Agreed!

Weirdly, I do get motion sickness from some games (eg Oblivion), I haven't from the FFXIV vids, or some other FPS (Counterstrike was fine for me), so I've got my fingers crossed.

I feel more strongly about the other two issues.

I had wished PvP would be separate from PvE entirely, either through a Card Game, Chocobo Racing, minigames, or a sports-style game (the lesson to be learned from XI is that even just one reward from PvP content need to be relevant to PvE, so that the aspect isn't ignored utterly). If PvP balancing doesn't adversely affect the fun-level of PvE, especially considering each new job added, level cap raise and introduction of new gear makes it more complex, I won't have a problem. I'm trusting in Yoshi-P on this one!

As for rewards; from the perspective of a player who previously hasn't been able to challenge most end-game content with much success (via PUGs), making old end-game content rewards obsolete makes it so those of us who have taken their damned time getting to said content find it very hard to find groups to challenge those fights. If rewards are kept relevant (eg through side-grades), or a separate incentive for those who have a lot of time to play is introduced (eg reputation increase, rather than tradeable tokens), I feel it would lead to healthier long-term reward system.

Of course, with level-cap increase comes the need for higher-stat equipment, but equipment upgrades seem to be the better way rather than direct replacements.

Quote Originally Posted by Radacci View Post
What's wrong with tiered progression at cap?
You get gear at cap, then with that you can do harder content, to get better equips.
Later they release harder content, and you got new progression, for harder fights, with better loot.
It's when there's no more goals to fight for, that people get bored and quit.
For the majority of players, who don't complete 100% of content before the next patch, it becomes very difficult to do older content. It might be more sensible at that point to skip it entirely, which just leads to a dead in-game resource. For instance (pun!), returning in March to 1.0, I found it nearly impossible to access Toto-Rak. I know the gear was unnecessary, but I wanted to experience the dungeon and collect all the U/U pieces (I hate inventory space). If the gear from all dungeons around that level was the basic form for a gearset that could be upgraded through new content every time there was a level-cap increase, that would ensure it was kept relevant.

Quote Originally Posted by Radacci View Post
You can't put materias in raid content anyways, so it's not an issue if they add new better stuff later. And in case you got multi melds, they might be better than new raid content anyways.
Hm. Who says you can't put Materia in raid content? I think it's actually a pretty good idea, as long as only one of that kind of Materia can be melded to a given item (alongside other standard Materia). We'll see how the new Materia system shapes up soon, I guess!