Quote Originally Posted by TrystWildkey View Post
I just want to wholeheartedly and very enthusiastically agree with absolutely everything you posted here.
Thanks. ^^

Quote Originally Posted by Vensaval View Post
I'm sorry, but could you elaborate on this? I don't remember hearing about systems like these before.
This was one of my biggest concerns while transferring from 1.0 to ARR: many 1.0 veteran players already have most or all of their classes/jobs at level 50. Those who do have everything maxed will only be leveling up arcanist, and there are also people who simply do not want to level up other classes, or perhaps crafts, etc. We get experience from doing just about anything in this game, so what good is it when you have nothing left to level?

Some other games will continue to let you earn exp after you've hit max level, but use it towards something else. For example, in Guild Wars 2, players get a skill point every time they level up (or just fill up the exp bar again). These were used towards unlocking various skills, but they could also be used as a type of currency at specific vendors for things such as components for making legendary weapons, or transforming lower-tier materials into higher-tier ones. GW2 also had a nice daily achievement system where you could earn laurels each day, and eventually save them up over time (say, roughly a month) and exchange them for really nice pieces of gear, or even "for fun" things like minions and transformation potions.

Also, as mentioned previously, FF11 had a meriting system that could be used to customize your character in various ways; not seeing something similar in ARR quite honestly confuses me. GW2 also had trait lines for building a single job a multitude of different ways other than just your gear.

Ideally, I was hoping that such a system, along with more use of level syncing outside of FATE's and instances, would allow players to continue to progress their characters while simultaneously letting them choose how they want to play the game, rather than letting the game choose for them.