time to skillup this combat skill, and add a little bit more depth to their use of ranged attacks. I could see an emphasis on enfeeble effects, or even a sort of area of effect of the target type maneuver.

- And finally, a general emphasis on "fun" as opposed to "work" when making adjustments or developing new content. Please keep this in mind! I am not requesting for things to be easy, because that's not fun! However, in my opinion, as noted above with regards to Voidwatch, a feeling of progression towards a goal is not only fun, but rewarding. This is why I very much like the process in which Empyrean armor is obtained. You may not get the item you desire in a single run, but seals have a relatively high drop rate, and +2 items can generally be obtained without a yellow proc even in small quantities. These types of systems keep players like myself motivated to continue to play, because you can measure your progress towards a particular goal by counting seals, +2 items, dynamis currency, ichor, etc, while on the contrary, fighting certain void watch monsters dozens, or hundreds of times, or in the case of Provenence Watcher which is even worse, spending 1-2 hours to do all four fights, and walk away with little more than a log, is not only frustrating, but it becomes not fun, and less appealing to partake in.

Again, thanks so much for your outreach, and please keep us updated