Originally Posted by
SeverianLyonesse
See, I disagree with this.
If dungeons hid chests/enemy drops with things that players would actually want or find value in, more players would enjoy exploring dungeons.
And yeah, that wouldn't change the fact that we would still have a sizeable portion of the community that would just speedrun the dungeons anyway. But that doesn't speak anything to the dungeon design so much as the job and leveling design. Let's consider PotD/HoH as part of the "exploration content" -- the reason people speedrun it isn't because the content itself isn't fun to explore. They speedrun it because the game encourages them to care more about leveling than the content they actually use to level.
I think part of the issue is definitely how the job/leveling system is set up. And I think another huge part of the issue is the very nature of MMOs and how XIV in particular doesn't seem to mind being inefficient and wasting players' time all over the place. If the UI, travel, market/inventory, etc. weren't so janky, on top of a system that requires players to play through a snowball of story just to unlock basic content...players wouldn't be so preoccupied with rushing through content all the time.
I really like FFXIV's worldbuilding and art design. Arguably the best in the series, and the best in the genre. As a game though, I can only barely tolerate it because of how underdeveloped and inconsiderate the systems are.