I would not want an exact repeat of the chocobo license quest (mostly because I'm no longer playing games for 6 hours straight). I can agree with a quest to get a chocobo license, but a little bit more reasonable.
I'm more partial to character advancement being part of the leveling process (rather than being separate to create a double grind the way it was in FFXI). SE pushed that button with me too much in XI, to the point where I started measuring my play time in hours wasted instead of hours played.
In all fairness, most of FFXI's zones had no beaten paths as ways to getting around. The problem with that was the fact that due to the world being so treacherous to move around in, the world felt less tamed. This clashed with the fact the three nations have been around for a while, and was much more fitting for a "new discovered world that is being settled into as we speak" type of game. This was further compounded by the lack of presence of NPCs outside of the outpost NPCs, which detracted from the cohesiveness of the world.The game lacks a sense of adventure. In XI, going from town to town for the fist time was kind of a big deal. Sneaking past monsters far more powerful than you, going through several areas with varied terrain and design. It was all very engaging. In this, all I have to do is take the slow boat from the town to the desert and it's just a hop, skip, and a jump to the next city.
We should also keep in mind the setting of XIV. Prior to this looming Umbral Era, we had a world so peaceful that the governments had to fund things like leves to give the guys with weapon and magic training things to do to keep them from the less-attractive alternative (a life of crime, as best exemplified at the beginning of FF Tactics).
The arrival of a "hub" city was inevitable. Part of me thinks everyone will move to Ishgarde once that's opened up to everyone (provided it is used as an actual city).Also in XI, there was a crossroads for the towns, the Dunes, in XIV, the crossroads is basically Ul'Dah, another city, that automatically makes Ul'Dah the most populous city regardless of its importance to the storyline.
This is not much different from zoning out of Valkurm Dunes into La Thiene Plateau, though.Moving from Ul'Dah to Gridania is also very jarring. Going from a Western American style desert to a deep, lush and twisted jungle is not good for aesthetics.
I agree on the lacking design of the black shroud. I hope they get around to changing that as the game continues to see major changes.The jungle itself, is far too grid like. It may have been easier for design, but it takes us out of the game.



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