This is also what drives me away. It is to much RNG just to strech Content.
They did not found a way to make the Bluemage Skillhunt a bit longer and so they went for RNG, to make people run Leviathan for 2 Hours to get the Skill.
In the end, the Players spend less time searching the Skill and spend the most time with redoing the same fights for Hours, because RNG.
And it was even weirder, to make a restricted Single Player Job, but then force the Players to Party up, to get the Skills.
This is as weird as some Offline Games, connectiong the Multiplayer into the Single Player. Progress..*cough* Mass Effect3* cough*
I enjoyed the Stone Gear System. I had a sense how long it would take to get my things done. Even Savage gave me at least some safety, that my Gear is done in x Weeks.
Except the Atma Step, I even liked the old Relics. Sure, it was grindy as hell, but I knew, that every small step brought me forward.
Everytime I used this Kristals, Sand...whatever, I made a small step forward.
I have no Problem working towards a Goal, but I prefer having a steady Progress, instead of RNG Progress.
Back then, I could finish those Weapons while doing some Dailies, which was nice.
Farming the Light took ages, but every Dungeon, Primal, Alex Fight, etc counted.
Sometimes, I got more, which was nice. But there was no "Whoops, sorry, no light this time, because RNG does not like you."
And RNG can be used in a good way,to make encounters more engageing, to make Spawns more interssting and sometimes fight more interessting.
But the Devs use this tool so often to strech things, by making people push the Button in the Skinner Box thousand times for a few Breadcrumbs.
And putting the Relic into Eureka was one of the worst decisions in this Game. An exclusive weapon, like with the POTD would have been okay, but not the Relic.
From my View, they learned one thing from the Diadem: Put a loot of exclusive Rewards into it and the people will follow the Carrot on the Stick.
I feel pretty similar to that. The Artists and the Composers do such a great Job. I loved nearly every Primal Song of Stormblood.
The Art for places like Kugane, Ala Mhigo or the Primals is stunning. But the Team works on a Budget and are at the same time so stuck in their formula, that the Game repeats itself and will repeat itself forever. And when they try something new, it often feels old.
Yoshida calls Eureka "content in an MMO that has never been experienced" in a Liveletter, while it is A something like a shallow Version of a piece of 11 Content and B something many MMOs Devs have dropped as Designs years ago.
Those are moment, when I wonder how many MMOs he and his Team had ever seen in their lifes. Sometimes it feels like they only played WoW back then, to get a Picture of Western MMOs and never played any other MMO after that.
They should send him and some of the Devs into a Room with some modern MMOs and tell them to play those, instead of all the traveling around the World to gather new Players.
If the Game is great people will come, but if you spend to much time to get new people into the Game, you start to lose the Player that are in your Game at that moment.
And I don't talk about the Veterans. I talk about every Player that is in the Game with a Sub at this moment.