Comparisons to GW2 or Rift are pertinent. XIV's FATE system is simply grossly underdeveloped open world content. I wish it was better, because for everyone who felt compelled to swoop in here and call them boring or that they only do them for (limited) rewards, I can turn around and say that's the only reason why I do dungeons or the annoying raids. After the Nth time, they're boring and lack variety, with the base obsessed with wall-to-wall pulls and getting it all done as quickly as possible because... well, my guess is it's not actually fun for them, either.

I feel compelled to look back to XI's Campaign system, as well. It had its flaws between singular defense points and being tied to the weekly tally, but this really could've been used as a springboard for a more elaborate system in XIV where the nation states, resistance, etc. have their NPC forces to deploy against the Garleans or other inhuman forces in a cyclical form of battle that's never quite the same each time between players present other potential RNG variables. There's no reason why it can't be a primary source of leveling, means of acquiring gear, or place to get unique mounts/glams, but it presently is not because this narrative that MMOs are spamming dungeons/raids is continuously pushed despite their high resource drain and arguably minimal return on investment the more difficult the content gets. This eventual "solution" to make the open world not worth being in once you're done with MSQ to incentivize "the real endgame" has always baffled me. Don't think timed spawns for gathering hasn't slipped under my radar as a poor mechanic, too.

Oh well. Maybe in the next FF MMO.