I was reading a MMORPG article and the guy writing it said that very few MMOs were good at retaining gamers. Yeah you might sell 1 million boxes, but at the end of the year, if you are only left with 100k subs or less, your game is in trouble.
So first, lemme ask an honest question: how many people are still playing this game because it is currently free to play? If half of the people playing now (a random number I pulled out of the air) quit if it were to go P2P today, what would that say about the state of the game?
Right now there's a lot of hysteria over the at least partly needed changes to the crafting system. (Yeay for dying not being needed first.) So lets say that the system doesn't change. What happens when a new P2P customer comes in, says the crafting system is boring, repetitive, takes too long to make anything, and it is a reason for him leaving? Not good for SE is it? Right now crafting isn't fun. At all. So it needs some real work for people to enjoy it.
Some people were anti-autoattack when it came out. I think there were some screw ups when it came out (some of the buffs that only last one attack should probably only work on WS so they aren't wasted), but overall I think it was a needed change over the stamina system and having to constantly click the same bloody button over and over and over and over and over and... you get the point.
Unless Squenix comes out and says they are going cash shop only or has some hybrid F2P/P2P model that's becoming more popular, it should be clear that they are going P2P. That means they need to get this game into some sort of shape where people will keep playing the game (see the vid in the link, esp if you are a squenix person lurking the forums).
So I think we as players need to work with the devs on some level. Yes there are things we like and things we need in the game if we are going to keep playing, but that's true for everyone. So we as fans need to think of how the game can change for the better so the current people will keep playing when it goes P2P, but also the new people that come in will want to stay.
I mean do we really want a FF game where 2 of the 3 cities are pretty much ghost towns or not being able to finish the summer event because you are the only person around and there's 3 mobs that are 17 levels attacking the bomb and hostile mobs 8 levels over you in the area. That's not fun.
I mean go to Uldah... it's populated but when I go into it, no one is talking except the occasional looking for party spam or someone screaming about his mannipples. It's like there's no social aspects at all. At least if you don't have a LS (which I do not). It gets kinda boring. And lonely.
If I were to honestly describe any MMO as boring and lonely how many people would line up to say I got to pay $15 a month for that? Save for a few types that are soon parted from there money, not many. Maybe just a few hardcore fans. While that might be tolerable for those fans, it isn't good for gaming in general nor that game in specific.
So what does FF14 really need?
I think that ease of communications is a must (and some LS management changes) so even a full town isn't silent. If that means normal talk range applies to a whole town (add whisper for short range convs) then do it. Something to bring people into the other two towns is needed. Replacing the market wards with EVE style markets might be good (essential if you want to have anything like the current crafting system). Most people like the flexibility and customization of the current combat class system so while tweaks and balances are needed I don't think we should see classes pigeonholed into one trick ponies (IE allow glads to be more than tanks only and allow conjurers to be more than healers). In the poll, 60%-70% of the people who responded said they liked killing things, if anything every class needs to have a viable method of making sure things die in a timely manner (even if how they do it is different).