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Disconnecting 2+ times a day every day.
This is an issue. The DDoS attacks need to be solved.
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MMORPG That is neither a MMO or RPG.
It's incorrect that it is "not an MMO". It ticks all the boxes for one.
There are massively multiplayer events, such as S ranks, hunt trains, large-scale FATE bosses, all with literally 400-600 players at them in some cases. There are large-scale PvP duties with up to 72 players. There are large scale raids with 24-48 or even over 50 people in some cases, such as Baldesion Arsenal, Delubrum Reginae and its Savage mode, CLL, Dalriada, Forked Tower, Chaotic and all alliance raids. Players organize many large-scale social events in housing areas, to the point of reaching the player cap. GATEs at the gold saucer can have countless people partipating in the jump puzzles and chatting together. Huge numbers of people (beyond player cap) have participated in the events for Cosmic Exploration and Ishgard Restoration.
There are FCs that organize events or do content together, from dungeons, to raids, to RP and social events. There are linkshells raid statics and hunting, novice networks, all which facilitate social interaction. Players often help eachother by crafting gear for eachother.
The issue is certainly not about whether it is an "MMO", because it's great at that. The issue is about whether it's good at RPG aspects, because they introduced things like stats but implemented them poorly and removed all of them leaving a single path of Crit, Determination and Direct Hit. Everything is so streamlined and efficient that you aren't made to roleplay your character in the world even close to as much as MMORPGs before it did, such as traveling places on foot or via a vehicle instead of queue/teleport.
On the other hand though, they have worked very hard to implement huge numbers of emotes for roleplayers, and released huge numbers of gear designs and house furnishings, all of which support roleplaying in the world.
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Forums are not used for feedback.
I have to agree. There is no evidence they look at them when the issues put here are not even on Yoshi-P's radar until an interviewer asks about them, or he sees them in a YouTube video
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Constant job changes/balancing
(Makes developers seem directionless and mismanaged, while constantly wasting development resources and time. It also wastes player time, everytime they have to change their hotbars and "relearn" the job.)
They clearly state their intentions now when they make these changes, due to popular request. The explanations and "direction" are stated in the job guide on the lodestone. All these explanations are pretty obvious to people who have been following the issues with said jobs. I agree it's annoying to relearn a job, of course, because I moved away from Paladin for an expansion after it was reworked mid-savage progression and I didn't want to also be progging my new rotation.
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-Poor development planning via "stat squish"
(instead of implementing damage caps such as 99,999 or 999,9999, or even simply planning ahead.)
In a linear game where stats keep growing, I don't know what you mean about a "damage cap". They could have planned the stat scaling better, but I think they didn't really know if the game would even survive beyond ARR or Heavensward, because new MMOs often have initial hype then crumble into nothing. It was only by Stormblood they began to realize the game had stuck.
In fairness, in a game that can have hundreds of players attacking an enemy whose gear continually grows with each patch, the stat scaling getting big is unavoidable. Whether it needed to get quite where it is now, I'm not so sure, but the issue with it can be reaching the actual number caps that standard variables in programming languages have, and looking ridiculous to players.
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Poor priority management.
Yes and no. Their priority is the next patch content. It is the next patch content that will make people resubscribe to the game to do the new MSQ and raids. It is the expansion patches that will draw expansion sales. So that is literally all they do. Quality of life should be the priority, I agree. But it doesn't draw them immediate, measurable revenue in the form of a spike on a chart they can show to shareholders. Therefore quality of life is ignored entirely except rare exceptions such as the abandoned graphics update, an odd sidequest dungeon revamp, and 5 or less quality of life updates out of the many thousands that we need.
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-Constantly deleting gameplay features without adding anything back.
(Such as stat point allotment, TP system, pre-battle buffs, slashing/piercing resistances, etc.)
It has made the game too simple and streamlined. I can see why they'd do it though. Simple is good for new, casual and returning players, because MMOs are already complicated to understand due to their years of patches adding new game systems. The problem is that once those players understand the game, they then realize it's so simple that there's not much to sink their teeth into.