Other than the specific announced changes?
What makes any given MMO a success? What are some of the key factors that keep players playing, and more importantly, how can FFXIV incorporate these concepts in such a way as to have what other MMOs have, but in a unique yet functional way?
I have been playing MMOs since about 1998. I started with Ultima Online, then Dark Age of Camelot, Star Wars Galaxies, FFXI, Everquest 2, FFXIV and currently Rift while I wait on the major changes to Xiv. I've been around the block, but certainly don't consider myself an expert. I have gained a lot of insight as to what works well in various games, and what does not.
Tangible Feeling of Progression
More than just progression in terms of leveling up, progression should take you all over the world. Currently, the only thing we have are Guildleves, which only really send us around the starter zone.
* Aetheryte camps should be expanded into larger encampments, which have quest giving NPCs on top of the option of Guildleves. These quests should be more than basic fetch 10x item or kill 10x creature. Currently, the camps are far too similar. It doesn't really give an immersive feeling of progression moving from one to another.
* Coerthas and Mor Dhona need to be more utilized in higher level quests and leves. Levels 40-50 should not be using the initial zones at all.
* Quests at camps should be story based, and level appropriate. However, they should be fun enough to do that a rank 50 would still get enjoyment out of any of them -- even though the rewards (if gear) should be rank appropriate.
Variation of Content
All Guildleves really have a repetitive feel to them. All battle leves are the same overall.
* Guildleves should have their overall scope expanded to include more than just killing. We should have to sometimes interact with our targets in more ways than only fighting. For example, a leve (or quest) could give us a temporary ability or item to use on monsters in a certain manner which would be required to defeat them -- maybe even capture them to bring back to the NPC.
* Guild Tasks should be expanded to Dow / DoM in a FF12 style Mark Board. These marks should work a lot like 12's, in that there are unique mobs specific to the Task, and varied in difficulty (from solo to alliance).
I have more, but it's late...
*****edit****
A Sense of Urgency
In many of the MMOs I've played, there is almost always something important going on. These things would have real benefits & consequences for success or failure.
- Rift has rift invasions (PvE zone-wide events) as well as more group/solo friendly Rift events.
- DAoC had PvP frontiers in which 3 factions fought to control relics, keeps and even a massive dungeon
- SWG had a constant PvP/PvE struggle between the Rebels and Empire
- Ultima Online had GM events as well as PvP faction control of major cities. Also PvE monster invasions of cities
- FFXI had a weekly nation conquest of zones as well as PvE invasions in Al-Zahbi (Besieged).
* There could be monster/NPC invasions of the 3 City-States as well as minor invasions of te Aetheryte camps.
* Bring back XI style nation conquest, but make it dfferent so that it adapts to XIV.
- Create outposts throughout the zones which serve the nation that controls the zone. These outposts could have Crafting Support, vendors, even special quests. Maybe even teleport/chocobo services?
- Create unique bonuses for the nation which is in "1st", but also incentives for underpopulated nations to give them a chance to compete (think Gridania here).
1st place: A small bonus to XP/SP
2nd place: NPCs sell items/services cheaper
3rd place: A small but noticeable bonus to attack power / defense
Now obviously, everyone at endgame will want #3, right? However, the more people that join the losing side, the less they lose! These bonuses are only suggestions, of course.
* Conquest systems should divide the 5 major zones into their sub-zones. Northern Shroud, Southern Shroud, etc etc.