Quote Originally Posted by Paix View Post
NPC: All NPC need to speak. This is 2012 if a game does not have NPC that do not speak a consumer will likely note the game was not created for consumer in mind. If all NPC were to speak this will give more life to Eorzea.
I agree, having NPCs that can speak would be really awesome. I understand it would cost a lot to implement this, but after 2.0 it could be a good thing to add gradually for all NPCs. It doesn't have to be in all languages too, just Japanese or English would more than enough.

Quote Originally Posted by Paix View Post
Player Character: A player should be able to set a mood for his character. In detail if a player is feeling down all his emotes will be in a manner of sadness and appearance. If a player is happy all his emotes will be of joy and appearance. If a player angry his emotes will be of anger and appearance. These are just examples. If this is added this will also give life to a character and the world around the character which can create a more realistic game play.
I partly agree with this. Having a mood feature would be great, but not to the point to affect all emotes. I'd rather go with a simple facial expression change and posture for idle characters.
For example, right now for my character, at character creation I picked a face with a stern look. So, my character is always dead serious unless I do an emote (which goes well with the current grim world setting). It would be nice if I could sometimes change it for a cheerful face during seasonal events or things like that. Also, having a few choices for default posture would be awesome (reflects a character-player's personality).

Quote Originally Posted by Paix View Post
Other

Individuality: There is no player individuality. There should points of path where a player can take a point where his or her game experience such as quest and special items reward are completed to his playing style and what he or she wants to experience in Eorzea.
What do you mean by that? Can you provide us with a few examples?

Quote Originally Posted by Paix View Post
Item drop rate: Higher chance in a instanced raid and out for attack able NPC.
I agree on the raid thing, raids and Primal battles are really difficult as is, the drop rate should NOT be that frustrating. I understand it was designed for players with no life to live, but it is also content that casual gamers want to experience once in a while. However, right now that only reward most casual gamer can expect is the simple fact of winning the raid/Primal since the drops are too terrible and casual gamers don't have the time to try every raid/Primal a hundred times each to get their loot.
I say, make the fight harder but with a drop rate of 100% for all players (I'm talking about totems/nuts for Primals [with 100% drop of totem/nut per player, it is still 70 Ifrit battles or 140 Moogle battles to get all the weapons, that's a lot!], but rare loot items for raids). It is much more fun that way because you know the end of it will be rewarding, not frustrating.