Originally Posted by
Talraen
So, the side rooms in Sastasha are treasure rooms, that doesn't make anyone do them. And again, letting seedlings hatch in Aurum Vale is a huge benefit that costs very little time (literally several seconds over the entire dungeon if you do it right), and people often still don't do it, even if they're not level-capped. That directly disproves your entire premise.
However, none of that even matters, because in a vertical progression MMO like FFXIV, you simply can't provide an evergreen incentive. Treasure? Will be obsolete by the next patch. Experience? Irrelevant for people running roulette at max level. Gil? If that worked as an incentive, tanks wouldn't be the only class that's ever offered preferred status in roulettes. Extra tomestones? Only worth the effort when the current relic weapon step is a tomestone grind. What, specifically, do you propose to offer that is actually going to make optional content permanently worth doing?