Alright, before I start, just a warning that this post is huge.
It is not intended to raise the ire of people who may not agree with what I have suggested.
It is intended to make people think about what they'd like out of the game in the long run and to encourage them to offer up their own suggestions.
Getting to the point, here's what I'd like to see for FFXIV in 2012 and beyond.
Things that need to happen
Fluid actions in battle
I don't think I need to tell anyone why this needs to happen, but I'll elaborate a bit anyways.
It is incredibly inconvenient to be stopped or paused every time an action is performed in battle, and until the performed action's animation has passed. With the addition of the combo battle system in 1.20, this is a growing problem for most classes which need mobility to perform the next action on their target, as opposed to Archer, which is at an advantage in group play because it does not need to run up to a monster to perform a combo.
Fluid actions, that is, actions that flow gracefully into each other so as to reduce "battle lock" would alleviate much of the problems faced by close range damage dealers and tanks, and probably help Archer out down the road too.
Fun ways to level up as opposed to grinding
Don't get me wrong, I actually love grinding with random people in an MMO, it's one of the reasons why people play these games, but after an hour or more of killing the same pitiful rat-monster-thing in a group, people start to lose interest. Thank God for random conversations that pop up or we'd all be doomed into becoming mindless drones.
Obviously fun ways to level up include quests, missions, maaaaaaybe guild leves depending on which one you do... but at this time most quests, missions, and leve quests are all more of the same. Go here, kill this, return, reap rewards, repeat. This isn't the right way to do it, and I'm afraid I don't know what is, but that's what the game's developers are here to figure out.
Server stability
I've been hearing that this is actually going to happen long before version 2.0 comes out so I'll just leave this one out and only say: It needs to happen correctly.
Less hunting and fetch quests/useless dialog from quest NPCs. MORE depth and multi-tiered quests!
Anyone who's done a quest in this game knows where I'm going with this... All the quests are the same, they send you out into the world to slaughter rat-monster-things, bring back their nuts, and repeat this formula with almost every quest, maybe changing the rat-monster-things you need to kill to evil-shocking-flies.
The only differences are the quests that send you from point A to point B, then to point C, which sends you back to point A, which sends you back to point C, which sends you to point B to complete the quest, and then to point A to receive your reward. While all this has taken place, the only thing you've done is listen to 3 NPCs talk about absolutely nothing to do with the quest.
I seriously find myself just pressing the enter key most of the time, rather than read something I know is going to be of no consequence to me if I DON'T read it.
What I'd like instead? More depth, and more multi-tiered quests.
The depth of the quest would be the "mini" story-line, that doesn't necessarily need cut-scenes to make me interested in it, all it really needs is for the NPCs to talk about something that actually has to DO with the quest and in such a way that the players feel drawn in and WANT to know more.
Multi-tiered is where the players need to complete quest #1 (albeit an extremely involving and interesting quest) to move onto quest #2, #3 and so on, but they need to be built around the basis that this is something that will draw the players in so much that they WANT to do each phase of the quest because they want to know what happens next, like in a good series of books.
Less totems, nuts, next bad gimick(s). More reasonable progression!
(AND LESS/NO MORE DARK MATTER IN CHESTS!!)
I'll admit it, I loved the idea of totems when I first read about it suggested on these forums and then saw it come to fruition by being implemented in the game. That was before I got a taste of how it was actually implemented...
As it is now, unless you have some serious streak of good luck every time you do Ifrit or the Moogle instances, you'd be lucky if you got a totem/nut once every 20 wins. That's "one" totem/nut, every 20 wins, divided by 8 people... anyone can see the problem (well everyone can, but some just refuse to acknowledge it...). This is not the way you keep your players happy and playing through the pay period leading up to version 2.0. It destroys their faith that you can pull off what you've promised.
Can you guess what would be better, or at least improve the situation?
How about, making the "tokens" a 100% drop, and raising the cost per weapon for them to 50-60?
By the way, this isn't much better than what we have now, but it makes people FEEL like they're progressing, and that's the whole point! And if the developers wanted to be reeeeally nice, they could make it so the weapons went to our LOOT pools so that we could be NICE and give away the ones we DON'T want.