Some cool ideas, I'll make some additions here if I may...
Level and ilevel sync are big disappointments for me in this game, they are ideal instruments to maintain content relevance, by reducing over-gearing.So definitely make better use of it across the board to level the playing field. Also, I'd go one better. I'd like to see a second mode to all the older dungeons, an actual high difficulty version (the name 'hard mode' is already taken), in addition to the alternate map revisions we already have. The 'twist' would be to scale the monsters and bosses in the dungeon up, in the same way that level sync scales us down, removing the leash on mobs, oh, and adding respawning roaming monsters. That way you can do an unsync'd run, a properly level sync'd run or a high difficulty run where you keep your levels and gear, but the mobs are sync'd up to your level as described. The intention is not to replace new content, but add a wrinkle to older content. I ahree with the rewards ideas you proposed.
Helps players level, fun duo PvP, end game rewards
Indeed. Someone please tell me why there are no gladiatorial games in Uld'ah? They are referenced many times, but we get nothing. This was crying out for use as a battle arena. Since we already have PVP duals and such, I'd like to see the Gladiatorial arena in Uld'ah ised as a PvE battle arena - with spectators as well.
Materia slots, and/or a "upgrade" tree.
This may be coming in some form via Eureka, based on Yoshi comments in interviews given after FanFest in LA.
The story fights such as "This little sword of mine" Paladin quest fight could easily be reused.
This is a cool idea, but in a sense this points towards another concept which is the Guildhests. They are little more than an afterthought. I'd like to see them expanded considerably with open world missions to suppress beast tribes, specific rampaging monsters, basically more of the open world 'short dungeons' similar to some of the ones we already have, but more of them and higher level ones at that. Oh, apply strict level sync for these as well, and implement the high difficulty mode like for older dungeons.
There should be multiple ways to obtaining 20 item levels below cap gear, and it shouldnt be locked. Thats just me though.
Indeed.
Reason it is the way it is now is because "easy travel." The game is more than easy enough
I agree with this, but can I make a small plea? I feel this needs to be carefully handled to prevent the game becoming accessible for lower level players on lower level MSQs, class/job quests, leve quests, or just gathering.
Completely agreed. Please create a second gear combination within each gear set we create. One combination for the actual gear, and the other for glamour. Store this data server side to prevent abuse. Use prisms to set a piece in each slot, if you change the actual gear piece the corresponding glamour slot clears and must be reset.
Grrr I should never have deleted that other post to consolidate, now I am out of posts...
Doesn't need to happen, would make the game just another twitch action combat game.
Indeed, can we also throw in removing the invisible walls and allowing flight in the ARR maps, along with swimming and boating? Triple the budget should mean something...
They sort of can by glamouring with the Emperors new items, but I suspect you want a character option to turn accessories all on or off at once. Agreed.
Of course! My sun-kitty wants round eyes and fangs, and...curves.
OK, it just seems a shame to have this in the stated lore in game and then ignore it, it makes little sense to me from that point of view, but I see the practicality of it.