We have 2 million already. Chinese release will adds 2 more. A successful MMO that is not suddenly dropped (i doubt SE will drop it) peak at around 5-6 years than steady decline to about 50% and than stagnation/slow drop until game becomes really outdated and closed.
The only reasonable criteria for good - is that people like it. And only measurable criteria for this is number of people that likes it and a period of stay. We have already 2 million people at 1 year timeframe, that is already a long period to attribute it to marketing push.
Otherwise we will be stuck with *definition of good*. Basically I think that FF14 is good as it is and you have no objective meaning to prove it otherwise. And my "good" is that people like it (play it) as it's now.
You can provoke it, like lockout zones do, or you can try to hamper it like it's done in FF14, where many elitist concepts are explicitly made invalid (like "buy to win" from FF11 where a lot of gear were purchased thus segregating crowd for those who have money and whose who haven't).
You think it in a wrong mentality. Dangerous lockout some people, as some people just don't have enough will/dedication to go through several death to pass through. More dangerous zone becomes, more people will be locked out.
The general trend for modern MMO, starts with WoW is that - content for everyone. And unlike Coil where you can add Echo when next turn comes out, it's work rather bad with zones. You either keep them locked out (that is bad) or get excessive stress to adding new zones that costs much more than raid dungeon.
But they do add some elements, like NM hunting was returned to FF14. They just adapt it to the whole concept framework, that all content should be eventually scaled down to be accessible to everyone.
Although I would like as well less fixed rotation, some tactics still in place. You need to adjust known tactics to your own party formation as they not always work as prescribed and sometimes some tweaks required for more comfortable play for your party.
DarkSouls sold 2 million copies and GTA sold 20 million copies. Got the point?
Flashiness sells much better. And having *actual* content helps keep people in game. You know, a lot of people treat it as a *game*, especially those from casual crowd, and not "a gateway to fantasy world". Currently it's a nice looking fantasy game with some flashy thing going around and some hardcore stuff in which nobody really cares about "world and stuff". And I am fine with that, I don't want to be in the land of elves, I want a high quality theme park MMO with cute Mi'qotes.
I do not care. I like story, I like people, I generally like endgame. I don't like overrealistic "place to escape" and I don't want to be in the crowd that likes to play Tolkien games in the forest.
Yes, it is. Pulling out 400+ dps for a bard is not an easy achievement even though bards generally described as "one button" dps class.
General approach is very easy and gives a good result. Yes, it is how it should be. But when you want a little more from a class - you suddenly discovers that secondary stats are not equally useless, that alignment of timing becomes important and that you need to actually watch for a different things to do not a "mediocre" but good dps.