As we all know, the current method is broken.

1) Fates are the main method of leveling alt classes/job because there are no quests to do, fate reward experieince is crazy high, if you can do a fate in 4 seconds get 30k exp, why wouldn't you? and dungeons ques are crazy high (because people are doing fates instead but how many fate groups do you see have tanks doing nothing but flash, then get to 50 go into their 50 dungeons and have no idea whatsoever how to get agro and hold threat)

2) The amount of time it takes people to get their first job to 50 is relatively quick, maybe 3 days, but because of the fates they get their alts (which are on the same character) to 50 in 1 day without doing a dungeon or even learning their class.

3) SE states they are going to buff dungeon exp to make it more viable, but fates are working as intended.. But how is that going to push people to level in dungeons when again you can get 40k in 4 seconds from fates? I don't think it will help unless they nerf fate experieince.

4) Another problem, your one character can do everything, which in turn will devalue all crafting. People who hit 50 now, have nothing to do, so they craft, once they get all of their crafts up, why are they going to go to the AH to BUY the final product when they can just make it themselves?

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Fixes?

1) SE needs to realize Fates are NOT working as intended and turn them from a zerg fest BY nerfing the experience gained from them, but if they nerf them they still need to make dungeon's viable, dungeons in fact need to be a better leveling choice over fates just to make people go to dungeons instead.

2) Well there is nothing that can be done about this now, this should have been considered and looked at in Beta and planning, so now we just have to deal.

3) Well that is again just a rework of 1.

4) Nothing can be done about this one either.

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Question:

Can anyone come up with a reason to make an alt? a good reason? All previous mmo's alts are either storage or the ability for us to play other classes and/or other crafts. Here there IMO is no reason to make an alt when your main can be everything and do everything.

This game's design does not have lasting power, IMO. It's a great game, don't get me wrong, but it doesn't have the ability without lots of updates and lots of large update to last.

2.1 is giving us.. free company housing? how does that help us want to stay in the game? Our launch day raid of crystal tower, well ok that is going to be fun but for how long? 3 nightmare mode primals in which why do we even want to fight them? Is there going to be something that forces us to fight or make us want to fight them otherthan achievements and bragging rights? A new primal, moogle king, well again that will be fun to do something new, but is there a reason to keep fighting or trying it after you beat it once? 2 new 50 dungeons, well again that is good, and fun but what is the reason to do them? Are they going to help us get better gear for our mains or are they just there for alt gear/tome farming? Treasure hunting (from what I hear it sounds like WoW archelogy), dailies?

There are things here in 2.1 but nothing really to make us stay, just enough to make us try things out for a bit, plus they are adjusting classes, the infmaous Bard nerf and melee buff, the food change (really do they need to make it last through death?)