I can sympathize. The same thing is happening in my FC to some degree.

The developers have accomplished their objective with catching up to Western MMORPG standards. However, their goal was never to surpass them, at least not in the initial release of the game. There are signs that they are noticing the issues within the game, as can be seen by several different kinds of lockout mechanisms, including a passive lockout in terms of the extreme primal fights. However, the primary reason for lockouts, that is to keep the community on similar footing in terms of progress, simply does not work. We know this from years of MMORPG experience which tells us that those who spend more time on the game will always be in a different world from those who have hefty time constraints.

The real challenge facing current designers of MMOGs is creating an end game that justifies a subscription fee and allows the people living in different worlds to play together with a positive atmosphere. Creating encounters where players can effectively choose how difficult the encounter will be is the key to doing that, as can be demonstrated by games in other genres like Skyrim, Terraria/Minecraft, and The Sims. I use the term encounter loosely to define any kind of challenge the player can be faced with, and I'm not saying that hard boss fights can't exist, but that the focus of end game shouldn't be boss fights. A game can't unify players with less experience and those with more experience when progress in the game can be determined objectively with numbers and statistics.